It can not easily be described, as it is simply an improved Quake, not a total conversion (yet, anyway). ReadMe Download Screenshots Tech Notes Email Matrix Discord AboutĭarkPlaces is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality. There are other niche ports like Nquake for Multiplayer and other graphics mods but pick up those two for now.LadyHavoc's DarkPlaces Quake Modification It is the go to port for Quake, but doesnt offer any built in graphical enhancements unless modded in separately.ĭarkplaces comes with built in graphics enhancements and works fine for the vanilla game, and is required for certain mods.but is a bit mechanically janky and runs into problems with map packs and mods not designed around it, either scriptwise or just ugly / broken lighting. It is also supported by pretty much every mod. VKQuake is just Quakespasm with Vulkan support. ![]() It adds common sense options while staying mostly true to the original experience, and is by far the most prevalent. Quakespasm / VKQuake is your old reliable port. Theres a steam guide for fixing the soundtrack, Ill link later. ![]() The steam version doesn't include the soundtrack (have to download and properly install those files separately) and the original GL/Winquake versions lack features like support for modern resolutions. Abyss of Pandemonium - an unofficial third mission pack.Dimensions of the Past - a pretty good mod tribute by Machine Games that is a reinterpretation of the Quake finale ("Episode 5" basically).Arcane Dimensions - a huge mappack that is often considered "the real Quake 2" by Quake 1 enthusiasts, and its source code is used for a number of other mods.Quoth - though it has a couple of its own maps it's more of a source code that a handful of mods use.Also has an altered version of the core game, and you can load up other mods via it for its enemy randomizer and weapon changes. Quake 1.5 - a gameplay overhaul, requires Darkplaces.Gives the game a much different, and darker, feel. Quake Epsilon - a graphical overhaul, requires Darkplaces, and has alterations for certain mods as well as official releases.You can play the base games well with that, and I'd recommend doing so at least once for the main game. I also recommend getting Simple Quake Launcher 2, as it is very helpful with loading up mods and mission packs. Links to these can be found in this post. IMO, get both Quakespasm and Darkplaces as they tend to be the most required ports (Mark V is also good, dunno about others personally). I'm not familiar with modding up Quake 2 (yet) but all you really need for quake 1 is a sourceport. many singleplayer maps tend to break otherwise.Įdit: If you want to do multiplayer, the ezQuake engine is widely used, and nQuake is a popular package that sets up ezQuake with a lot of modern configs and skins and stuff. ![]() If you're going to use it to play singleplayer, I'd recommend setting the console variable sv_nqplayerphysics to a value of 1, to force "original" Quake physics. It supports both QuakeWorld and "original" Quake style of play. It's more consistently developed/maintained than Darkplaces, and also (unlike Darkplaces) it's still mainly focussed on being a program for playing Quake rather than trying to support the development of other games. The main reason I'm posting is to add this: if you want to experiment with a Quake engine that has a bunch of bells-and-whistles features, give FTE a try. That package also comes with some documentation that explains a lot about how to configure Quake, run mods, etc. If you want to try out a bunch of custom singleplayer releases, you could give this (Windows-only) installer package a try: It comes with the Mark V Quake engine, which is also a good one for most folks, although you can drop Quakespasm in there if you would rather use that instead. (There's another exe in there used for backwards compatibility with some old stuff, you probably don't want to use that other one.) If you're on Windows, get the Win64 package there and unzip it into your Quake folder, then run "quakespasm.exe". it's rock solid and almost all new map releases are tested against it. FWIW personally I tend to use Quakespasm. There's a bunch of good comments already posted here.
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