[% Title = "MacGLQuake" %] [% Page = "glquake" %] [% Since = "12/29/99" %]

[Quake Box] GLQuake for Macintosh [Quake Box]


This page is OLD! I am no longer developing Mac GLQuake.
It's coming up on two years since I last released an update for Mac GLQuake. Since then people with more time on their hands have capably taken it over and put out some nice solid releases. Go now and check out their site: http://macglquake.sourceforge.net/. There is even an OS X version available! Nice.
The rest of the page is presented for historical purposes. No bug reports please. :-) Ok, you can send bug reports, but I may not respond... :-)
The Mac GLQuake Announce and Mac GLQuake developer mailing lists have been closed.
Public archives of the devloper list are still available.
Public archives of the announce list are also still available (though why you'd want to view them, I don't know).

Quick Instructions: Download shareware Quake if you don't own the full version of Quake. Download the latest Mac GLQuake. Read the Instructions that come with MacGLQuake to complete the install.
{{{ <<and
Mac GLQuakeWorld
Version 0.7 Site: iTools Web Site Site: Indigita's FTP Server Requires: Shareware Quake
or
Retail Quake --- File: Version 0.7 Full Source Code Site: iTools Web Site Site: Indigita's FTP Server Requires: GUSI Library
and
OpenGL SDK --- Description: Changes in this version:
  • Fixed bug in quakeworld where the map checksum would always be wrong.
  • Added console paste (command-V) support in QuakeWorld.
  • Added InputSprocket support for multiple button mice/joysticks.
  • Added Menu item in options menu to set up InputSprockets.
  • Fixed stupid lookspring (hurray!)
  • --- File: Quake Shareware Files Site: This Web Site Requires: None --- Description: Simply unstuff this file, download Mac GLQuake executables, and drop them in the shareware folder and you're ready to play Quake!

    This contains the PC Quake Shareware files repackaged in Mac format. None of the original files have been modified. I just installed the shareware version on a PC and then copied the files to my Mac. I then compressed them with Stuffit. --- >>> <<and
    Mac GLQuakeWorld
    Version 0.6 Site: Indigita's FTP Server Requires: Shareware Quake
    or
    Retail Quake --- File: Version 0.6 Full Source Code Site: Indigita's FTP Server Requires: GUSI Library
    and
    OpenGL SDK --- Description:

  • QuakeWorld!
  • Made resolutions switchable on startup via command line. Use the "-width", "-height", and "-bpp" command line options.
  • You can make Quake run in a window with the "-window" option.
  • Added command line file support. Command Line files are 'TEXT' files. They override the finder comment command line.
  • In the source code world, I rearranged the files because of QuakeWorld support.
  • Added multitexture support. Use the "-mtex" command line option. I'm not sure what multitexture buys you (I didn't notice any display quality differences), but it sure seems to slow the framerate down.
  • New icons from Virus.
  • --- >>> <<Version 0.5.1 Site: Indigita's FTP Server Requires: Shareware Quake
    or
    Retail Quake --- File: Version 0.5.1
    Source Code Patch Site: Indigita's FTP Server Requires: Version 0.5 Source Code --- Description: Changes in this version:
  • Fixed bug that caused quake to not start up when there was no finder comment in the desktop file. If you've ever edited the finder comment, it exists in the catalog, even if its blank.
  • Fixed bug that caused quake to crash when tcp/ip was not enabled.
  • Fixed mouse sensitivity-Well, the fix made it into the binaries this time.
  • --- >>> <<Indigita's FTP Server Requires: version 0.0 (or the pristine sources) --- File: Version 0.5 executables only Site: Indigita's FTP Server Requires: Shareware Quake
    or
    Retail Quake --- Description:

    I added command-line support (through the application file's finder comment). This means you can finally run mods! I haven't decided if this is the best way to implement the command-line. I implemented it this way because I thought it would be cooler than having to hit command or option while the App launched. The good part is that you can make multiple copies of the App and each one can have a different command line. The downside is they have to be copies -- They can't be aliases. If any developers out there know how to figure out if your app was launched from an alias please let me know! It would be very cool if that were possible.

    GLQuake now has network support! I used Matthias Neeracher's wonderful GUSI library. Besides writing the GUSI library he does other great stuff like MacPerl so send him a CD!. If you are building GLQuake from source, you need to download GUSI 2.0.4 either from Matthias' site or from my server. If you are using CodeWarrior Pro 4 (like me) then you will need special versions of the libraries. You can get them from his site or from my server. Put the "GUSI_204" directory right in the winquake folder. If you are just running the executables then you don't need any of that stuff.

    I fixed mouse sensitivity (it was way too high in the last release).

    I also added a README file that goes along with the executables. --- Header: Important! Please read this first! The 0.5 version below has a bug in it. The symptom is that GLQuake won't start. The work-around is to "Get info" on the GLQuake application in the finder, and put something in the comment. Then close the info. Now "Get info" again and delete everything in the comment field. GLQuake should now launch. Major thanks to Phil Hilton who sent this in (with the work-around)! I will fix this in the next release. --- >>> <<This Web Site Requires: version 0.0 (or the pristine sources) --- File: Version 0.4 executables only Site: This Web Site Requires: Shareware Quake
    or
    Retail Quake --- Description:

    This version adds input sprocket support and better keyboard support (Thanks Ed!). You now can bind the modifier keys which previously did not work. I cleaned up the memory usage a bit and it seems to be more stable now. Please email if you are getting any crashes between levels. I also fixed saving and restoring saved games and I believe its got some better video code.

    NOTE: The new mouse code is extremely sensitive. This will be fixed in the next release. Until then, go to the console (type '~') and type this: "sensitivity .2". This should improve things. Try higher or lower values until its how you like it. --- >>> <<This Web Site Requires: Shareware Quake
    or
    Retail Quake
    Source: Version 0.0
    (or the pristine sources) --- Description:

    This version adds audio CD playing. (Thanks Fredrik!). It also integrates changes from Avelino Santa Ana Jr. who coded up multiple monitor support. There is also some minor under the hood work. (versions, etc.) --- >>> <<This Web Site Requires: Shareware Quake
    or
    Retail Quake --- File: Version 0.3.1 Source Code patch Site: This Web Site Requires: Version 0.3 Source --- Description:

    This little (2K) patch fixes the sound crash I was having, so now there is sound! --- >>> <<and
    Source Code Site: This Web Site Requires: Shareware Quake
    or
    Retail Quake
    Source: Version 0.0
    (or the pristine sources) --- Description:

    This release is somewhat playable. There is keyboard and mouse support now. (Thanks to Ray!). Also the weird see-through walls are gone. (Again, thanks Ray!). You don't have to manually make the glquake driectory any more. (Thanks Ed!)

    There is sound code now but the meat is commented out because it crashes badly! I need to fix my macsbug because I keep getting that grey screen. (Open Macsbug in resedit -> mxpr resource -> set "dont swap display bit depth" to 1)

    Now that its sort of playable I added in a "final" build in the project that uses full screen. Clearly it needs to be able to switch dynamically, but the codes not there yet.

    There are 2 binaries in this one: the debug (window) and non-debug (full-screen). I'm getting some crashes when I quit from the non-debug version. Probably something to do with the resolution switching. Beware... --- >>> <<and
    Source Code Site: This Web Site Requires: Shareware Quake
    or
    Retail Quake
    Source: Version 0.0
    (or the pristine sources) --- Description:

    You can now watch the demos play! Theres some weirdness with the rendering -- some walls arent solid. Something is is drawing with a weird alpha?? But it loads! Still no keyboard support yet -- pressing the mouse button now quits so you don't have to force quit.

    By the way, if your trying to build this, you need the openGL libraries and headers in your project path. I stuck them in codewarriors "MacOS Support" folder. --- >>> <<and
    Source Code Site: This Web Site Requires: Shareware Quake
    or
    Retail Quake
    Source: Version 0.0
    (or the pristine sources) --- Description:

    This release gets the video going. Now the console comes up and displays stuff. Nothing besides the console yet, though.... Oh yeah, now it has an icon. :) --- >>> <<This Web Site Requires: Nothing (Its non-functional) --- Description:

    I hacked this realease out last night very quickly. It does not work yet! There are no video, keyboard or network drivers written yet. However, it compiles and links and runs without crashing, but Quake gets an error looking for a wad file. I'l start there tonight...

    I'm using CodeWarrior Pro 4. The project file is called "quake.µ" and is located in the "WinQuake" directory. --- File: Pristine Quake Source Site: This Web Site Requires: Nothing --- Description:

    This is the original zip file that id Software released. There is no Macintosh support. --- >>> }}}