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.
As the included opengl32.dll is a 3dfx-specific MiniGL wrapper, it should be deleted on systems not using 3dfx cards.
In-game screen resolution settings for DOS Quake.
In-game screen resolution settings for WinQuake.
In-game screen resolution settings for GLQuake.
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.
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.
To set mouselook to always on, add +mlook to autoexec.cfg.
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).
connect <server address or ip>
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.
Was originally a Quake mod. See Team Fortress for details.
Adds an number of interesting changes to gameplay as well as small aesthetic ones, such as footstep sounds. See here for details.
List and discussions of additional texture packs can be found here.
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.
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.
-game <folder containing the mod>
+map <name of the BSP file (excluding the extension)>
-map <name of the BSP file (excluding the extension)>
A complete list of console commands can be found on QuakeWiki. Note that not all of these may apply to all source ports.
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.