mirror of
https://git.code.sf.net/p/quake/quakeforge
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59 lines
2.7 KiB
Markdown
59 lines
2.7 KiB
Markdown
# QuakeForge
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QuakeForge is descended from the original Quake engine as released by Id
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Software in December 1999, and can be used to play original Quake and
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QuakeWorld games and mods (including many modern mods). While this will
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always be the case, development continues.
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However, QuakeForge is not just a Quake engine, but includes a
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collection of tools for creating Quake mods, and is progressing towards
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being a more general game engine.
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## Quake and QuakeWorld
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Support for Quake and QuakeWorld is split into two program sets: nq for
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Quake and qw-client for QuakeWorld, with the target system as an
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additional suffix: -x11 For the X Window system (Linux, BSD, etc), -win
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for MS Windows (plus others that are not currently maintained).
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Both nq and qw-client support multiple renderers: 8-bit software, 32-bit
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software, OpenGL 2, EGL (mostly, one non-EGL function is used), and
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Vulkan (very WIP), all within the one executable.
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Dedicated servers for both Quake (nq-server) and QuakeWorld (qw-server)
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are included, as well as a master server for QuakeWorld (qw-master).
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## Tools
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QuakeForge includes several tools for working with Quake data:
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- bsp2image produces wireframe images from Quake maps (bsp files)
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- io_mesh_qfmdl for importing and exporting Quake mdl files to/from
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Blender
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- io_qfmap for Quake map source files (WIP Blender addon)
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- pak create, list and extract Quake pak files. There's also zpak which
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can be used to compress the contents of pak files using gzip
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(QuakeForge has transparent support for gzip compressed files)
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- qfbsp for compiling map files to bsp files, includes support for
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vis clusters, and can be used to extract data and information from bsp
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files.
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- qfcc is QuakeForge's version of qcc, but is significantly more
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advanced, with support for standard C syntax, including most C types,
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as well as Objective-C object oriented programming (Ruamoko). Most of
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the advanced features require the QuakeForge engine, but qfcc can
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produce progs files compatible with the original Quake engine with
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limited support for some of the advanced featuers (C syntax, reduced
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global usage, some additional operators (eg, better bit operators,
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remainder (%)). Includes qfprogs for inspecting progs files.
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- qflight creates lightmaps for Quake maps
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- qfvis for compiling PVS data for Quake maps. One of the faster
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implementations available.
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- Plus a few others in various stages of usefulness: qflmp, qfmodelgen,
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qfspritegen, wad, qfwavinfo
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## Building
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For now, please refer to INSTALL for information on building on Linux.
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Building for windows is done by cross-compiling using MXE. There are
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scripts in tools/mingw and tools/mingw64 that automate the process of
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configuring and building both the tools run on the build-host and the
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windows targets.
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