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Gaming • QuakeSpasm 0.96.3 - Quake Source Port

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Q2M - Quake 2 weapons for Quake mod - ModDB
https://www.moddb.com/mods/q2m-quake-2- ... -for-quake

This QuakeSpasm build guide will be copied over from the previous version I released on 04/25/2021 with improvements, and the current release of QuakeSpasm is 0.96.3, which is identical to the previous version. QuakeSpasm is light on features with an adjustable screen resolution, and will support OpenGL graphics rendering, but there are very few graphic options to adjust. Comparing the GZDoom source port to the QuakeSpasm source port wouldn't be fair at all, because both source ports are designed for completely different games. GZDoom is designed for the DOOM Engine which features 2D Sprites in a 3D level, and QuakeSpasm is designed for Quake, which is a full 3D game.

QuakeSpasm is more comparable to the Chocolate DOOM source port instead of GZDoom, because GZDoom is designed to be a more customizable gameplay experience in comparison to Chocolate DOOM, where Chocolate DOOM is designed to closely resemble the original DOOM Engine, and there are mods that are designed specifically for GZDoom. There are Quake mods that are designed for the DarkPlaces source port, but I am having problems running the source port on the Raspberry Pi Computer, and the program runs without any problems on X86 conputers.

The DarkPlaces source port will contain more graphic options compared to Quakespasm, and everything else is the same except for game compatibility, because there are games that are designed for the DarkPlaces source port. These games will be arena multiplayer first person shooting games, and I wouldn't know if the games are even updated anymore or were renamed, which does happen, but I know DarkPlaces is still being updated. If you see where this is going, there are Quake mods that require data from Quake, and there are open source games that will run on DarkPlaces which will not require data from Quake.

There are even mods that are designed for these open source games that should be compatible with Quake, but I know the number of mods for Quake are not even close to the amount of mods released for DOOM2. The main similarity I see with both QuakeSpasm, and DarkPlaces would be the number of mods available for either source port, which is a relatively small list of mods compared to DOOM2. Even though DOOM2 has an enormous mod list, most DOOM2 mods are not 3D, and Quake is designed to be 3D. The 3D graphics improve the immersion of the gameplay which forms more believable environments compared to 2D sprites in a 3D level.

2D sprites will have more of a cartoonistic design compared to 3D graphics, which is the reason why DOOM2 is different from Quake, Quake is designed to be played with mouselook, where mouselook in DOOM2 is optional, and DOOM2 is designed to be played with autoaim. The crosshair for Quake is off by default with the crosshair being active after typing "CROSSHAIR 1" in the console, and Quake is completely playable without the crosshair. The features people forget about Quake would be 3D floors, swimming underwater, and there is platforming that requires the player to jump to different elevations.

The DOOM Engine did not support 3D floors where players are able to travel to different floors in a building or even a spiral staircase, enemies were able to melee attack you from any height, the player is not able to jump in the DOOM Engine, and the player would have to strafe sprint to travel farther off a ledge. Strafe sprinting in the DOOM Engine completely defies physics in real life, because gravity will always pull a person towards the ground, and to transfer to a surface that is far away from you are would require you to be somehow lifted in the air.

In the DOOM Engine the player will automatically move over floor heights that are less than 16 Map Units in height, and will be the reason why the player is able to "strafe jump" to complete platforming sections in a level. In the first level in Quake, you will be able to see the swimming sections as well as the platforming sections in the level, and you will see the Nailgun shoot 3D projectiles as well as see the dynamic lights from not only the muzzle flash of the weapon, the lights in the level will produce 3D lights.

Before compiling any software, disable any overclock parameters on your computer.

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QuakeSpasm GitHub Website:
https://github.com/sezero/quakespasm

Install the Dependencies:

Code:

sudo apt install libsdl2-dev libmad0-dev libmpg123-dev libogg-dev libvorbis-dev
Download the QuakeSpasm source code:

Code:

git clone https://github.com/sezero/quakespasm.git
Access the quakespasm/Quake directory:

Code:

cd quakespasm/Quake
Run the make command:

Code:

make USE_SDL2=1 -j4
Compiling the QuakeSpasm source code will take less than 1 minute, and after QuakeSpasm finishes compiling, you will need to copy over data from a retail version of Quake. You should be able to use data from the shareware version of Quake if you installed the Quake shareware version in DOSBox, and I am using the GOG.com version of Quake. In the Quake game directory you will have a directory called Id1, the Id1 directory includes the game data that you will need to use with QuakeSpasm.

Place a copy of the Id1 folder in the quakespasm/Quake directory. Access the quakespasm/Quake directory in the file manager, adjust the name of the Id1 directory to id1, access the id1 directory. Within the id1 directory you will see 2 files called PAK0.PAK, and PAK1.PAK. Adjust the name of PAK0.PAK to pak0.pak, and adjust the name of PAK1.PAK to pak1.pak. These are the files that need to be adjusted for the QuakeSpasm program to launch Quake successfully:

Id1 > id1
PAK0.PAK > pak0.pak
PAK1.PAK > pak1.pak

Execute the QuakeSpasm binary:

Code:

cd quakespasm/Quake

Code:

./quakespasm
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Blood + Iron mod for Quake - ModDB
https://www.moddb.com/mods/quake-blood-iron

To enhance the gameplay experience of Quake, I will be testing mods that will change the visuals of the weapons, and only the weapon mods, because I do not know if loading custom maps with mods is possible with Quake source ports. This means the weapon mod will need to be implemented into a map pack to be a single mod, and the source port will be able to load the weapons with the levels, similar to Boom compatible DOOM mods with DOOM source ports. The Quake mods will unpack in a folder, and all you need to do is place the folder inside the quakespasm/Quake directory.

You will be able to access the Quake mod in Quakespasm with the in game console. To open the console in Quakespasm, start a new game, then hit the ` key. In the console, type in the command "GAME MODNAME," type in the name of the Quake mod directory to load the Quake mod, and the Quake mod will load. There are numerous maps in a Quake mod, not every map in the Quake mod will load in QuakeSpasm, and not every map in a Quake mod will be playable with QuakeSpasm on the Raspberry Pi.

To load Quake mods with QuakeSpasm from the terminal, use the -game parameter with QuakeSpasm in the terminal:

Code:

./quakespasm -game "MODNAME"
This will conclude the QuakeSpasm 0.96.3 - Quake Source Port Build Guide.

Statistics: Posted by Moonmarch — Wed Jan 01, 2025 4:55 am



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