IDGODS. No, seriously. id Sofware are gods, just like Olympian deities,
we worshiped them since our twenties. For me, it was the epoch, filled with
gaming, deathmatching, learning through Carmack's code, picking up rumors on
Stomped, SugarShack, VoodooExtreme, and sometimes
BluesNews. We were having DM parties, bringing our systems to someone's
place, playing literally till dawn, and then sneaking home, with warm PCs in our
hands, freaking out we might be spotted by police, and going to be arrested for
some local office robbery. It was like greatest time to live in, everything was
spinning around that logo with small letters: [id], our key to the Universe.
This one's my favorite. DOOM was shocking, but Quake is just like the whole
new reality. I still got the system from that time to play it (as for the rest
of them, actually) - Pentium II 450MHz on ASUS P2V motherboard with 64Mb RAM,
ATI Rage IIc, running MS-DOS 6.22 (Quake v1.06) or FreeBSD 4.10 (QuakeForge).
My editor of choice to make a Quake map was QuArK (Quake Army Knife) by
Armin Rigo. The main problem with QuArK was it ran only on Windows. And I liked
Macs :) So I started developing my personal Quake editor named Mosque.
The name is acronym as well, stood for "Mac OS Quake Editor". But then I decided
to make it Motif-based, so it could be used with FreeBSD and Linux, in addition
As soon as there is alpha ready for testing, I'll put it here as source,
with some instructions on how to build it.
For now, here's (8K) small utility for PAK
named wad3 renamed to wad2.
To build it you have to get Quake tools sources, from
Please note: it works with PAK and WAD formats used in original Quake, and
*not* with Half-Life ones.
Also, I guess it has a bug when working with mips on 64-bit systems; going to
check it and then fix it soon.
Currently, I'm on 64-bit Ubuntu, so here are quick notes on how to build and
play Quake on it. As always, codebase I'm using is pretty obsolete, the SDL port
of 1.0.9, you can grab sources and shareware game data from here. I'm not interested in updated
versions of game engine, so the closer source to the original, the better, for me.
To build 32-bit programs on 64-bit Ubuntu, you should update your gcc first,
$ sudo dpkg --add-architecture i386
$ sudo apt-get install multiarch-support
$ sudo apt-get install gcc-multilib
$ sudo apt-get install libc6-dev-i386
$ sudo apt-get install libsdl1.2-dev:i386
Now download (from the SDL home linked above) sdlquake-1.0.9.tar.gz, untar it,
change to the directory and configure build with:
$ CFLAGS="-m32 -O3" LDFLAGS=-m32 ./configure --target=i386 --host=i386 --disable-sdltest
If everything went okay, after building with make, download and unpack
shareware game data to the id1 directory inside sources root, and run it with:
$ ./sdlquake -cachedir . -nocdaudio
You can change resolution through command line as well:
$ ./sdlquake -nocdaudio -cachedir . -winsize 512 512 -fullscreen
This one I played most.
I'm doing a little level editing, map for deathmatch named 'Vita Brevis'.
Will post some screens here, and then the map.
I'm a Quake-purist, so that tools I'm using to compile the map are original
ones that became available immediately after Quake II released, in December 1997.
You may find it
Required tools - qbsp3, qvis3 and qrad3 - are all placed under
utils3/bsp directory; I did a little patch to resolve some issues with makefiles
and 64-bit systems, which can be grabbed here.
To make use of it, extract the archive with tools sources, change into utils3
directory, then test and apply the patch (using appropriate path to utils3-patch):
$ patch -p1 --dry-run < utils3-patch
$ patch -p1 < utils3-patch
Now you can build (separately though, there is still no top-level makefile) and
run it, at least on 64-bit PPC and Intel Macs.
I'm huge fan of DOOM 3. I regard it as opus magnum for id
Software. Talking about the 'original' version, released in August 2004, and not
that 'BFG edition'.
Although I built dedicated system for DOOM 3 (Pentium 4 Northwood
2.66GHz on Intel D845GEBV2 motherboard with 1Gb RAM, Galaxy GeForce 6800XT 128Mb;
yes, it's AGPx4 :), I prefer to play it on my Power Mac G5 (Dual 2 GHz, 2Gb RAM,
GeForce 6600LE 128 Mb). They both run it equally well (45 FPS timedemo demo1),
using 640x480 with medium quality, which sounds like a joke to modern gamers, but
*these* games were designed in mind to look beautiful on such resolution (I got
NEC MultiSync 70GX2 monitor with 4/3 aspect ratio). DOOM 3
looks just amazing on GeForce 6s, it's the best option to get *that* image quality,
just like Voodoo2 in times of Quake II and Unreal. I know I sound like
Anyway, one annoying thing about DOOM 3 on Mac is a CD check, which
is not present in Linux version, so I would like to share a
nocd patch (6K) that removes it for both PPC
and Intel Macs.
I was so impressed with Quake games that started to build my own engine, just to
learn the things better. It was portal-based though: I picked through Unreal as well.
I made accompanying level editor also, but neither was really finished.
No mipmaps yet, that's why moire patterns on large scale.
My map for Quake II, only lighting.
The most complete part in the editor was toolbar :-P
This is Quake II map base1 (w/o textures), but it's rather heavy for
portal-based tech without special hints on brushes (you can tell it by traverse depth