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  • To get started, download the source code for an [[Engines|engine]]. This might be available as a compressed package or in a revision ...hensive feature sets. Unlikely to fit with general information about Quake engines. Better suited to experienced programers who want the features it offers.
    6 KB (974 words) - 12:29, 25 July 2023
  • ...and rewritten network code which supports connecting to [[NetQuake]] and [[QuakeWorld]] servers within the same binary. It is functional as a standalone engine a ...and deluxemaps. Maintains full compatibility with mods and even with other engines. It is still in development and has a continuing mod by [[LadyHavoc]] under
    3 KB (361 words) - 07:20, 4 November 2022
  • ...is applies to DOS Quake, WinQuake and all official qwcl (software-rendered QuakeWorld) releases. ...heck was diked out, so in all official GLQuake and [QuakeWorld|glqwcl] (GL QuakeWorld) releases r_drawviewmodel 1 will display the weapon model no matter what yo
    1 KB (218 words) - 16:22, 29 March 2013
  • {{Engines}} {{GL NetQuake Engines}}
    2 KB (396 words) - 07:06, 7 November 2017
  • ...nternet connections. Now that the source code is released, several custom engines have introduced their own network protocols to extend limits or add capabil | [[Quakeworld Protocol]]
    6 KB (839 words) - 23:44, 27 June 2019
  • * What about QuakeWorld and specific QuakeWorld features? QSB will require some increased limits to bring engines to a more modern level of capability. This is still an ongoing discussion,
    9 KB (1,206 words) - 07:29, 4 November 2022
  • |based-on=[[QuakeWorld]] FTE started out as a QuakeWorld-only engine, then over time, it has gained compatibility with NetQuake and
    2 KB (253 words) - 05:25, 31 May 2022
  • {{Engines}} {{GL NetQuake Engines}}
    1,002 bytes (135 words) - 15:55, 28 July 2022