Part 1
So this thread is for anyone who has come here to play Quake,maybe after a long time or you have just discovered the game and liked it.
How To Get The Game
You can get the game from Steam by itself or in a bundle with all quake games(?)
Or GOG.Their pack is cheaper though as it comes with both mission packs(MP)
Starting it...
Got the game?
You should have it in a folder like this(this is what I use)
EX-D:/Games:/Q1
id1(folder)
yourengine.exe(the 3 original engines are useless)
Inside id1?
There will be a pak0.pak and pak1.pak and a progs.dat(this is the case only for base game;the mission packs have the progs inside the pak).
pak0.pak contains the sounds,models,sprites and maps( for the first episode only).This is the shareware pak.
pak1.pak has the rest of the stuff.It contains Episodes 2,3 and 4,the models for the enemies in those episodes.
progs.dat is the code for the game.
Engines
Oh boy.You have plenty to choose from.The best ones are
Fitzquake MarkV quakeone.com/markv/
Darkplaces https://icculus.org/twilight/darkplaces/
FTEQW FTEQW - FTE QW (Fore Thought Entertainment) - That magical Quakeworld client.
Qrack quakeone.com/qrack/
Super8 Qbism qbism game engine
DirectQ https://quakewiki.org/wiki/DirectQ
JoeQuake http://joequake.runecentral.com/news.html
I will use MarkV,DP and FTE here.
The Game Itself
When you start your engine of choice:
Mark V and DP take you to the demo screen.Press ESC to open the menu.
FTE asks you what kind of rendering style you want.
5 rendering options are there,each one made for different types of gamers.
You will go to the start map of Quake 1.It has 3 hallways.
Play all 4 episodes in order for maximum enjoyment.
Mods!
I will use Arcane Dimensions 1.5.
Remember when I said it is best to keep the engine out of the folder?
It's because then only mods can work in the best way which = convenient.
Folder
The standard:
id1
ad --> mod!
youreengine.exe
How To Start A Mod(using console)
MarkV and FTE
game ad
DP
gamedir ad
Why the different commands?
People developed their own standards as there wasn't exactly one when quake was released.The original engines had nothing like what I mentioned above.
When you open the mod normally a new conback screen should be there.
Or new sounds.Or just new stuff.
The map that you always go to is called start.Sometimes it may be called modstart,mod_start and start_mod.
Special Engine Parameters
MarkV and DP support console parameters.
game hipnotic for MP 1
game rogue for MP 2
game quoth for Quoth
game nehahara for Nehahra
DP has some more commandline parameters.You might want to check the link provided.
Mapping
I use TrenchBroom 2,which is a super easy editor.If you have mapped for Quake 1 before with those multi-view mapping tools and want them then they can be enabled.
It has a 3D view useful for beginners.The second largest map in quake history
(Telefragged from Rubicon Rumble Pack)
was made by a professional(ijed) using TB1.
USE ONLY TB2!
You start with a thing like a cuboid in front of you.This is a brush.Not the toothbrush that you brush your stinky teeth with,but a type of model that represents the environment,which is a 3d object which is geometric and convex.Better than mapping for Doom.
That brush can be duplicated,cut,rotated and expanded.
You will need more than one brush for making a good map.
Some Extra Things To Note
Quake 1,2 and 3 share the same format name (.bsp) .
However you save maps in .map format.How do you make them .bsp?
NOTE-You do not want to confuse the compilers.Quake 1's vanilla engines can run only Q1 BSP.No engine supports Q2 BSP(so far).
Enter compilers.They compile your maps to make them as .bsp .
You can use tyrutils-ericw as they are the best.
Func_Msgboard: Tyrutils-ericw V0.15.1
You need to have lighting effects for dark areas and to control the lighting.That is in mapping tutorials,which I won't discuss here due to lack of time.I can only say:
You will need:
Compiler.You know what that is by now.
Vis program.What is a vis program?
Vis marks all the visible leafs from every accessible spot in the map so the renderer has a reference to only render the necessary leaves for your current position. It does help with frame rates but many factors need to be considered for this to be true. For instance, if a mapper makes huge areas with lots of visible data then vis will not be efficient. One way to determine this is by displaying rspeeds. Another thing to consider is how the engine is displaying the map. My engine was grouping the entire map into texture batches and rendering the entire map at all times with the exception of occlusion and parts of the map that fell outside of the far clip planes.
Basically, vis is exactly what it implies... A "what is VISible" system."
Finally a lighting program.
Light makes texture information that represents the light results for each leaf. This information is in the form of an array of numbers that represent all color channels per array index. It is up to the engine to put the number in all RGB channels to create a greyscale color.
For instance, light will store something like
0,0,16,16,64,64,16,16
And the engine converts that to RGB values like...
0,0,0
0,0,0
16,16,16
16,16,16
64,64,64
Etc...
The light textures are overlayed on the actual textures with a multiply filter. Multiply filters act like this - pure white will reveal the original texture, while anything darker than pure white will add that amount of darkness to the original texture. Light does not really add light to the texture, it adds dark. The light textures are combined into a texture map and the vertices for the entire bsp are located on the texture map accordingly via their UVs.
There are plenty of mapping tutorials online,but you can also just check TB2 manual like how I did.
Modding
You will need:
Text editor
Quake 1 Source(because you can't make a mod without it.)
(I meant the .qc files not Half-Life 2's engine)
The extensions is .qc and they can be opened in a text editor.
There is a very important file called progs.src that is basically a list of the qc files to compile.You also need to keep them in a order or your mod may not compile or it will compile,but the results will be screwed up.
Go thorugh each of the qc files.You will notice many,many things like what keys are used for what kind of door
Customizing your Quake
This part is when you are sick and tired of seeing those imperfect stupid models iD made and want something else.Includes sounds and lump files as well.(.lmp)
Vanilla(MarkV +All other engine to a certain extent)
You need to make a new folder within id1.It should be called progs for models and sprites,sound for well, sounds and music for music(duh!).It can also be called gfx for skyboxes,which is not a 1996 thing but is used in our daily quake making for atmosphere,mood,fame,and maybe money to get you breakfast damn it.
Put your models(.mdl) name as:
v_shot for shotgun viewmodel
v_shot2 for ssg
v_nail for nailgun
v_nail2 for super nailgun
v_rock and v_rock2 for grenade gun and rocket gun respectively.
v_light for the thunderbolt
v_axe for axe
Powerups and armor...In part 2.Check the posts.
Same with health and enemies.Use Pakscape to check the .pak files and see the wonders inside!
Health packs and explosive barrels use .bsp,although some mods like AD and the cancelled RemakeQuake project use .mdl files.
Darkplaces + FTE
This is customzation level 2 stuff.
You can put replacement skins,use other model format like md3(quake 3) and IQM(inter-quake model) if renamed to .mdl and use .ogg instead of .wav sounds that other engine can use!
Note-DP supports other formats only if the extension is renamed to .mdl
EX-mdl.md3 can be used in DP engine as mdl.mdl without conversion of models.
DP and FTE support pak and pk3,which is Quake 3's pak file extension.
DP has an effectinfo file.I think it defines what colors,particles,amount of particles to use after a certain action like shooting a gun which hits the wall.
For FTE,you can have a cfg(config file extension) call fte_weather.Obvious by the name.
FTE can also open .map files which are the uncompiled bsp files.You need to mention the extension though.
EX- map uncompiled.map
ou can add .rtlights,.dlit,and .lits for awesome lighting effects improvement.
NOTE- .lit is a colored lighting file which can be used even in the original quake 1 engines,which means all!rtlight and dlits are used only in DP.
DP can use Quake 3's level format.It is a good engine for customization.
FTE can support Quake 3 format and FTE format.
OTHER STUFF
Noesis,which is an awesome model converter that uses plugins.
Rich Whitehouse
Modelling
I have no experience with modelling so anyone can post something in the comments please?
QuakeModelEditor
https://www.quaddicted.com/files/tools/qme31.zip
(Tell me if link works)
That is it for now,
-Ijaaz Ahmed/Ijazz
Credits
The people who provided feedback,whether minor or major and people who gave useful info...Their names are found here.
Thanks to: (DD/MM/YYYY)
Dutch (31/03/2017)
MadGypsy (31/03/2017) (BTW,how much did you sell the world for?
)
Spike,LordHavoc,Baker for making these engines.
So this thread is for anyone who has come here to play Quake,maybe after a long time or you have just discovered the game and liked it.
How To Get The Game
You can get the game from Steam by itself or in a bundle with all quake games(?)
Or GOG.Their pack is cheaper though as it comes with both mission packs(MP)
Starting it...
Got the game?
You should have it in a folder like this(this is what I use)
EX-D:/Games:/Q1
id1(folder)
yourengine.exe(the 3 original engines are useless)
Inside id1?
There will be a pak0.pak and pak1.pak and a progs.dat(this is the case only for base game;the mission packs have the progs inside the pak).
pak0.pak contains the sounds,models,sprites and maps( for the first episode only).This is the shareware pak.
pak1.pak has the rest of the stuff.It contains Episodes 2,3 and 4,the models for the enemies in those episodes.
progs.dat is the code for the game.
Engines
Oh boy.You have plenty to choose from.The best ones are
Fitzquake MarkV quakeone.com/markv/
Darkplaces https://icculus.org/twilight/darkplaces/
FTEQW FTEQW - FTE QW (Fore Thought Entertainment) - That magical Quakeworld client.
Qrack quakeone.com/qrack/
Super8 Qbism qbism game engine
DirectQ https://quakewiki.org/wiki/DirectQ
JoeQuake http://joequake.runecentral.com/news.html
I will use MarkV,DP and FTE here.
The Game Itself
When you start your engine of choice:
Mark V and DP take you to the demo screen.Press ESC to open the menu.
FTE asks you what kind of rendering style you want.
5 rendering options are there,each one made for different types of gamers.
You will go to the start map of Quake 1.It has 3 hallways.
Play all 4 episodes in order for maximum enjoyment.
Mods!
I will use Arcane Dimensions 1.5.
Remember when I said it is best to keep the engine out of the folder?
It's because then only mods can work in the best way which = convenient.
Folder
The standard:
id1
ad --> mod!
youreengine.exe
How To Start A Mod(using console)
MarkV and FTE
game ad
DP
gamedir ad
Why the different commands?
People developed their own standards as there wasn't exactly one when quake was released.The original engines had nothing like what I mentioned above.
When you open the mod normally a new conback screen should be there.
Or new sounds.Or just new stuff.
The map that you always go to is called start.Sometimes it may be called modstart,mod_start and start_mod.
Special Engine Parameters
MarkV and DP support console parameters.
game hipnotic for MP 1
game rogue for MP 2
game quoth for Quoth
game nehahara for Nehahra
DP has some more commandline parameters.You might want to check the link provided.
Mapping
I use TrenchBroom 2,which is a super easy editor.If you have mapped for Quake 1 before with those multi-view mapping tools and want them then they can be enabled.
It has a 3D view useful for beginners.The second largest map in quake history
(Telefragged from Rubicon Rumble Pack)
was made by a professional(ijed) using TB1.
USE ONLY TB2!
You start with a thing like a cuboid in front of you.This is a brush.Not the toothbrush that you brush your stinky teeth with,but a type of model that represents the environment,which is a 3d object which is geometric and convex.Better than mapping for Doom.
That brush can be duplicated,cut,rotated and expanded.
You will need more than one brush for making a good map.
Some Extra Things To Note
Quake 1,2 and 3 share the same format name (.bsp) .
However you save maps in .map format.How do you make them .bsp?
NOTE-You do not want to confuse the compilers.Quake 1's vanilla engines can run only Q1 BSP.No engine supports Q2 BSP(so far).
Enter compilers.They compile your maps to make them as .bsp .
You can use tyrutils-ericw as they are the best.
Func_Msgboard: Tyrutils-ericw V0.15.1
You need to have lighting effects for dark areas and to control the lighting.That is in mapping tutorials,which I won't discuss here due to lack of time.I can only say:
You will need:
Compiler.You know what that is by now.
Vis program.What is a vis program?
Vis marks all the visible leafs from every accessible spot in the map so the renderer has a reference to only render the necessary leaves for your current position. It does help with frame rates but many factors need to be considered for this to be true. For instance, if a mapper makes huge areas with lots of visible data then vis will not be efficient. One way to determine this is by displaying rspeeds. Another thing to consider is how the engine is displaying the map. My engine was grouping the entire map into texture batches and rendering the entire map at all times with the exception of occlusion and parts of the map that fell outside of the far clip planes.
Basically, vis is exactly what it implies... A "what is VISible" system."
Finally a lighting program.
Light makes texture information that represents the light results for each leaf. This information is in the form of an array of numbers that represent all color channels per array index. It is up to the engine to put the number in all RGB channels to create a greyscale color.
For instance, light will store something like
0,0,16,16,64,64,16,16
And the engine converts that to RGB values like...
0,0,0
0,0,0
16,16,16
16,16,16
64,64,64
Etc...
The light textures are overlayed on the actual textures with a multiply filter. Multiply filters act like this - pure white will reveal the original texture, while anything darker than pure white will add that amount of darkness to the original texture. Light does not really add light to the texture, it adds dark. The light textures are combined into a texture map and the vertices for the entire bsp are located on the texture map accordingly via their UVs.

There are plenty of mapping tutorials online,but you can also just check TB2 manual like how I did.
Modding
You will need:
Text editor
Quake 1 Source(because you can't make a mod without it.)
(I meant the .qc files not Half-Life 2's engine)
The extensions is .qc and they can be opened in a text editor.
There is a very important file called progs.src that is basically a list of the qc files to compile.You also need to keep them in a order or your mod may not compile or it will compile,but the results will be screwed up.
Go thorugh each of the qc files.You will notice many,many things like what keys are used for what kind of door
Customizing your Quake
This part is when you are sick and tired of seeing those imperfect stupid models iD made and want something else.Includes sounds and lump files as well.(.lmp)
Vanilla(MarkV +All other engine to a certain extent)
You need to make a new folder within id1.It should be called progs for models and sprites,sound for well, sounds and music for music(duh!).It can also be called gfx for skyboxes,which is not a 1996 thing but is used in our daily quake making for atmosphere,mood,fame,and maybe money to get you breakfast damn it.
Put your models(.mdl) name as:
v_shot for shotgun viewmodel
v_shot2 for ssg
v_nail for nailgun
v_nail2 for super nailgun
v_rock and v_rock2 for grenade gun and rocket gun respectively.
v_light for the thunderbolt
v_axe for axe
Powerups and armor...In part 2.Check the posts.
Same with health and enemies.Use Pakscape to check the .pak files and see the wonders inside!
Health packs and explosive barrels use .bsp,although some mods like AD and the cancelled RemakeQuake project use .mdl files.
Darkplaces + FTE
This is customzation level 2 stuff.
You can put replacement skins,use other model format like md3(quake 3) and IQM(inter-quake model) if renamed to .mdl and use .ogg instead of .wav sounds that other engine can use!
Note-DP supports other formats only if the extension is renamed to .mdl
EX-mdl.md3 can be used in DP engine as mdl.mdl without conversion of models.
DP and FTE support pak and pk3,which is Quake 3's pak file extension.
DP has an effectinfo file.I think it defines what colors,particles,amount of particles to use after a certain action like shooting a gun which hits the wall.
For FTE,you can have a cfg(config file extension) call fte_weather.Obvious by the name.
FTE can also open .map files which are the uncompiled bsp files.You need to mention the extension though.
EX- map uncompiled.map
ou can add .rtlights,.dlit,and .lits for awesome lighting effects improvement.
NOTE- .lit is a colored lighting file which can be used even in the original quake 1 engines,which means all!rtlight and dlits are used only in DP.
DP can use Quake 3's level format.It is a good engine for customization.
FTE can support Quake 3 format and FTE format.
OTHER STUFF
Noesis,which is an awesome model converter that uses plugins.
Rich Whitehouse
Modelling
I have no experience with modelling so anyone can post something in the comments please?
QuakeModelEditor
https://www.quaddicted.com/files/tools/qme31.zip
(Tell me if link works)
That is it for now,
-Ijaaz Ahmed/Ijazz
Credits
The people who provided feedback,whether minor or major and people who gave useful info...Their names are found here.
Thanks to: (DD/MM/YYYY)
Dutch (31/03/2017)
MadGypsy (31/03/2017) (BTW,how much did you sell the world for?


Spike,LordHavoc,Baker for making these engines.
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