File | Download Sites |
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and Mac GLQuakeWorld Version 0.7 |
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or Retail Quake |
Changes in this version:
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and OpenGL SDK |
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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. |
File | Download Sites |
Requires | Description |
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and Mac GLQuakeWorld Version 0.6 |
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or Retail Quake |
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and OpenGL SDK |
File | Download Sites |
Requires | Description |
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Version 0.5.1 |
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or Retail Quake |
Changes in this version:
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Source Code Patch |
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File | Download Sites |
Requires | Description |
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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. |
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or Retail Quake |
File | Download Sites |
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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. |
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or Retail Quake |
File | Download Sites |
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or Retail Quake Source: Version 0.0 (or the pristine sources) |
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.) |
File | Download Sites |
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or Retail Quake |
This little (2K) patch fixes the sound crash I was having, so now there is sound! |
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File | Download Sites |
Requires | Description |
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and Source Code |
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or Retail Quake Source: Version 0.0 (or the pristine sources) |
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... |
File | Download Sites |
Requires | Description |
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and Source Code |
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or Retail Quake Source: Version 0.0 (or the pristine sources) |
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. |
File | Download Sites |
Requires | Description |
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and Source Code |
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or Retail Quake Source: Version 0.0 (or the pristine sources) |
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. :) |
File | Download Sites |
Requires | Description |
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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. |
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This is the original zip file that id Software released. There is no Macintosh support. |