QuakeSpasm


Page last edited Oct. 17, 2014

1. About

2. Downloads

3. Hints

4. Compiling and Installation

5. Known Bugs

6. Changes

7. Todo

8. Copyright

9. Contact

10. Links


1. About

QuakeSpasm is a Quake 1 engine based on the SDL port of FitzQuake.

It includes support for 64 bit CPUs and custom music playback, and includes a new sound driver, some graphical niceities, and numerous bug-fixes and minor improvements.

2. Downloads

3. Hints

Visit the FitzQuake Homepage for a full run-down of the engine's commands and variables.

3.1 Music Playback

Quakespasm can play various external music formats, including MP3, OGG and FLAC.

4. Compiling and Installation

Quakespasm's (optional) custom data is now stored in the file quakespasm.pak. This file should be placed alongside your quakespasm binary and id1 directory.

To check-out the latest version of QuakeSpasm, use svn co svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm

4.1 Linux/Unix

After extracting the source tarball, browse the Makefile and edit the music streaming options, then


make
cp quakespasm /usr/local/games/quake (for example)


Compile time options include

Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.

The project can also be built with Codeblocks (project files included).

4.2 Windows

The QuakeSpasm developers cross-compile windows binaries using MinGW and Mingw-w64.

The project can also be built using Visual Studio 2005 (or newer).

4.3 Mac OS X

A Quakespasm App (including program launcher and update framework) can be made using the Xcode template found in the MacOSX directory.

Alternatively, have a look at Makefile.darwin for more instructions on building from a console.

5. Known Bugs

Some versions of Xorg and SDL have brightness issues.
Try setting "export SDL_VIDEO_X11_NODIRECTCOLOR=1", or if you have Xorg >= 7.5 and broken brightness, these patched libSDL binaries may help.

OS X has a well known gamma issue where the screen turns dark, but we currently have no fix.

The "game" command doesn't execute quake.rc in the new game directory being switched to. This means any custom key bindings in a mod's config.cfg or special settings in a quake.rc won't be loaded. The only workaround is launching the engine with the -game command-line switch instead of using the game console command. Or, after running the game command, you can run "exec quake.rc" by yourself (YMMV).

6. Changes

6.1 Changes in 0.90.0

6.2 Changes in 0.85.9

6.3 Changes in 0.85.8

6.4 Changes in 0.85.7

6.5 Changes in 0.85.6

6.6 Changes in 0.85.5

6.7 Changes in 0.85.4

6.8 Changes in 0.85.3

6.9 Changes in 0.85.2

6.10 Changes in 0.85.1

7. Todo

8. Copyright

9. Contact

10. Links