Downloads
QuakeForge and Quake2Forge are always in constant development. Our development versions have the latest features, but they change rapidly as bugs are fixed and features are added. Stable versions do not change significantly once released, though we sometimes make revisions of the stable branch to fix known bugs. Note: the game data is still non-free; you need either the shareware data (see below) or the registered data.
Current Releases
QuakeForge
This is our new development tree (we're back to "quakeforge"), where we're again in the process of merging Quake and QuakeWorld...but this time, it's much better. This series will eventually provide the 0.6 versions of QuakeForge.
While almost always in working order, it's under heavy development so be prepared to encounter some issues (Wear your hard hat!). Please check the docs.
QuakeForge, Version 0.5.5 (released 2 May 2004)
- Source code
[ tar.bz2 | tar.gz | zip ]
PGP Signatures (to verify archive authenticity) [ tar.bz2 | tar.gz | zip ] - Win32 binaries (Made with MinGW (GCC) in Linux)
SDL (sw) client [ zip ] PGP [ zip ]
SDL32 (32bpp sw) client [ zip ] PGP [ zip ]
SGL (SDL OpenGL) client [ zip ] PGP [ zip ]
WGL (Native OpenGL) client [ zip ] PGP [ zip ]
Servers (NQ, QW, QW Master) [ zip ] PGP [ zip ]
Tools [ zip ] PGP [ zip ]
Libraries and header files (for developers) [ zip ] PGP [ zip ]
QuakeForge, Version 0.5.4 (released 18 Jul 2003)
- Source code
[ tar.bz2 | tar.gz | zip ]
PGP Signatures (to verify archive authenticity) [ tar.bz2 | tar.gz | zip ] - Win32 binaries (Made with MinGW (GCC) in Linux)
SDL (sw) client [ zip ] PGP [ zip ]
SDL32 (32bpp sw) client [ zip ] PGP [ zip ]
SGL (SDL OpenGL) client [ zip ] PGP [ zip ]
WGL (Native OpenGL) client [ zip ] PGP [ zip ]
Servers (NQ, QW, QW Master) [ zip ] PGP [ zip ]
Tools [ zip ] PGP [ zip ]
Libraries and header files (for developers) [ zip ] PGP [ zip ] - Debian GNU/Linux packages for the
i386 architecture are available by using APT. Use the following
/etc/apt/sources.list recipe:
deb http://www.quakeforge.net/packages/debian unstable contrib non-free
- Due to an error in the release process, the menu.dat file got missed
from the debian packages. This will be fixed in 0.5.5. If you want menus,
you will have to download menu.dat for 0.5.4
[ gz ] PGP [ gz ]
This goes into your id1 directory. However, this will override the menu.dat that will be in 0.5.5 which will cause problems. - RPM packages are available here.
QuakeForge, Version 0.5.2 (released 01 Oct 2002)
- Source code
[ tar.bz2 | tar.gz | zip ]
PGP Signatures (to verify archive authenticity) [ tar.bz2 | tar.gz | zip ] - Win32 binaries (Made with MinGW (GCC) in Linux) [ zip ] PGP [ zip ]
- The packages do not contain the menu file because it would seriously
screw up future upgrades. This will be fixed in 0.5.3. If you want menus,
you will have to download menu.dat for 0.5.2
[ gz ] PGP [ gz ]
This goes into your id1 directory. However, this will override any menu.dat we supply in the future which will possibly cause problems. - Patch to fix a bug in 0.5.2 that causes
pakto generate broken pak files on BSD systems (seen as linking errors in the ruamoko directory). [ diff ] PGP [ diff ]
Development snapshots (updated daily)
- Source code
[ tar.gz | tar.bz2 | zip ]
Note: this is an anonymous CVS-ready tree. To update, all you need to do is the following:cvs login(only need this once, press enter for the password)
cvs up(creating ~/.cvsrc is highly recommended) - Win32 binaries (Made with MinGW (GCC) in Linux) Updated 01 Jan 1970 12:00am UTC
- Source code and prebuilt .dat files for various mods.
[ tar.gz | tar.bz2 | zip ] Updated 01 Jan 1970 12:00am UTC
Includes qwprogs.dat needed for standard quakeworld) using QuakeForge features. Prebuilt files require current cvs/snapshot server. For 0.5.4, edit the Makefile to remove --advanced and rebuild. The modified frikbot code requires current server code.
Quake2Forge
Are you ready to rail? Good, 'cause we sure are.
Quake2Forge is the Quake II engine, with a blast of yummy QuakeForge flavor. Undergoing slow but steady development, it aims to be a portable, stable code base maintaining backward-compatibility with Id Software's version.
Version 0.2.1 (released 06/02/03)
Version 0.2 (released 01/02/03)
Version 0.1 (released 17 Sep 2002)
The latest code can be retreived from our server, with the following commands:
cvs -d :pserver:anonymous@cvs.quakeforge.net:/project/cvs login
cvs -d :pserver:anonymous@cvs.quakeforge.net:/project/cvs -z3 co quake2
The anonymous password is empty, just hit Enter when prompted for one.
Old Releases
QuakeForge: Newtree
Newtree is our sta^H^H^Hdead tree. If we work on it again, it will provide the 0.3 and 0.4 series of QuakeForge releases. Most activity has moved to the development tree, though.
QuakeForge: Newtree, Version 0.3.0 (released 11 Feb 2001)
- Source code [ tar.gz | tar.bz2 | zip ]
- Win32 binaries (Made with Microsoft Developer Studio) [ zip ]
- Win32 binaries (Made with MinGW (GCC)) (experimental) [ zip ]
- Win32 binaries (Made with MinGW (GCC), i686 optimised) (experimental) [ zip ]
QuakeForge: NUQ
QuakeForge: NUQ (pronounced "Nuke") is, basically, the Classic Quake version of Newtree. NUQ is based on the WinQuake engine, but with lots of enhancements from the merged tree and Newtree. Being the inverse Newtree, there is no support for QuakeWorld multiplayer protocols.
The NUQ tree is also dead. Our quakeforge tree has the netquake and quakeworld code together with the bulk of the code merged, so it's now redundant. And since nobody works on it anyway, that's a good thing.
Even though it's dead, NUQ is here anyway. If you want single player, grab quakeforge-current instead, it's much better.
QuakeForge Original Tree
Since current work is based on the new merged tree, the old merged tree snapshots are no longer being made. You can still get it directly out of CVS, however.
QuakeForge, Version Really Freakin' Old (released 27 Feb 2000)
QuakeForge 0.1 is our initial offering to the public. It's not really for end-users, but served as a proof of concept that the Quake and QuakeWorld trees are more closely related than initial look would indicate.