// Preamble
$pageName = "Downloads";
$currPage = "files"; // Name of the page, for the menu
require "parts/preamble.php"; // Load most of document
function fileDownloadLink ($baseUrl, $extensions, $gpg=0)
{
$extension = explode (' ', $extensions);
$count = count ($extension);
for ($i = 0 ; $i < $count ; $i++) {
if ($i == 0) {
echo '[ ';
}
echo '' . $extension[$i] . ' ';
if (($i+1) < $count) {
echo '| ';
} else {
echo ']';
}
}
if ($gpg) {
if ($gpg > 1) {
echo '
PGP Signatures (to verify archive authenticity) ';
} else {
echo ' PGP ';
}
for ($i = 0 ; $i < $count ; $i++) {
if ($i == 0) {
echo '[ ';
}
echo '' . $extension[$i] . ' ';
if (($i+1) < $count) {
echo '| ';
} else {
echo ']';
}
}
}
}
function fileUpdated ($file)
{
$ftime = filemtime ($file);
echo " Updated " . gmdate ("d M Y g:ia", $ftime) . " UTC";
}
need ("boxes")
?>
QuakeForge and Quake2Forge 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. Note: the game data is still non-free; you need either the shareware data (see below) or the registered data.
This is our new development tree (we're back to "quakeforge"), 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 versions of QuakeForge.
While almost always in working order, it's under heavy development so be prepared to encounter some issues (Wear your hard hat!). Please check the docs.
UNIX users: because of the diversity of machines on which QuakeForge runs, we do not provide UNIX binaries. You need to compile QuakeForge yourself. However, it's very easy to compile — please check the build instructions for details.
Are you ready to rail? Good, 'cause we are too.
Quake2Forge is the Quake II engine, with a blast of yummy QuakeForge flavor. Undergoing slow but steady development, it aims to be a portable, stable code base maintaining backward-compatibility with Id Software's version.
The latest code can be retreived from our server, with the following command:
git clone git://git.quakeforge.net/gitroot/quake/quake2
newsBoxClose (); ?>
Newtree is our sta^H^H^Hdead tree. If we were to work on it again, it would provide the 0.3 and 0.4 series of QuakeForge releases. All activity has long since moved to the development tree, though.
QuakeForge: NUQ (pronounced "Nuke") was, basically, the Classic Quake version of Newtree. NUQ was based on the WinQuake engine, but with lots of enhancements from the original merged tree and Newtree. Being the inverse Newtree, there is no support for QuakeWorld multiplayer protocols.
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.
Even though it's dead, NUQ is here anyway. If you want single player, grab quakeforge-current instead, it's much better.
Since current work is based on the new merged tree, the old merged tree snapshots are no longer being made. You can still get it directly out of Git, however.
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.