[ '; } echo '' . $extension[$i] . ' '; if (($i+1) < $count) { echo '| '; } else { echo ']'; } } } function fileDownloadLinkGPG ($baseUrl, $extensions, $mode) { $extension = explode (' ', $extensions); $count = count ($extension); if ($mode) echo '
PGP Signatures (to verify archive authenticity) '; else echo ' PGP '; for ($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"; } ?>

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.

Current Releases

QuakeForge

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.

QuakeForge, Version 0.5.5 (released 2 May 2004)

QuakeForge, Version 0.5.4 (released 18 Jul 2003)

QuakeForge, Version 0.5.2 (released 01 Oct 2002)

Development snapshots (updated daily)

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  • Source code and prebuilt .dat files for various mods.
    Includes qwprogs.dat needed for standard quakeworld) using QuakeForge features. Prebuilt files require current cvs/snapshot server. For 0.5.4, edit the Makefile to remove --advanced and rebuild. The modified frikbot code requires current server code.
  • Quake2Forge

    Are you ready to rail? Good, 'cause we sure are.

    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.

    Version 0.2.1 (released 06/02/03)

    Version 0.2 (released 01/02/03)

    Version 0.1 (released 17 Sep 2002)

    The latest code can be retreived from our server, with the following commands:

    cvs -d :pserver:anonymous@cvs.quakeforge.net:/project/cvs login
    cvs -d :pserver:anonymous@cvs.quakeforge.net:/project/cvs -z3 co quake2

    The anonymous password is empty, just hit Enter when prompted for one.


    Old Releases

    QuakeForge: Newtree

    Newtree is our sta^H^H^Hdead 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.

    QuakeForge: Newtree, Version 0.3.0 (released 11 Feb 2001)

    QuakeForge: NUQ

    QuakeForge: NUQ (pronounced "Nuke") 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.

    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.

    QuakeForge Original Tree

    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 CVS, however.

    QuakeForge, Version Really Freakin' Old (released 27 Feb 2000)

    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.


    Miscellaneous Files