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The QuakeForge Project

Welcome!

QuakeForge is a 3D first-person shooter game engine based on id Software's legendary Quake and QuakeWorld game engines. Our purpose is to improve the state of the game by improving the engine, making a good base for game and engine modifications, and making it accessible to the largest number of players we can. We like it, and we think you will too.

To get just the latest code: git clone --depth 1 git://git.code.sf.net/p/quake/quakeforge
Or for the full history: git clone git://git.code.sf.net/p/quake/quakeforge

Latest News

Posted on 16 Nov 2023 by Taniwha

We're not dead yet. Not even close. Despite the quiet over the last ten years, a lot has happened. Part of the silence was me getting abducted by little green men (got hooked into Kerbal Space Program, and that turned into quite the adventure in itself: modding, working for Squad and Private Division, and some more). And then there was trouble logging in to post news, but that's sorted now.

That said, a lot has happened in the QuakeForge code-base. Main development has moved to github, the 32-bit software renderer removed, a Vulkan renderer added, and Ruamoko (sort of Objective-QuakeC) is shaping up to be a little more useful: a new instruction set (original v6 instructions still supported, of course), and even native support for geometric algebra, with plans for more to come. In fact, there are over 4200 commits since 0.7.2 released (oops).

Posted on 23 Jan 2013 by Taniwha

QuakeForge 0.7.2 has been released.

0.7.1 turned out to be a bit of a train wreck. I apologize for the inconvenience. 0.7.2 is primarily a bug-fix release, but there are two rather significant new features:

Highlights:

  • 64-bit windows target now supported (though untested).
  • QF no longer mangles other engines' config files on windows
  • Critical bug with incorrect key_dest fixed. (fixed in 0.7.1a)
  • Critical bug incorrect handling of progs code fixed (windows builds)
  • Alignment bug loading wav files fixed (affects only mips)
  • Id style (r_particles_style 0) particle explosions fixed (windows)

For more details, see NEWS.

Posted on 20 Jan 2013 by Taniwha

QuakeForge 0.7.1a has been released.

There was a 0.7.1, but before I got to do the announcement, I found a critical bug and thus rolled out 0.7.1a.

Highlights:

  • qfcc now supports optimization with -O.
  • Dynamic IMTs allowing more customization of the key binding system.
  • Fixes for allowing QF to work with the excellent In The Shadows mod by Sock.
  • BSP2 support.
  • Various bug fixes and build system improvements.
  • Can be cross-compiled for ps3-elf and mips-linux.

For more details, see NEWS.

Posted on 07 Aug 2012 by Taniwha

A quick bugfix patch (0.7.0a, only the Blender addon) has been released. It can be found in the 0.7.0 section of the downloads page (look for "bugfix").

Changes:

  • An exception when exporting a model with no image textures has been fixed
  • Vertex normals are now exported
  • Multiple vertices sharing the one UV coordinate now work as expected
  • Quads and n-gons automatically get converted to triangles.
  • The model's location, rotation and scale are now non-destructively applied to the mesh (optional, default) before exporting.
  • If no frame information is available via the export script, Blender's frames 1 to the current frame (inclusive) will be exported as individual frames.
Posted on 04 Aug 2012 by Taniwha

QuakeForge 0.7.0 has been released.

Highlights:

  • OpenGL alias model shadow fixes.
  • MDL import/export addon for blender has been properly packaged.
  • GLSL fog fixes.
  • Instant console raise/lower.
  • noclip physics changes.
  • Intermission and level change fixes.
  • Automatic quick save backups.
  • QuakeC-VM improvements
  • Up to 128 dlights

For more details, see NEWS.

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