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Key Points

Quake is a game developed by id Software and published by GT Interactive in 1996. Quake is the successor to the Doom and Doom II games, and was one of the first games to offer real-time 3D rendering and 3D acceleration.
Andytizer/Quake cover
id Software
Mission Pack 1 Hipnotic Interactive
Mission Pack 2 Rogue Entertainment
Mac OS (Classic) Lion Entertainment, Inc.
Linux Dave D. Taylor
GT Interactive
Mac OS MacSoft
Linux Macmillan Digital Publishing USA
Quake engine
Release dates
DOS June 22, 1996
Mac OS (Classic) 1997
Windows January 22, 1997
Linux May 20, 1999
Andytizer/Quake guide on StrategyWiki
Andytizer/Quake on Wikipedia
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 (2021) 2021
Quake Champions EA


Source DRM Notes Keys OS
Without modifications CD is required for in-game music
Mac OS
Linux Launcher
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See Steam below
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
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Quake: The Offering
Icon overlay.png
Does not come with game soundtrack; see Restore music playback. Also, the version of GLQuake included (v0.95) is outdated. See GLQuake for a download link of the latest version (v0.97).

DLC and expansion packs

Name Notes
Mission Pack 1: Scourge of Armagon
Mission Pack 2: Dissolution of Eternity
DOPA An extra episode created by MachineGames and released for free as a gift for the game's 20th anniversary.[2] Considered semi-official.
Mac OS
Several unofficial add-ons were also released. Full list available here at the Quake wiki.

Version differences[edit]

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 The original DOS version. Can only be run in MS-DOS (or DOSBox for newer systems). Fullscreen only.
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. Fullscreen only. Also, the shareware PAK file can be downloaded separately from the main release (to be used with source ports).
WinQuake This version is optimised to run under Windows 95/98 as an independent .exe file. Allows the game to appear in a window and screen resolutions can be selected in-game.
GLQuake A special version of WinQuake that was designed to run with 3D accelerators (now known as graphics cards), unlike Quake and WinQuake, where all graphics rendering and game logic calculations were done by the CPU only. Rendered with OpenGL, it improves the overall look of Quake greatly (smoothed textures, transparent water, etc.) and allows widescreen resolutions and higher FOVs. Screen resolutions need to be entered in via console commands 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 software rendered Quake:[4]
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.
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.

Essential improvements[edit]

Source ports[edit]

To install a source port, extract it into the same folder as the vanilla executable and run the modified engine's .exe.
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.
macOS (OS X)
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!)
macOS (OS X)
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.
macOS (OS X)
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.
macOS (OS X)
ezQuake A more lean version of nQuake.
macOS (OS X)
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. 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.
macOS (OS X)
Ultimate Quake Patch Designed for the Steam version of Quake but is also compatible with retail versions by changing the install path of the mod. It includes Darkplaces along with the soundtrack. However, the source port included uses an outdated version and the Scourge of Armagon soundtrack is badly ripped.
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 has native support for anti-aliasing and AF. 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.
macOS (OS X)
Quake "Epsilon" Quake Epsilon is a graphically enhanced build of shareware Quake 1 for Windows/Linux/Mac, which can be upgraded to the full version of Quake along with it's mission packs Scourge of Armagon and Dissolution of Eternity by copying the full-version .pak files into the correct folders.
macOS (OS X)

Installers and launchers[edit]

Quake Injector: Automatic installer for mods and maps[edit]

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 Linux (and maybe OS X, depending on the file system) many older maps will need manual editing of their filenames because the original files contained mixed case or upper case letters.


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.

MiniQL can be downloaded from here.

Remove opengl32.dll[edit]

As the included opengl32.dll is a 3dfx-specific MiniGL wrapper, it should be deleted on systems not using 3dfx cards.

Game data[edit]

Configuration file(s) location[edit]

System Location
Windows <path-to-game>\Id1[Note 1]
Mac OS (Classic)
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/2310/pfx/[Note 2]
It's unknown whether this game follows the XDG Base Directory Specification on Linux. Please fill in this information.

Save game data location[edit]

System Location
DOS <path-to-game>\Id1
Windows <path-to-game>\Id1[Note 1]
Mac OS (Classic)
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/2310/pfx/[Note 2]

Save game cloud syncing[edit]

System Native Notes
GOG Galaxy
Steam Cloud

Video settings[edit]

In-game general settings.
In-game general settings.

Graphics feature State WSGF Notes
Widescreen resolution
Stretched from 4:3 only. A source port is required for proper widescreen.
A source port is required.
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.
Limited native support. See Source ports.
Borderless fullscreen windowed
Use Borderless Gaming.
Anisotropic filtering (AF)
A source port is required. See Source ports.
To disable texture filtering in the hardware accelerated versions, use gl_texturemode "gl_linear_mipmap_linear" in the console.
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.

Graphics improvements for GLQuake[edit]

The game uses non-power of two textures for models, which were supported by the software renderer, but not by the OpenGL renderer. Therefore, textures in OpenGL have to be resized to a power of two; this is controlled through the console command gl_round_down. By default this is set to 1, which downsamples textures to the nearest power of two, reducing quality noticeably in the process. This was used due to limitations of contemporary 3D hardware, although the readme for GLQuake claims that setting it to 0 (which will upscale to the next higher power of two instead) will run well even on a contemporary 4 MB 3DFX Voodoo Graphics.[5] GLQuake also defaults to gl_flashblend 1, which uses a transparent shaded sphere around lightsources such as explosions in place of real dynamic lighting. Setting gl_flashblend 0 will use dynamic lighting similar to the software renderer.

Input settings[edit]


To set mouselook to always on, add +mlook to autoexec.cfg.

Xbox 360 Controller support[edit]

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).

Audio settings[edit]

Audio feature State Notes
Separate volume controls
Surround sound
Closed captions
Mute on focus lost


Language UI Audio Sub Notes

VR support[edit]

Headsets Native Notes
HTC Vive
This game might be playable with the Revive Compatibility Layer (compatibility list).
Oculus Rift
Use RiftQuake with r_oculusrift 1 command line argument.[6]
Windows Mixed Reality
This game might be playable with the Revive Compatibility Layer (compatibility list).
Devices Native Notes
Tracked motion controllers
Traditional controller
See Input for details.
Play area Native Notes


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
Direct IP
Pull down the console (~) and type connect <server address or ip>.


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[edit]

Restore music playback[edit]


Using DOSBox[citation needed]


The Steam version lacks the original soundtrack.
Use DarkPlaces Engine[citation needed]
  • Install Ultimate Quake Patch to restore music to the Steam version and add the features of the DarkPlaces engine.
If you prefer to use the original engine you can download the soundtrack from the Steam forums. Either burn a new CD from the image file or use a CD emulator like WinCDEmu to mount the image.[edit]

The 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]
  1. Install a virtual CD software, e.g. WinCDEmu.
  2. Mount the CD images in the installation folder with WinCDEmu.

Source ports[edit]

Some Quake engines can play music files to give you a soundtrack during the game.
Download soundtrack files[7]
  1. Download the soundtrack files[Note 3] for the campaign and mission packs.
  2. Place id1, hipnotic, and rogue folders in the installation folder.

Black screen with DarkPlaces engine ([edit]

Remove opengl32.dll[9]
  1. Go to the installation folder.
  2. Delete or rename opengl32.dll.

Running the original GLQuake[edit]

The original OpenGL version of Quake may not run on some systems with Nvidia graphics cards.
Enable extension limit[citation needed]
  1. Download and run Nvidia Profile Inspector.
  2. Search and open the game profile.
  3. Set Extension limit to On.
  4. Run Glquake.exe with the -no8bit command line argument.
Fix extension limit issues[10]
  1. Edit Glquake.exe with a hex editor.
  2. Search for GL_EXTENSIONS.
  3. Select the %s in that line and replace these two letters with two spaces.

Current music track plays the next one before the loop ([edit]

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]
  1. Download Fixed game.cue sheets for Quake The Offering.
  2. Unpack both of these files to the installation folder.

Music does not loop[edit]

Fix CD audio looping[11]
  1. Rip your game CD-ROM's music. .ogg and .mp3 codecs should be fully supported
  2. Install patched _inmm.dll and open its main folder.
  3. Go to <path-to-game> and drag your game executable on _inmmconf.exe.
  4. Copy the newly created .exe back to the old position (backup and overwrite old one if needed)
  5. Open _inmmconf.exe and set DirectShow player for default file type in the method tab
  6. Add your previously ripped audio tracks in the _inmm.ini tab
  7. Press the save button and provide it your <path-to-game>


Further explanations are available on gemot encubed.

Other information[edit]


Technical specs Supported Notes
OpenGL 1
Software renderer
Vulkan 1.0 The vkQuake source port is required.
DOS video modes VGA
Executable 32-bit 64-bit Notes

Quake vs. QuakeWorld[edit]

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.



See SUPERHOT for details.

Team Fortress[edit]

Was originally a Quake mod. See Team Fortress for details.

Small Mod compilation (SMC)[edit]

Adds an number of interesting changes to gameplay as well as small aesthetic ones, such as footstep sounds. See here for details.

Texture packs[edit]

List and discussions of additional texture packs can be found here.

Transparent water[edit]

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 wont remember this value and will require it to be added to the autoexec.cfg.

Sound packs[edit]

A sound pack for April Fools can be found here, though it does little more than distort the audio.

Installing and using mods[edit]

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]
  1. Extract the mod from the compressed folder.
    • If the mod does not come in a folder after extracting, create a new one and place all the mod files into it.
  2. Move the mod folder into <path-to-game>.
Running a mod[citation needed]


Most source ports provide bug fixes to the original Quake engine. Some of these fixes may break compatibility with certain mods, rendering them unplayable (unreachable items floating in the air, enemies falling out of the world, etc.).
Many modern mods for Quake require a source port to run, as they break the original engine limitations (larger maps, more enemies, more scripting commands, etc.).
Mod creators will state this requirement in the mod page or README file (if available).

Installing and playing custom maps[edit]

Installing a custom map[citation needed]
  1. In the Id1 folder (located in the main Quake folder), create a folder named maps.
  2. Extract the map files (usually a BSP and a text file) from the compressed folder into the maps folder.


For maps requiring mods to function, create the maps folder inside the folder for the mod.
Running a custom map[citation needed]
  • Use the +map <name of the BSP file (excluding the extension)> command line argument.
  • Alternatively, the -map <name of the BSP file (excluding the extension)> command can be used in the in-game console (~).
    • Ex: +map jawbreak / -map jawbreak runs the Jawbreaker map by Matt Sefton

Console commands[edit]

A complete list of console commands can be found on QuakeWiki. Note that not all of these may apply to all source ports.

Novelty rendering features[edit]

Experimental rendering features referenced in the GLQuake readme include r_wateralpha (0-1, default 1), with a recommended 0.7 for slightly translucent water. This is said in the readme to not work with standard maps, as they are not processed with this in mind (see transparent water). Shadows can be set with r_shadows 1, and mirrors activated with r_mirroralpha 0.3, which only affects one texture in the "easy" starting hall.

System requirements[edit]

Minimum Recommended
Operating system (OS) 5.0
Processor (CPU) Intel 486 DX4 100 MHz
Intel Pentium 75 MHz
System memory (RAM) 8 MB
Hard disk drive (HDD) 80 MB
Video card (GPU) VGA
Mac OS
Operating system (OS)
Processor (CPU) PowerPC 601
System memory (RAM) 16 MB
Hard disk drive (HDD)
Minimum Recommended
Operating system (OS) 95
Processor (CPU) Intel 486 DX4 100 MHz
Intel Pentium 75 MHz
System memory (RAM) 16 MB
Hard disk drive (HDD) 80 MB
Video card (GPU) VGA
Operating system (OS) Kernel 2.0.x
Processor (CPU) Intel Pentium
System memory (RAM) 16 MB
Hard disk drive (HDD)


  1. 1.0 1.1 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).
  2. 2.0 2.1 File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data (use Wine regedit to access Windows registry paths). Games with Steam Cloud support may store data in ~/.steam/steam/userdata/<user-id>/2310/ in addition to or instead of this directory. The app ID (2310) may differ in some cases. Treat backslashes as forward slashes. See the glossary page for details.
  3. The tracks linked here have been processed with de-emphasis and may sound duller than the composer's intentions.[8]