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The QuakeForge Project

Welcome!

QuakeForge is a 3D first-person shooter game engine based on id Software's legendary Quake and QuakeWorld game engines. Our purpose is to improve the state of the game by improving the engine, making a good base for game and engine modifications, and making it accessible to the largest number of players we can. We like it, and we think you will too.

Latest News

Posted on 08 Feb 2012 by Taniwha

QuakeForge 0.6.2 has been released.

Changes from 0.6.1:

  • New renderer using GLSL. Currently looks very much like the original software renderer with the additions of translucency, skyboxes and fog. Also, it's mostly GLES ready. The top four images on the screenshots page show it in action.
  • Screenshots now get written to $fs_userpath/QF (ie, QF in the quake root) instead of the current gamedir.
  • Demo playback can be recorded (currently to PNG files as QF/qfnvNNNNNN.png) by adding "rec" as a second parameter to the playdemo command. The recording is for 30fps playback. Sound is not recorded at this stage.
  • SDL sound now works in most cases.
  • The blender mdl import/export script has been updated for blender 2.61.
  • Partial cross-compile support for Android using the standalone ndk. Doesn't produce a usable app yet.
  • qfcc now has a --no-default-paths option to prevent qfcc including or linking installed headers or libraries.
  • Some more functions added to the Ruamoko draw api.
  • Message buffer API for Ruamoko.
Posted on 07 Jan 2012 by Taniwha

QuakeForge 0.6.1 has been released. This is primarily a bug-fix release.

Changes from 0.6.0:

  • qfprogs has been moved from tools to qfcc (windows packages).
  • The software renderer can now cope with pics being off-screen.
  • A potential issue with reading past the end of PCX files has been fixed.
  • qfcc now accepts --no-default-paths. Mainly for building Ruamoko code in the main source tree, but useful for those who want to avoid libr.
  • A segfault involving old dirconfs has been fixed.
  • OSS sound should be working now.
Posted on 21 Dec 2011 by Taniwha

On the 12th anniversary of the release of Quake's source code comes the release of QuakeForge 0.6.0.

The only update from 0.5.99 Beta 4.1 is to add support for many more keys in the X11 clients (-glx and -x11).

There are some issues with the windows clients, and certain configurations of Linux and other UNIX based systems, but these will be fixed as soon as possible (sooner if patches come ;).

Happy birthday, GPL Quake. Merry Christmas, Quake fans.

Posted on 19 Dec 2011 by Taniwha

0.5.99 Beta 4.1 has been released (Beta 4 didn't get uploaded because of a last minute patch).

Updates:

  • Global fog now works for both multi and single texture rendering.
  • Z_Realloc() zeros the expanded part of the memory (thanks to sezero).
Posted on 17 Dec 2011 by Taniwha

0.5.99 Beta 3 has been released.

Updates:

  • Possibly better ktpro support (server now informs the mod about its MVDSV features)
  • Due to it being incompatible with most clients, the MVD time skip support has been removed.
  • Global fog improvements for non-mtex rendering. Still not there yet, though (hopefully next release).
  • The OpenGL error on startup has been silenced: the cause was found and taken out back of the barn.
  • A mistake in an OpenGL version check has been fixed (thanks to MH).
  • Setting gl_vaelements_max to -1 no longer causes QF to segfault (console text and particles now support fake vertex arrays).
  • Entity transform setup is now controled by the client rather than the renderers. Amongst other things, this means that static entities now setup their transform only once.
  • Ruamoko
    • Now has an __INFINITY__ built-in constant. It won't work on machines that don't support IEEE single floats, but then again, neither will quake.
    • Old cvar() and cvar_set() functions moved from system.h to cvar.h.
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