These are some things past and present that I've worked on with my various Quake buds. I mostly just like playing Quake on servers, but at some point somehow me and a lot of my Quake buds ended up working on projects.
These are My Adventures with Bam, Yellow No. 5, the Mindz!, Solecord and well, a lot of others. Lately Phenom, RocketGuy, R00k ... *argh* I can't list everyone so anyways ... let's get this show on the road.
Some of these, I wanted to pester them to get a booth at Quake Expo, but like everyone else I don't have unlimited time that didn't all work out as planned.
Some of these projects don't have so much to do with me, but either I like 'em or feel people should know about them.
Yellow No. 5's Texture PackLink:
Yellow No. 5's Texture Pack - 9.8 MBAn experiment me and my bud Yellow did with a texture set he made. We wanted to make the download a reasonable size instead 100+ MB, which ate up all the bandwidth on the free hosting accounts we used at the time. It would also make it accessible to dialup users and it isn't hard to find hosting for reasonably sized download.
Doing a ton of homework and experimentation, we managed to come up with a process that dramatically reduced the filesize while maintaining the image quality, having 4 times the resolution of the original Quake textures.
Managed to get it under 10 MB. They load like lightning in engines and look sweet too.
Later created an unofficial ultra-compressed version of
Quake Retexturing Project and
Woods CTF Retexture. The ultra-compressed versions of those are at
QuakeOne.com in the Downloads section in 24 Bit Textures.
Quake Navigatorlink:
http://www.quakeone.com/navigatorAfter a while, I got really annoyed at how hard it was to find anything I needed. I did a lot of asking around and organized it.
QuakeOne.ComLink:
http://www.quakeone.comA site dreamed up by Solecord, Yellow No. 5 and myself with a ton of assistance and support by MindfieldzX, Bam, Hydro, Jackhole, R00k, Lefty, Zop and ton of other people far too numerous to mention.
The winds of change captured in a site.
CAx - Clan Arena XLink:
http://www.quakeone.com/caxA lot of testing, experimentation and hard work done at first mostly by Bam, Phenom and Mindz ... and later R00k, Yellow, myself and Solecord. Bam is THE man!
Mostly made to supercede the closed source and basically deceased CA+ mod. CAx is awesome.
DM+ Mod w/Wall ClimbingLink:
DM+ News Item at QuakeOne.comLink:
DM+ News Item at PlanetQuakeA vanilla deathmatch mod with the 4 classic runes and wall climbing. Makes play more fun without changing much, and adds another dimension to play. Alters the play and flow of maps in a positive way, making items accessible and altering map navigation a little.
JoeQuakeLink:
http://joequake.quake1.netThe engine by Jozsef Szalontai. Pretty fantastic. The best characteristic of the engine to me is how easy it is to do anything in it, it is remarkably user-friendly and supports the new age textures and QMB effects.
Excellent and a dream for both single player and on the internet. The SDA guys kind of like it too, I've heard .. hehe.
Jozsef is a hero!
(I owe Jozsef a manual, heh. And a that other project!.)
QrackLink:
http://www.quakeone.com/qrackA more ProQuake'd version of JoeQuake 0.14 including iplog, loc file support and much more. Outstanding for deathmatch and team games. Has a number of special effects and features.
This Yellow No. 5's favorite engine and is a multiplayer favorite.
(I owe R00k an add-on, heh.)
DarkPlacesLink:
http://icculus.org/twilight/darkplaces/A very sophisticated engine that has corrected or improved an incredible number of things about the Quake engine.
At first, I admit to not understanding this engine well, but a mere few minutes on IRC with LordHavoc and I started to understand. After I started using it seriously and checking out the functionality, I was very impressed and I want to see this engine used more because I don't think everyone is aware of what it is capable of doing. It is not just a single player engine.
After getting some settings straightened up to get better FPS on my card and getting it primed up for deathmatch, it performs better and smoother for multiplayer Quake over the internet than any other Quake engine, or if used to play Quakeworld, any other Quakeworld engine. Totally opposite of my previous conception of the engine as only good for single player. My view of the engine and its potential totally changed.
I have a very nice project that is over 90% complete for DarkPlaces which is a real head turner for a multiplayer type of Quake player. I work on a lot of different little projects so the timing of when I finish it will depend on the order I work on them.
RQuake Team CooperativeLink:
http://www.quakeone.com/rquakeA brilliant cooperative mod by RocketGuy. Has everything, can do everything. Incredibly fun. Lardarse was major help in this, and we got a lot of valuable help on IRC from FrikaC, LordHavoc and some gracious assistance from div0.
RQuake Intro MapI made a selector map for RQuake. I appreciate all the work that the single player map makers have contributed to Quake and made a map with the map name and the author’s name so that the players of RQuake would know who made the very diverse set of 70+ maps running on the server.
xCTFLink:
xCTF Info PageThe first mod project worked on by the informal group known as the QuakeOne Development Team. It was a CTF mod coded by Bam built to run on the shareware levels of Quake for multiplayer.
One of the signature features is that the Chthon is present on E1M8 (he just sits there, he doesn't attack anyone).
xCTF is very newbie friendly from a player point of view, with on-server help and common sense. A big improvement with a lot of bug-fixes from the base ThreeWave code.
More or less was a pilot coding project, lots of arguing! Hehe.
A great mod, but R00k took his CRCTF+ mod and added some of the xCTF refinements so xCTF doesn't get a lot of play, but anyone who even doesn't own Quake can connect to the server as it is just runs the shareware maps.
Rune QuakeLink:
http://forums.runecentral.comA mod by Slot Zero that is the present evolved form of the original Artifact Quake by Nick "Singe" Bousman.
Slot Zero has added a mindblowing array of capabilities into the mod, it has an amazing number of options and vote-commands and features not seen in any other mod. It is also one of the most thoroughly debugged mods in existence and has been battle-tested for years by hundreds of players each week.
It has had numerous derivatives (Beatdown Alley, RQ Advanced, RQP, ZopMod, RQuake, DeadZone) and runs on several servers and is a player favorite. It is very likely the most advanced standard QuakeC in any open source Quake mod.
The mod can do just about anything except CTF. It can even switch to Rocket Arena mode, CRMOD-style practice mode or 1 on 1 match mode with vote options. Almost everything can be voted.
It is simply an incredible mod. A server that runs the mod in triple-duty form is the EuroQuake server (
info page).
Rocket Arena GatewayLink:
http://www.quakeone.com/euroquakeA small little project to make a gateway map for the EuroQuake server. This is a Rocket Arena selector map.
Gunter's Hub ExperimentServer address: hub.quakeone.com
A very inventive place where you can play Tetris, Pacman and ride on a Vore rollercoaster. The server address is hub.quakeone.com.
GameStatus.NetLink:
http://www.gamestatus.netWhile to the rest of the world the end of the CLQ, a massive stats tracking site, was a terrible blow, in the USA Quake community this didn't last long. Since 2003, Jackhole's GameStatus.Net site has been tracking play on servers. Supports Quake 2/3 and other more recent games as well. One of many of Jackhole's contributions to the Quake community.
QuakeAdapter for Worldcraft 3.3Download:
Worldcraft 3.3 Standard InstallDownload:
QuakeAdapter for Worldcraft 3.3Taking all the pain out of using Worldcraft 3.3 to make Quake maps. Worldcraft 1.6a was the last Worldcraft to have Quake support; the later versions are usable to make Quake maps and have better features, but it is a total pain.
Not anymore! Be flying high using everything that made Worldcraft 1.6 great but with true rotation that doesn’t mess up textures and the OpenGL accelerated 3D view.
The ultimate. QuakeAdapter breaks in Worldcraft 3.3 and sets it up for you too with all the latest utilities by aguirRe, and with the nice solid entity definition file CZG provides to the community.
You literally install standard Worldcraft 3.3, the QuakeAdapter and immediately are setup almost as nicely as Kinn, who made the giant sized
Marcher Fortress in 2005. Try it! Worldcraft 3.3 is awesome.
Underworld Quake ReviewsA great single player site! Actively maintained. Tons of reviews of recent maps plus an outstanding and incredibly unbiased Hall of Fame.
The Future!The best things are yet to come. Things that will make Quake in 2005 look like 1956.
Ok, that's it. I'm done. I could go on!
(Any typos ... well, I hope not. I heard Sajt did the PHP work for the site, pretty incredible work!)
.