Difference between revisions of "Quake"
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====Transparent water==== | ====Transparent water==== | ||
− | Use [http://vispatch.sourceforge.net Vispatch] ([[Mac]] version available [https://github.com/fruitz-of-dojo/Quake-vispatch/releases here]) to patch vanilla data (some mods already include said patches to data). Use the command | + | Use [http://vispatch.sourceforge.net Vispatch] ([[Mac]] version available [https://github.com/fruitz-of-dojo/Quake-vispatch/releases here]) to patch vanilla data (some mods already include said patches to data). Use the command {{code|r_wateralpha}} with any value below 1.0 to enable the effects. Note some engines won't remember this value and will require it to be added to the ''autoexec.cfg''. |
+ | |||
+ | ====Colored lighting==== | ||
+ | [https://quakewiki.org/wiki/External_Lit_And_Vis_Files This page] includes downloads for .lit files, which enable Quake II-style colored lighting in compatible source ports. Put the .lit files in the applicable game's {{code|maps}} folder. | ||
====Lighting effects==== | ====Lighting effects==== |
Revision as of 00:47, 9 April 2021
This page is for the original Quake. For Valve's GoldSrc multi-player remake, see Deathmatch Classic.
Developers | |
---|---|
id Software | |
Mission Pack 1 | Hipnotic Interactive |
Mission Pack 2 | Rogue Entertainment |
Mac OS (Classic) | Lion Entertainment, Inc. |
Linux | Dave D. Taylor |
Publishers | |
GT Interactive | |
Expansion packs | Activision |
Mac OS | MacSoft |
Linux | Macmillan Digital Publishing USA |
Digital | Bethesda Softworks |
Engines | |
Quake engine | |
Release dates | |
DOS | June 22, 1996 |
Linux | July 5, 1996 |
Windows | January 22, 1997 |
Mac OS (Classic) | August 28, 1997 |
Windows (DOSBox) | August 26, 2015 |
Reception | |
Metacritic | 94 |
Taxonomy | |
Modes | Singleplayer, Multiplayer |
Pacing | Real-time |
Perspectives | First-person |
Controls | Direct control |
Genres | Action, Shooter |
Art styles | Realistic |
Themes | Fantasy, Sci-fi |
Series | Quake |
Quake | |
---|---|
Quake | 1996 |
Quake II | 1997 |
Quake III Arena | 1999 |
Quake 4 | 2005 |
Enemy Territory: Quake Wars | 2007 |
Quake Live | 2010 |
Quake II RTX | 2019 |
Quake Enhanced | 2021 |
Quake Champions | 2022 |
Quake II Enhanced | 2023 |
Key points
- Engine is open source with modern multi-platform ports available; see Source ports
- The Steam version lacks the original soundtrack; see Restore music playback
- Vanilla Quake sometimes has trouble running on modern machines. It is recommended to use one of the numerous Source ports.
General information
- Quake Wiki - A detailed wiki for every Quake game made.
- Quake Owner's Manual (Steam Community) - A very detailed guide on configuring Quake
- Func_Msgboard - The mapper hub, new map releases, technique improvements.
- bit7.org/quake (archived) - Community site with extensive mirrors section, reviews and details on editions of the game.
- Inside3d - The modder hub, QuakeC tutorials and an active forum.
- Quaddicted - Great collection of categorized and rated single player maps as well as a ton of general information and history.
- QuakeOne - Original network style multiplayer hub, player community.
- QuakeWorld nu - QuakeWorld multiplayer hub, competitive player community.
- Video guide for the basics of setting up Quake with a modern engine.
- Technical information file about Quake from id Software.
- GOG.com Community Discussions for game series
- GOG.com Support Page
- Steam Community Discussions
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Retail | Without modifications CD is required for in-game music. The only official Linux retail release was part of the Quake: The Offering collection in 1999. |
|||
Bethesda.net | DRM-free when launched directly from executable (WINQUAKE.EXE ) |
|||
GamersGate | See Steam below | |||
GOG.com | Quake: The Offering. Pre-packaged with nGlide (GLQuake) and DOSBox (software mode). Due to legal reasons, the in-game soundtrack in .ogg format is excluded, but is still included as disk images.[1] | |||
Humble Store | Quake: The Offering | |||
Steam | Does not come with game soundtrack; see Restore music playback. Also, the version of GLQuake included (v0.95) is outdated. See Version differences for a download link of the latest version (v0.97). |
- The Quakespasm icon is higher quality icon faithful to the original.
DLC and expansion packs
Name | Notes | |
---|---|---|
Mission Pack 1: Scourge of Armagon | ||
Mission Pack 2: Dissolution of Eternity | ||
Dimension of the Past | An extra episode created by MachineGames and released for free as a gift for the game's 20th anniversary.[2] Considered semi-official. |
- Several unofficial add-ons were also released. Full list available here at the Quake wiki.
Version differences
- Quake: The Offering includes the base game along with all expansions.
Name | Description | |
---|---|---|
Qtest | A technology test released on February 24, 1996, a few months before the full release. Meant to showcase the multiplayer and level themes of the full game. Includes 3 maps and many elements of the game that were either cut or changed for the final release. Further details can be found on Quake Wiki. | |
Quake (shareware) | This version is the official demo for the game (besides Qtest). Only the first episode ("Dimension of the Doomed") is available to play. Also, the shareware PAK file can be downloaded separately from the main release (to be used with source ports). | |
Quake | The original DOS version. Can be run in DOSBox for newer systems. Maximum supported resolution of 1280 x 1024. | |
VQuake | The first hardware accelerated version of Quake, released shortly before GLQuake. This MS-DOS port is specifically designed for the Vérité chipset by short-lived company Rendition, using their proprietary Speedy3D API. Uniquely for the time, this version offered edge anti-aliasing, adjustable from 0 to 7, covering various combinations of world, object and particle polygons. As there is no emulation of this hardware available, this port cannot be played on modern computers. | |
GLQuake | A hardware accelerated Windows port of Quake, rendered with OpenGL. Greatly improves the overall look, allows widescreen resolutions of up to 2560 x 1440 and higher FOV. Screen resolutions need to be specified as command line arguments before launch. This port also has a few regressions; it does not support overbright lighting[3] and has weaker colored lighting than software rendered Quake. For a complete list of differences between GLQuake and Quake / WinQuake see: [4] | |
WinQuake | Native 32-bit version of Quake designed to run under Windows 9x or NT 4.0. Takes advantage of DirectX but has no 3D acceleration. Closely resembles DOS Quake in appearance. Maximum supported resolution of 1280 x 1024. | |
QuakeWorld | A multiplayer only version of Quake specifically designed to play over the Internet. A version using OpenGL rendering is also available (GLQuakeWorld). See Quake vs. QuakeWorld for specifics. |
Quake vs. QuakeWorld
When Quake initially launched its netcode was not optimized for the dial-up connections of the time, and so consequently QuakeWorld was created, a separate exe for the game which was multiplayer only with adjusted physics and severely revamped netcode. As personal internet connections improved, the original Quake protocol became more relevant. The original, non-QuakeWorld version, is now often referred to as NetQuake, and there is a divide as to which to play. Serious competitive players are very sensitive to the differences between them, however for the starting out player the differences will be barely noticeable, and the experienced but more casual players play whichever, simply going for servers where a fun time can be had.
Essential improvements
Source ports
Since the release of the source code various engine overhauls and source ports have been created to enhance or modify the game in different ways. Which one to use is a matter of taste.
- To install a source port, extract it into the same folder as the vanilla executable and run the modified engine's
.exe
. - QuakeSpasm, QuakeSpasm Spiked, or vkQuake are recommended for authenticity to the original and maximum mod compatibility. DarkPlaces is recommended for graphical enhancements. Quake "Epsilon" is an all-in-one modernized version.
Name | Description | |
---|---|---|
DarkPlaces | DarkPlaces is a 2nd common port for new players which adds modern graphical features such as realtime shadowmaps, bloom, and normalmapping. It also supports both the netQuake, and QuakeWorld networking protocols, as well as its own. It scales well on visual effects from the modern to the classic and sports fast rendering for modern GPUs. It has some problems with mods that depend on the original Quake's bugs that the engine has fixed. | |
DirectQ (Archived) | DirectQ is a Direct3d oriented engine with a few tweaks to the menu but little to graphical improvements, it simply runs on DirectX instead of OpenGL. It mostly resembles the classic look with some quirks such as the HUD being based on Nintendo 64 version, outside of that it performs excellently. Note that this source port is no longer under active development. The latest release is v1.9. | |
Fruitz of Dojo Quake | A Cocoa port of the engine; it allows Quake and QuakeWorld to be played on modern Macs. Also includes their OpenGL equivalents with the download. A more graphically advanced companion, TenebraeQuake is also available. Older versions of both can be downloaded here (warning, adult content!) | |
FTEQuakeWorld | FTEQuakeWorld is targeted at QuakeWorld players while adding support for other Quake engine games. It features enhanced visuals, voice chat support, and better modding capability for QuakeWorld servers. | |
nQuake | nQuake is a complete QuakeWorld package, designed to quickly get into multiplayer with all the required features in a modern context. You can also optionally install a pack during installation to enhance the overall look of the game. | |
ezQuake | A more lean version of nQuake. | |
QuakeSpasm | QuakeSpasm is a descendant of FitzQuake which like that engine, it focuses on fixing bugs and stability, lifting engine limits such as maximum items and geometry detail and restoring the missing functionality that the original software renderer had but the OpenGL renderer lacked. Unlike many other engines, QuakeSpasm does not alter the style of the original game and doesn't fix game-changing bugs that affects mods. It also has native support for anti-aliasing [Note 1] and anisotropic filtering[Note 2]. The most commonly used source port in the community. By default, QuakeSpasm doesn’t play demo footage upon boot the way the original did; this behavior can be restored using the -fitz Command line argument. |
|
QuakeSpasm Spiked | QuakeSpasm Spiked is a fork of QuakeSpasm that allows the game to run above 72 FPS without breaking physics[Note 3], includes improved networking, voicechat, and increases other limits. | |
vkQuake | vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm port and runs all mods compatible with it like Arcane Dimensions or In The Shadows. Compared to QuakeSpasm vkQuake also features a software Quake-like underwater effect, has better color precision, generates mipmap for water surfaces at runtime, and makes physics independent from framerate. It is the current best source port for modern GPUs with Vulkan support. | |
Mark V | Forked from FitzQuake, Mark V also contains features from other source ports such as JoeQuake or ProQuake. Besides that it also has their own such as support for Nehahra mod, copy & paste in console, saving multiplayer games, external texture and .vis support, extended coop features, software mode inspired by WinQuake and many more. As for the music, it only supports CD audio and the external MP3 files. | |
Quake "Epsilon" | Based on DarkPlaces, Quake Epsilon is a complete overhaul with high resolution textures, models and sounds. Incorporates minor mods and tweaks, but doesn't detract from the original. Can be used with the full version of Quake and its mission packs. |
Ultimate Quake Patch
- Patches for the Mission Pack can be found below:
This patch fixed numerous compatibility issues found with the game. It's designed only for the Steam version but is also compatible with retail versions by changing the install path of the mod. It includes the Darkplaces source port along with the missing soundtrack.
- The
opengl32.dll
files must be deleted before applying the patch. - The source port included uses an outdated version and the Scourge of Armagon soundtrack is badly ripped.
- More infomation can be found here.
Installers and launchers
Quake Injector
Quake Injector is a Java-based client for the Quaddicted single player map and mod database that runs on Windows, OS X and Linux. It provides the ability to install and uninstall maps and mods (with their requirements/dependencies) from the site directly on Quake with a single click and includes information about each mod, such as release data, rating (from the Quaddicted editor), title, authors, a brief description (from the editor) and screenshot. Also it can (with varying levels of success) figure out if there are known maps already installed.
Quake Injector does not provide access to every map released for Quake (it has no support for multiplayer maps, for example, unless they come as part of a singleplayer map pack or they are singleplayer maps in addition to multiplayer), but it is very close to that and provides an easy method to try new maps and mods.
- Please note that under OS X and Linux, many older maps will need manual editing of their filenames because the original files contained mixed case or upper case letters.
- Some known source ports (like Quakespasm) are highly recommended.
MiniQL
MiniQL is a small Quake launcher that provides an easy front-end to running any user map or original map by scanning Quake and mod archive files (PAK files) and displaying all maps to select from. It can also be used to supply default variables (such as fov) and screen resolution when starting the game.
- Any known source ports can also works with the launcher.
Remove opengl32.dll
As the included opengl32.dll
is a 3dfx-specific MiniGL wrapper, it should be deleted on systems not using 3dfx cards, as it's highly recommended to prevent issues on modern system.
- This methods is also recommended when playing Quake on a known source ports.
Game data
Configuration file(s) location
System | Location |
---|---|
DOS | |
Windows | <path-to-game>\Id1[Note 4] |
Mac OS (Classic) | |
Linux | |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/2310/pfx/[Note 5] |
- It's unknown whether this game follows the XDG Base Directory Specification on Linux. Please fill in this information.
Save game data location
System | Location |
---|---|
DOS | <path-to-game>\Id1 |
Windows | <path-to-game>\Id1[Note 4] |
Mac OS (Classic) | |
Linux | |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/2310/pfx/[Note 5] |
Save game cloud syncing
System | Native | Notes |
---|---|---|
GOG Galaxy | ||
Steam Cloud |
Video
Graphics feature | State | WSGF | Notes |
---|---|---|---|
Widescreen resolution | Stretched from 4:3 only. A source port is required for proper widescreen. | ||
Multi-monitor | A source port is required. | ||
Ultra-widescreen | A source port is required. | ||
4K Ultra HD | A source port is required for easy selection. | ||
Field of view (FOV) | For GLQuake, use +fov in the console, followed by the desired field-of-view.A source port is required for easy selection. |
||
Windowed | Limited native support. See Source ports. | ||
Borderless fullscreen windowed | Use Borderless Gaming. | ||
Anisotropic filtering (AF) | A source port is required. See Source ports. | ||
Anti-aliasing (AA) | A source port is required. See Source ports. | ||
Vertical sync (Vsync) | A source port is required. See Source ports. | ||
60 FPS | Frame rate is capped at 72 FPS by default. | ||
120+ FPS | A source port is required. See Source ports. | ||
High dynamic range display (HDR) | See the glossary page for potential alternatives. |
Input
Keyboard and mouse, touch | State | Notes |
---|---|---|
Remapping | ||
Mouse acceleration | Forced on by default. See Source ports. | |
Mouse sensitivity | ||
Mouse input in menus | A source port is required. See Source ports. | |
Mouse Y-axis inversion | ||
Touchscreen optimised | A source port is required. | |
Controller | ||
Controller support | See <path-to-game>/Docs/JOYSTICK.TXT . |
|
Full controller support | ||
Controller remapping | See Controller support. | |
Controller sensitivity | See Controller support. | |
Controller Y-axis inversion | See Controller support. |
Controller types |
---|
XInput-compatible controllers |
---|
PlayStation controllers |
---|
Tracked motion controllers |
---|
Generic/other controllers |
---|
Additional information | ||
---|---|---|
Button prompts | ||
Controller hotplugging | ||
Haptic feedback | ||
Digital movement supported | ||
Simultaneous controller+KB/M |
Mouselook
To set mouselook to always on, add +mlook
to autoexec.cfg
. crosshair 1
enables a crosshair (it's really a plus character in the center of the screen).
Xbox 360 Controller support
Using existing joystick support, it is possible to add support for XInput-based controllers.
A list of configurations for the devices can be found in the Files section.
It will not add triggers support for XInput-based controllers as Quake treats them as axes and won't allow to map them. As a workaround XInput-to-DirectInput wrapper can be used, such as XInput Plus (actual tool is in English).
Some source ports like QuakeSpasm and DarkPlaces, however, have full XInput support, including triggers recognition.
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | CD Music and Sound Effects. | |
Surround sound | ||
Subtitles | ||
Closed captions | ||
Mute on focus lost | ||
EAX support | Use the FTE Quakeworld source port to get HRTF and underwater EFX reverb with OpenAL Soft. [7] | |
Red Book CD audio | On Windows, CD music might not play correctly; see the troubleshooting guide for solutions. |
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
Spanish | Fan translation, download. |
VR support
3D modes | State | Notes | |
---|---|---|---|
vorpX | G3D Officially supported game, see official vorpx game list. |
Headsets | |||
---|---|---|---|
SteamVR | Use Quake VR. | ||
Oculus VR (LibOVR) | Use Quake VR. | ||
Windows Mixed Reality | Use Quake VR. | ||
OSVR |
Devices | |||
---|---|---|---|
Tracked motion controllers | |||
Traditional controller | See Input for details. | ||
Keyboard/Mouse | |||
Novint Falcon |
Play area | |||
---|---|---|---|
Seated | |||
Standing | |||
Room-scale |
Network
Multiplayer types
Type | Native | Players | Notes | |
---|---|---|---|---|
Local play | 4 | Co-op, Versus Use the FTE Quakeworld source port. |
||
LAN play | 16 | Co-op, Versus |
||
Online play | 16 | Co-op, Versus For modern Internet support and other extra multiplayer-centric features, a source port is required. See Source ports. |
Connection types
Type | Native | Notes |
---|---|---|
Matchmaking | ||
Peer-to-peer | ||
Dedicated | ||
Self-hosting | ||
Direct IP | Pull down the console (~) and type connect <server address or ip> . |
Ports
Protocol | Port(s) and/or port range(s) |
---|---|
TCP | 26000 |
UDP | 26000 |
- Universal Plug and Play (UPnP) support status is unknown.
- This is the default port used. It can be changed in-game by the user
Issues fixed
Restore music playback
DOS
Using DOSBox[citation needed] |
---|
|
Steam
- The Steam version lacks the original soundtrack.
Use DarkPlaces Engine[citation needed] |
---|
|
GOG.com
- The GOG.com version includes the soundtrack, but by default it is only set up for use with the DOS version under DOSBox.
Use virtual CD software[citation needed] |
---|
|
Source ports
- Some Quake engines can play music files to give you a soundtrack during the game.
Download soundtrack files[8] |
---|
|
Black screen with DarkPlaces engine (GOG.com)
Remove opengl32.dll[10] |
---|
|
Running the original GLQuake
- The original OpenGL version of Quake may not run on some systems with Nvidia graphics cards.
Enable extension limit[citation needed] |
---|
|
Fix extension limit issues[11] |
---|
|
Current music track plays the next one before the loop (GOG.com)
- This happens with the incorrect CUE sheet that was included. It happens only with the main game and the Dissolution of Eternity. Scourge of Armagon is not affected by this.
Use fixed game.cue sheets[citation needed] |
---|
|
Music does not loop
Fix CD audio looping[12] |
---|
Notes
|
Other information
API
Technical specs | Supported | Notes |
---|---|---|
DirectDraw | 3 | WinQuake only. |
OpenGL | 1.0 | GLQuake only. |
Software renderer | Quake and WinQuake. | |
Vulkan | The vkQuake source port is required. | |
DOS video modes | VGA, SVGA (VESA) |
Executable | PPC | 16-bit | 32-bit | 64-bit | Notes |
---|---|---|---|---|---|
Windows | A source port is required for native 64-bit. See Source ports. | ||||
macOS (OS X) | A source port is required for OS X. See Source ports. | ||||
Linux | A source port is required for native 64-bit and PowerPC. See Source ports. | ||||
Mac OS (Classic) |
Visual tweaks
- These commands can be run from console or put into
autoexec.cfg
to be executed automatically at launch:
GLQuake[13] |
---|
|
Quake and WinQuake[14] |
---|
|
Installing and playing custom maps
Installing a custom map[citation needed] |
---|
Notes
|
Running a custom map[citation needed] |
---|
|
Installing and using mods
Mods are accessed via an amendment system, where you tell the engine where to look first for game data, and then it falls back to the default subfolder (id1) for the base game. The subfolder root for the mod will either have a progs.dat file, or a .pak or .pk3 file.
Installing a mod[citation needed] |
---|
|
Running a mod[citation needed] |
---|
Notes
|
Mods
Texture packs
List and discussions of additional graphical upgrades can be found here.
Transparent water
Use Vispatch (Mac version available here) to patch vanilla data (some mods already include said patches to data). Use the command r_wateralpha
with any value below 1.0 to enable the effects. Note some engines won't remember this value and will require it to be added to the autoexec.cfg.
Colored lighting
This page includes downloads for .lit files, which enable Quake II-style colored lighting in compatible source ports. Put the .lit files in the applicable game's maps
folder.
Lighting effects
This Program generates .lit and .dlit files, which contain colored light information to enable most modified Quake engines to display the classic Quake levels with colored lighting (.lit) and allows you to use bumpmapped/glossmapped wall textures without turning on realtime world lighting (.dlit).
- The program only runs on Windows, though the files it generates can be copied to other platforms.
Sound packs
- A sound pack for April Fools can be found here, though it does little more than distort the audio.
- Mindgrind
- Eargasm
- EpiQuake
- Sound Bulb - old version here.
SUPERQOT
See SUPERHOT for details.
Team Fortress
Was originally a Quake mod.
X-Men: The Ravages of Apocalypse
Total conversion based on the animated X-Men TV series.
Small Mod compilation (SMC)
Adds an number of interesting changes to gameplay as well as small aesthetic ones, such as footstep sounds. See here for details.
Console commands
A complete list of console commands can be found on QuakeWiki. Note that not all of these may apply to all source ports.
System requirements
DOS | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 5.0 | 6.2 |
Processor (CPU) | Intel 486 DX4 100 MHz Intel Pentium 75 MHz |
Intel Pentium 133 MHz |
System memory (RAM) | 8 MB | 16 MB |
Hard disk drive (HDD) | 80 MB | |
Video card (GPU) | VGA | VESA 2.0/3.0-compliant video card |
Mac OS | ||
---|---|---|
Minimum | ||
Operating system (OS) | 7.1.2 | |
Processor (CPU) | PowerPC 601 60 MHz | |
System memory (RAM) | 16 MB | |
Hard disk drive (HDD) |
Windows | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 95 | 98, ME, 2000 |
Processor (CPU) | Intel 486 DX4 100 MHz Intel Pentium 75 MHz |
Intel Pentium 133 MHz |
System memory (RAM) | 16 MB | 24 MB |
Hard disk drive (HDD) | 80 MB | |
Video card (GPU) | VGA (WinQuake) OpenGL 1.0 compatible (GLQuake) |
Linux | ||
---|---|---|
Minimum | ||
Operating system (OS) | Kernel 2.0.x | |
Processor (CPU) | Intel Pentium | |
System memory (RAM) | 16 MB | |
Hard disk drive (HDD) |
Notes
- ↑ Although the console command to enable anti-aliasing is
vid_fsaa #
, the anti-aliasing applied is only MSAA. This is particularly noticeable when coupled withgl_texturemode "gl_nearest_mipmap_linear"
.[5] - ↑ The console command to enable 16x anisotropic filtering is
gl_texture_anisotropy 16
. Can be combined withgl_texturemode "gl_nearest_mipmap_linear"
.[5] - ↑ The console command to disable the FPS cap is
host_maxfps 0
.[6] - ↑ 4.0 4.1 When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%
,%PROGRAMDATA%
, or%WINDIR%
might be redirected to%LOCALAPPDATA%\VirtualStore
on Windows Vista and later (more details). - ↑ 5.0 5.1 Notes regarding Steam Play (Linux) data:
- File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data.
- Games with Steam Cloud support may also store data in
~/.steam/steam/userdata/<user-id>/2310/
. - Use Wine's registry editor to access any Windows registry paths.
- The app ID (2310) may differ in some cases.
- Treat backslashes as forward slashes.
- See the glossary page for details on Windows data paths.
- ↑ The tracks linked here have been processed with de-emphasis and may sound duller than the composer's intentions.[9]
References
- ↑ GOG.com Community Discussions - Quake: The Offering - Music
- ↑ machinegames on Twitter: "Happy 20th to Quake @idsoftware! As a gift to the fans, we created a new episode of the game"
- ↑ https://www.quaddicted.com/webarchive/www.quaddicted.com/software-vs-glquake/software-vs-glquake-overbright-lighting/
- ↑ https://www.quaddicted.com/engines/software_vs_glquake
- ↑ 5.0 5.1 Verified by User:SirYodaJedi on 2018-10-18
- ↑ Verified by User:username on 2019-12-28
- ↑ Quake with 3D spatial sound in FTE 🎧 (OpenAL Soft HRTF audio)
- ↑ Steam Community :: Guide :: Quake Soundtrack Solutions
- ↑ Quake GOG Tweak Guide - YouTube --- See top rated comment. Comparison in video.
- ↑ Quake 1 GOG Darkplaces Problem - Forum - GOG.com
- ↑ Fixing EXTENSION LIMIT issues per HEX
- ↑ How to fix CD audio looping on Windows Vista/7 - Steam Community Guides
- ↑ GLQuake Release Notes found in <path-to-game>\GLreadme.txt
- ↑ Quake Technical Information found in <path-to-game>\Docs\techinfo.txt