website/files.php

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<? // Preamble
$pageName = "Files";
$focused = "download"; // Dock icon name to get a border
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$currPage = "files"; // Name of the page, for the menu
require "parts/preamble.php"; // Load most of document
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?>
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<?
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function fileDownloadLink ($baseUrl, $extensions)
{
$extension = explode (' ', $extensions);
$count = count ($extension);
for ($i = 0 ; $i < $count ; $i++) {
if ($i == 0) {
echo '[ ';
}
echo '<A href="' . $baseUrl . '.' . $extension[$i] . '">' . $extension[$i] . '</A> ';
if (($i+1) < $count) {
echo '| ';
} else {
echo ']';
}
}
}
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function fileDownloadLinkGPG ($baseUrl, $extensions)
{
$extension = explode (' ', $extensions);
$count = count ($extension);
echo '<br>PGP Signatures (to verify archive authenticity) ';
for ($i = 0 ; $i < $count ; $i++) {
if ($i == 0) {
echo '[ ';
}
echo '<A href="' . $baseUrl . '.' . $extension[$i] . '.asc">' . $extension[$i] . '</A> ';
if (($i+1) < $count) {
echo '| ';
} else {
echo ']';
}
}
}
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?>
<P>QuakeForge and <A href="#quake2">Quake2Forge</A> are always in constant
development. Our development versions have the latest features, but they change
rapidly as bugs are fixed and features are added. Stable versions do not change
significantly once released, though we sometimes make revisions of the stable
branch to fix known bugs.
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<H2>Current Releases</H2>
<H3>QuakeForge</H3>
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<P>This is our new development tree (we're back to &quot;quakeforge&quot;),
where we're again in the process of merging Quake and QuakeWorld...but
this time, it's much better. This series will eventually provide the 0.6
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versions of QuakeForge.
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<P>While almost always in working order, it's under heavy development so
be prepared to encounter some issues <STRONG>(Wear your hard hat!)</STRONG>.
Please check the <a href="documentation.php">docs</a>.
<!--
<P><STRONG>UNIX users:</STRONG> because of the diversity of machines QuakeForge
runs on, we do not provide UNIX binaries. You need to compile QuakeForge
yourself. However, QuakeForge is very easy to compile once you have the
following packages installed:
<UL>
<LI>GNU autoconf 2.50 or later
<LI>GNU automake 1.6 or later
<LI>GNU libtool 1.4 or later
<LI>GNU bison
<LI>GNU flex
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<LI>GNU make (BSD make doesn't like some constructs used)
</UL>
The following are recommended:
<UL>
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<LI>zlib devel (<em>highly</em> recommended for compressed file and download support)
<LI>Ogg Vorbis libs (for compressed sound effects support)
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<LI>X11 devel (for X11-based clients: software and OpenGL)
<LI>SVGAlib (for console-based clients: software and 3dfx)
<LI>Glide and Mesa, or another OpenGL-compatible library.
</UL>
<P><STRONG>Note:</STRONG> The main reason we have Win32 downloads is that it's
hard to compile the Win32 version, and unless we built Win32 versions ourselves,
very few people on Windows would be able to play. <STRONG>:)</STRONG>
-->
<H4>QuakeForge, Version 0.5.2 (released 01 Oct 2002)</H4>
<UL>
<LI>Source code
<?
fileDownloadLink("http://download.sourceforge.net/quake/quakeforge-0.5.2", "tar.bz2 tar.gz zip");
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fileDownloadLinkGPG("http://download.sourceforge.net/quake/quakeforge-0.5.2", "tar.bz2 tar.gz zip");
?>
</LI>
<LI>Win32 binaries (Made with <A href="http://www.mingw.org/">MinGW</A> (GCC) in Linux)
<?
fileDownloadLink("http://download.sourceforge.net/quake/quakeforge-0.5.2-win32", "zip");
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fileDownloadLinkGPG("http://download.sourceforge.net/quake/quakeforge-0.5.2-win32", "zip");
?>
</LI>
<LI><A href="http://www.debian.org/">Debian GNU/Linux</A> packages for the
i386 architecture are available by using APT. Use the following
<TT>/etc/apt/sources.list</TT> recipe:
<PRE>deb http://www.quakeforge.net/packages/debian unstable contrib non-free</PRE>
</LI>
<LI>RPM packages are available <A href="/packages/rpm/">here</A>.</LI>
<LI>The packages do not contain the menu file because it would seriously
screw up future upgrades. This will be fixed in 0.5.3. If you want menus,
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you will have to download <TT>menu.dat</TT>
<?
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fileDownloadLink("files/menu.dat", "gz");
fileDownloadLinkGPG("files/menu.dat", "gz");
?>
<BR>This goes into your <TT>id1</TT> directory. However, this will override any
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<TT>menu.dat</TT> we supply in the future which will possibly cause
problems.
</LI>
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<LI>Patch to fix a bug in 0.5.2 that causes pak to generate broken pak
files on BSD systems (seen as linking errors in the ruamoko directory).
<?
fileDownloadLink("files/Qseek", "diff");
fileDownloadLinkGPG("files/Qseek", "diff");
?>
</LI>
</UL>
<P>Development snapshots (updated daily)
<UL>
<LI>Source code
<? fileDownloadLink("files/quakeforge-current", "tar.gz tar.bz2 zip"); ?>
<BR>
<STRONG>Note:</STRONG> this is an anonymous CVS-ready tree. To update, all you need to do is the following:
<BLOCKQUOTE>
<CODE>cvs login&nbsp;&nbsp;&nbsp;&nbsp;</code>(only need this once, press enter for the password)<br>
<CODE>cvs up&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</code>(creating <a href="cvsrc.txt">~/.cvsrc</a> is <STRONG>highly</STRONG> recommended)
</BLOCKQUOTE>
</LI>
<LI>Win32 binaries (Made with <A href="http://www.mingw.org/">MinGW</A> (GCC) in Linux)
<?
fileDownloadLink("files/qf-win32", "zip");
$ftime = filemtime ("files/qf-win32.zip");
echo " Updated " . date ("M. j, g:i a", $ftime) . " PT";
?>
</LI>
</UL>
<A name="quake2"></A><H3>Quake2Forge</H3>
<P><STRONG>Are you ready to rail?</STRONG> Good, 'cause we sure are.
<P>Quake2Forge is the Quake II engine, with a QuakeForge &quot;flavor&quot;.
Undergoing slow but steady development, it aims to be a portable, stable code
base maintaining backward-compatibility with Id Software's version.
<H4>Quake2Forge, Version 0.1.0 (released 17 Sep 2002)</H4>
<UL>
<LI>Source code
<? fileDownloadLink ("http://download.sourceforge.net/quake/quake2-0.1", "tar.gz tar.bz2"); ?>
</LI>
</UL>
<P>The latest code can be retreived from our server, with the following commands:
<BLOCKQUOTE>
<TT>
cvs -d :pserver:anonymous@cvs.quakeforge.net:/project/cvs login<BR>
cvs -d :pserver:anonymous@cvs.quakeforge.net:/project/cvs -z3 co quake2
</TT>
</BLOCKQUOTE>
<P>The anonymous password is empty, just hit Enter when prompted for one.
</P>
<HR>
<H2>Older Releases</H2>
<H3>QuakeForge: Newtree</H3>
<P>Newtree is our sta^H^H^H<EM>dead</EM> tree. If we work on it again, it will
provide the 0.3 and 0.4 series of QuakeForge releases. Most activity has moved
to the development tree, though.
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<H4>QuakeForge: Newtree, Version 0.3.0 (released 11 Feb 2001)</H4>
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<UL>
<LI>Source code
<? fileDownloadLink ("http://download.sourceforge.net/quake/quakeforge-0.3.0", "tar.gz tar.bz2 zip"); ?>
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<LI>Win32 binaries (Made with Microsoft Developer Studio)
<? fileDownloadLink ("http://download.sourceforge.net/quake/quakeforge-0.3.0-win32", "zip"); ?>
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<LI>Win32 binaries (Made with <A href="http://www.mingw.org/">MinGW</A> (GCC)) (experimental)
<? fileDownloadLink ("http://download.sourceforge.net/quake/quakeforge-0.3.0-mingw-i386", "zip"); ?>
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<LI>Win32 binaries (Made with <A href="http://www.mingw.org/">MinGW</A> (GCC), i686 optimised) (experimental)
<? fileDownloadLink ("http://download.sourceforge.net/quake/quakeforge-0.3.0-mingw-i686", "zip"); ?>
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</UL>
<H3>QuakeForge: NUQ</H3>
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<P>QuakeForge: NUQ (pronounced &quot;Nuke&quot;) is, basically, the Classic
Quake version of Newtree. NUQ is based on the WinQuake engine, but with lots of
enhancements from the merged tree and Newtree. Being the inverse Newtree, there
is no support for QuakeWorld multiplayer protocols.
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<P>The NUQ tree is also dead. Our quakeforge tree has the netquake and
quakeworld code together with the bulk of the code merged, so it's now
redundant. And since nobody works on it anyway, that's a good thing.
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<P>Even though it's dead, NUQ here anyway. If you want single player, grab
quakeforge-current instead, it's <STRONG>much</STRONG> better.
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<UL>
<LI>Source code
<? fileDownloadLink("files/nuq-current", "tar.gz tar.bz2 zip"); ?>
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</UL>
<H3>QuakeForge Merged Tree</H3>
<P>Since current work is based on Newtree and NUQ, the merged tree snapshots
are no longer being made. You can still get it directly out of CVS, however.
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<H4>QuakeForge Stable release (0.1.1, released 27 Feb 2000)</H4>
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<P>QuakeForge 0.1 is our initial offering to the public. It's not really for
end-users, but served as a proof of concept that the Quake and QuakeWorld
trees are more closely related than initial look would indicate.
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<UL>
<LI>Source code
<? fileDownloadLink ("http://download.sourceforge.net/quake/quakeforge-0.1.1", "tar.gz tar.bz2 zip"); ?>
<LI>Win32 binaries [ n/a ]
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</UL>
<HR>
<H2>Miscellaneous Files</H2>
<UL>
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<LI>QuakeForge pack (currently only has conback.lmp)
<? fileDownloadLink ("files/pakQF", "pak"); ?>
</LI>
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<LI>Skybox pack (internally compressed)
<? fileDownloadLink ("files/skyboxes", "pak"); ?>
</LI>
<LI>Quake Shareware
<? fileDownloadLink ("files/quake-shareware-1.06", "tar.gz tar.bz2 zip"); ?>
</LI>
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<LI>Original Quake source release
<? fileDownloadLink ("files/q1source", "zip"); ?>
</LI>
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<LI>zlib home page. Needed for compressed pak support.
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<A href="http://www.info-zip.org/pub/infozip/zlib/">http://www.info-zip.org/pub/infozip/zlib/</a>
</LI>
</UL>
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<!--NOSEARCH-->
<?
require "parts/postamble.php"; // Finish this sucker up
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?>