Quake 1 Mac Download

Quake Epsilon is a graphically enhanced build of shareware Quake 1 for Windows/Linux/Mac, which can be upgraded to the full version of Quake along with it's mission packs Scourge of Armagon and Dissolution of Eternity by copying the full-version .pak files into the correct folders.

About

Quake Live Map Picker By Anthony 'Anth64' Giugni Released: June 28, 2017 Last Update: August 24, 2017 Version: 1.2 Beta Downloads: 0 This Week Last Update: 2017-08-25 See Project 11. 301 Moved Permanently. TrenchBroom is a free (GPLv3+), cross platform level editor for Quake-engine based games. It supports Quake, Quake 2, and Hexen 2 and runs on Windows (XP and newer), Mac OS X (10.6 and newer) and Linux. TrenchBroom is easy to use and provides many simple and advanced tools to create complex and interesting levels with ease.

It's made out of the Darkplaces engine and many mods from members of the Quake One forums and elsewhere (these are listed at the bottom of the page) as well as my own work. If it were not for these people, this build would not exist. These builds are legal and do not contain pirated content. Just simple unzip-and-play stuff.

There are four graphics modes, which you can switch between via an external batch file ('High' is default):

  • Ultra - Recent medium-high-end machine and graphics card (2011 or later) recommended. As of 2015 causes some graphical glitches with new Nvidia drivers. Reflecting surfaces, bump-mapping, environmental effects, multiple particle effects, better flames, high-polyon models, effected reflecting water, ultra quality texturing.
  • High - The default. For most modern machines. Geforce 7800 and dual-core 3ghz or better recommended. Environmental effects, multiple particle effects, better flames, high-polyon models, effected reflecting water, ultra quality texturing.
  • Medium - For budget/medium spec computers and laptops with decent onboard 3d chipsets. Transparent water, high quality texturing, graphical options optimised for performance while still retaining a 'modern' feel.
  • Low - Recommended for older machines. Also designed to be as similar to original quake as possible, for people who want a bit of nostalgia. Fewer/no shader effects, lower-quality texturing and uses less memory and cpu.

The videos below show the differences between the four graphics modes, as well as some of the gameplay. Best viewed fullscreen at 720p:

UltraHighMediumLow

Download

Quake Epsilon build v2.54 (1.45GB): Moddb - Google drive
Mission Pack 1 (scourge of armagon) addon v2.54 (325MB): Moddb - Google drive
Mission Pack 2 (dissolution of eternity) addon v2.54 (476MB): Moddb - Google drive
Mission Pack 3 (abyss of pandemonium) addon v2.54 (243MB): Moddb - Google drive

Third-party expansions/map-packs (Arcane Dimensions, DOPA, Travail, Beyond Belief and The Myths) are available at the bottom of the page.

Changelog at bottom of page.

Mission Pack 1Mission Pack 2Mission Pack 3

Installation

Quake (shareware)

  1. Unzip the quake epsilon zip file to somewhere on your computer.
  2. Run quake:
    Windows: run (double-click) quake.bat
    Mac: run (double-click) quake - mac
    Linux: run (double-click) quake - linux

On first run, my script will ask you to choose a graphics quality level (and on linux, will install dependencies). Choose one.
Then go into video config and adjust your resolution and brightness/gamma to taste.
That's all!

Quake (commercial)

Follow the first two instructions for the shareware version as above then copy the 'PAK0.PAK' and 'PAK1.PAK' files from your commercial installation of quake (if you're using the steam version these will be in your steam/steamapps/common/quake/id1 folder) to the 'id1' folder in your quake epsilon installation. Your computer will probably ask whether you want to overwrite the existing PAK0.PAK - do so. Then run the game as per the third step above.

Mission pack 1

You'll need the Quake epsilon build (with full commercial .pak) installed on your computer as per the above instructions.

  1. Unzip the zip file to your epsilon folder (not into the 'id1' folder within that folder).
  2. Copy the pak0.pak file from the 'hipnotic' folder of your Mission Pack 1 (Scourge of Armagon) CD or installation (either purchased through steam or the ID software website) to your epsilon 'hipnotic' folder.
  3. Run the game:
    Windows: run (double-click) quake - mission pack 1.bat
    Mac: run (double-click) quake - mission pack 1 - mac
    Linux: run (double-click) quake - mission pack 1 - linux

Mission pack 2

You'll need the Quake epsilon build (with full commercial .pak) installed on your computer as per the above instructions.

  1. Unzip the zip file to your epsilon folder (not into the 'id1' folder within that folder).
  2. Copy the pak0.pak file from the 'rogue' folder of your Mission Pack 2 (Dissolution of Eternity) CD or installation (either purchased through steam or the ID software website) to your epsilon 'rogue' folder.
  3. Run the game:
    Windows: run (double-click) quake - mission pack 2.bat
    Mac: run (double-click) quake - mission pack 2 - mac
    Linux: run (double-click) quake - mission pack 2 - linux

Mission pack 3

You'll need the Quake epsilon build (with full commercial .pak) installed on your computer as per the above instructions. Mission pack 2 addon also must be installed (mission pack 2 .pak not required).

  1. Unzip the zip file to your epsilon folder (not into the 'id1' folder within that folder). Pak files are included in the release as the team developing it released it to the public in 2004.
  2. Run the game:
    Windows: run (double-click) quake - mission pack 3.bat
    Mac: run (double-click) quake - mission pack 3 - mac
    Linux: run (double-click) quake - mission pack 3 - linux

Omitted content

I can't include the original soundtrack for Quake (and the steam version doesn't contain it either) for legal reasons, but it can be found around the net. Alternatively I've included my own retrotastic 'Diabolipak' music replacement pack in the build, which I hope you'll enjoy.

The soundtracks for the mission packs are also not included with the steam download but can be found around the net- instead I've included an alternative soundtrack by Baz (Barry Gibson) for Mission pack 1, and a correctly-looped and edited version of Sonic Mayhem's 'Methods of Destruction' for Mission pack 2. Mission Pack 3 (Abyss of Pandemonium) was released for free in 2004 by the development team and contains a fixed (correctly-looped, volume-adjusted) version of it's own soundtrack + a couple of my own tracks for the two initial maps (which were without music originally).

Additional options

  • To disable intro demos (running in-game graphics) on load, simply add the following text to the end of your darkplaces executable call in your batch/bash script:
    -demo nodemo
    ('nodemo' can be any name, so long as it's not the name of an actual demo).

Performance tweaking

  • The darkplaces engine which this build runs on, runs faster and looks better (for various reasons) on windows, so if you have the option, play it in windows.
  • If you have performance issues, first try changing to a lower graphics quality level as per step 2. of the Quake Epsilon shareware installation procedure.
  • If that doesn't help, you can try going into quake's options/video config and either reducing your resolution, antialiasing, texture quality or anisotropic filtering settings, or turning texture compression on.
  • If you're perfectly happy with the ultra graphics setting except for slowing down in areas with (reflecting) stained glass, try deleting id1/reflecting_overload.pk3 - you'll lose reflective glass but gain performance.

Bugs

  • As of their v3.20 drivers, all NVIDIA graphics drivers will cause texture flickering problems under 'Ultra' mode (due to an incompatibility with darkplace's bump-mapping). This occurs with any version of the darkplaces engine and appears to be related to MD3 files. Feel free to complain to NVIDIA here. You can fix this by renaming 'darkplaces.exe' to 'GLQuake.exe' and editing the .bat files to reflect this change.
  • On linux, some setups operate better with the sdl version of darkplaces instead of the glx one. If you find darkplaces isn't running properly, try deleting the glx executable and renaming the sdl version to the same name as the glx one had.
  • There is no music in OSX (mac). This is a bug in the darkplaces engine regarding .ogg decoding. You can fix this by decoding all of the sound/cdtracks/.ogg files to .wav yourself, or by downloading a lossless .wav soundtrack.
  • If you experience rainbow-coloured textures for some objects in Mission Pack 1 or Mission Pack 2 - copy the pak0.pak from your legal copy of MP1 or MP2 into the appropriate directory (hipnotic or rogue) - cause you've forgotten to do that! ;) Ditto if you experience the same thing in Third Party expansions or Mission Packs - make sure you have the full version .pak for Quake original in your id1 folder.
  • One bug that I am aware of is associated with the darkplaces engine, which is the gold door at the end of the first level in Mission pack 1. If you do not approach it correctly it won't open.

    Workaround is: if you move to the left side of the door and slide slowly to the right while pushing into the door, you'll get it to open. This bug also occurs in HIP3M4 (The Gauntlet) on the Silver door. If you approach it running or to the left of it, it won't open. Approach it slowly and from the right.

  • There is a common bug associated with quake where you lose some of your runes when you save the game. I'm not sure of the workaround for this, or what causes it (I suspect changing difficulty levels after a mission May trigger it) so just save your game often and preferably into a new save slot at the end of each 'episode' of the main game.

thanks to and sources:

Quake

Lordhavocs Darkplaces: http://icculus.org/twilight/darkplaces/index.html
Quake shareware: http://www.quakeone.com/q1files/downloads/quake-shareware-setup-beta099a.exe
Seven's Lava mod: http://quakeone.com/forums/quake-mod-releases/finished-works/6113-dp-new-lava-thread.html
Moondrunk/JenK/Beafeater moving sky: http://quakeone.com/forums/quake-help/quake-clients/5492-darkplaces-hd-remastering-packs-5.html#post80673
Mindgrid Audio upgrade (44k versions of original sounds): http://gfx.quakeworld.nu/details/384/mindgridaudio-high-resolution-quake-1-sounds/l
Ooppee's explosive barrels upgrade: http://quakeone.com/forums/quake-mod-releases/finished-works/6313-explosive-barrels.html
Seven's Small mod compilation: http://quakeone.com/forums/quake-mod-releases/finished-works/6076-small-mod-compilation.html
Environment effects (various authors): http://quakeone.com/forums/quake-help/quake-clients/6869-tut-creating-rain-snow-fog-darkplaces.html
Seven's Pretty water and Vis'd maps: http://quakeone.com/forums/quake-mod-releases/finished-works/6094-dp-pretty-water-update.html
Seven's teleport (modified for performance by myself): http://quakeone.com/forums/quake-mod-releases/finished-works/6098-dp-new_teleport.html
Reflecting overload (various authors): http://quakeone.com/forums/quake-mod-releases/finished-works/7734-quake-animated-reflecting-overload.html
Quake Reforged Monster skins (bestiary): http://quakeone.com/reforged/
Quake reforged project health packs (various authors): http://quakeone.com/forums/quake-mod-releases/finished-works/6474-shader-animated-b_boxes-2.html#post83192
Rygel's texturepacks (my build of this is an optimised one): http://quakeone.com/forums/quake-talk/quake-central/2778-my-texturepack-quake-darkplaces.html
Diabolipak music replacement: http://quakeone.com/forums/quake-mod-releases/finished-works/7802-diabolipak-alt-music-replacement-pack-quake.html
Fredrikh Shambler remodel: http://fredrikh.deviantart.com/art/Quake-Shambler-remodeled-168847712?qj=1&q=boost%3Apopular+quake&qo=369
Effect-enabled powerups (various authors): http://quakeone.com/forums/quake-mod-releases/finished-works/7365-effect-enabled-powerups.html
Inkub's RTLights: http://quakeone.com/forums/quake-mod-releases/finished-works/6465-inkub0-new-rtlights.html
Quake Revitalisation Project textures ('low' build level only): http://qrp.quakeone.com
Shamblers Castle Hipoly models and Skins: http://quakeone.com/forums/quake-mod-releases/finished-works/6577-shambler-castle-vore-scrag-fiend-gibs-version-2-axe-added.html
Smith/Nahuel/Dresk's CSHUD and level intros: http://quakeone.com/forums/quake-mod-releases/finished-works/10336-csqc-hud-v4-8-rt-lights-edit-tool.html
Fragger's skins: http://quakeone.com/forums/quake-mod-releases/finished-works/4816-fraggers-monster-skins-download-link-7.html#post78435
MH's .lit lighting pack: http://www.quaketastic.com/upload/files/misc/ID1_LIT_Pack_14th_May_2009.zip
Rygel optimised pack DDS conversion ('Disolverpack') inspired by D1554573R's RGX pack: http://quakeone.com/forums/quake-mod-releases/finished-works/10504-rxd-rygel-reoptimised.html

If you happen to like the music in the compilation, it's mostly taken from one album I did: xolve.bandcamp.com - it's free, and quite retro (pre-2000). Some of it was also taken from my other albums, thelorax.bandcamp.com (acoustic), exolve.bandcamp.com (electronica) and onefatalpunch.bandcamp.com (angst), which are more modern but not free.

Mission Pack 1

SOA QRP textures and normal maps: http://qrp.quakeone.com
SOA weapons pack: http://quakeone.com/forums/quake-mod-releases/finished-works/6436-scourge-armagon-weapons-pack.html
Splitterface's Environment ent's for SOA: http://quakeone.com/forums/quake-mod-releases/works-progress/7646-rain-fog-mp1-soa.html
Seven's Transperant HUD: http://quakeone.com/forums/quake-mod-releases/finished-works/6138-fully-transparent-hud-menu.html
Moondrunk reflecting water (modified by me): http://quakeone.com/forums/quake-mod-releases/works-progress/7804-water-slime-shader.html
Kingennio - Rouhis - Seven lasergun: http://quakeone.com/forums/quake-mod-releases/finished-works/6351-quake-mp1-hipnotic-lasergun.html
Romi's RTlights for SOA: http://icculus.org/twilight/darkplaces/files/romirtlights_soa.pk3
Quake Reforged Alt-Bestiary Skins: http://quakeone.com/reforged/bestiary.html
Pre-release SOA Reforged skins: http://quakeone.com/forums/quake-mod-releases/works-progress/4655-quake-reforged-project-98.html#post97942
Alt Shader-animated Rocketboxes: http://quakeone.com/forums/quake-mod-releases/finished-works/6598-shader-animated-rocketbox-ammo-id1-rogue.html
Alfader's .lit Hipnotic files: http://quakeone.com/forums/quake-mod-releases/finished-works/4205-beyond-belief-lits-2.html#post58017
My 'Light' Death animation adjustment mod: http://quakeone.com/forums/quake-mod-releases/finished-works/6076-small-mod-compilation-77.html#post108884
D1554573R Knight and Hellknight skins (seanstar mod): http://quakeone.com/forums/quake-mod-releases/works-progress/6798-monster-skins.html
Combo lopoly skins (fragger/reforged/deadtenor): http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-18.html#post109517
Tabun's Enforcer (bright skin by Splitterface): http://quakeone.com/forums/quake-mod-releases/finished-works/6378-generations-mod-tabuns-enforcer.html (with special permission from Tabun: http://www.tabun.nl/index.php)
Moo's hipoly Grunt (bright skin by Splitterface): http://quakeone.com/forums/quake-mod-releases/finished-works/6350-grunt-using-moos-player-model.html
Seanstar/Reforged hipoly vore skin and OoPpEe/frederikH shambler: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html
Shamblers Castle Axe (ported by Ooppee, modified by me): http://quakeone.com/forums/quake-mod-releases/finished-works/6577-shambler-castle-vore-scrag-fiend-gibs-version-2-axe-added.html
FCZ Glossy textures for MP1: http://quakeone.com/forums/quake-mod-releases/finished-works/8288-dp-glossy-materials.html
Seven's vis'd maps: http://quakeone.com/forums/quake-mod-releases/finished-works/6094-dp-pretty-water-update.html
My own alt-skins for hipoly fiend ('green') and wizard ('red') (based on originals). Smith/Nahuel/Dresk's CSHUD and level intros: http://quakeone.com/forums/quake-mod-releases/finished-works/10336-csqc-hud-v4-8-rt-lights-edit-tool.html
Ruohis's tarbaby: http://quakeone.com/forums/quake-mod-releases/works-progress/6615-monsters.html
Baz's alt-soundtrack: http://www.myspace.com/thegosubroutine1

Mission Pack 2

DOE weapons pack: http://quakeone.com/forums/quake-mod-releases/finished-works/6443-dissolution-eternity-weapons-pack-plasmagun-fix.html
Inkub's RTLights for DOE: http://quakeone.com/forums/quake-mod-releases/finished-works/6795-inkub0s-rtlights-dissolution-eternity-mp2.html
Multi-grenade Ogre skin: http://quakeone.com/forums/quake-mod-releases/finished-works/7848-modded-reforged-skin-multi-grenade-ogre.html
Seanstar's hellsky texture: http://quakeone.com/forums/quake-mod-releases/works-progress/7701-sky-textures.html#post102532
Andrew Joll Shambler: http://quakeone.com/forums/quake-mod-releases/finished-works/6132-shambler-high-poly-model-andrew-joll.html
Webangel Eel retexture: http://quakeone.com/forums/quake-mod-releases/finished-works/7418-eel-mp2-dissolution-eternity.html
OoPpEe's Lava Supernailgun type 1 model: http://quakeone.com/forums/quake-mod-releases/finished-works/6241-quake-mp2-doe-lava-supernailgun-type-1-a.html
Transperant HUD and different menu graphics: http://quakeone.com/forums/quake-mod-releases/finished-works/6138-fully-transparent-hud-menu.html
Alt-Bestiary Skins: http://quakeone.com/reforged/bestiary.html
Alt-Monster skins from Seanstar: http://quakeone.com/forums/quake-mod-releases/works-progress/6798-monster-skins.html
Arioch Water and slime shader: http://quakeone.com/102391-post158.html
Seven's improved sound files: http://quakeone.com/forums/quake-mod-releases/finished-works/7012-improved-sound-files.html
Pre-release DOE Reforged Skins: http://quakeone.com/forums/quake-mod-releases/works-progress/4655-quake-reforged-project-104.html#post104668
Alt Shader-animated Rocketboxes: http://quakeone.com/forums/quake-mod-releases/finished-works/6598-shader-animated-rocketbox-ammo-id1-rogue.html
Tabun's Enforcer: http://quakeone.com/forums/quake-mod-releases/finished-works/6378-generations-mod-tabuns-enforcer.html
(with special permission from Tabun: http://www.tabun.nl/index.php)
Dafx's MP2 Environment ent's: http://quakeone.com/forums/quake-mod-releases/works-progress/7995-weather-files-mp2-dissolution-eternity.html
Alfader's .lit Rogue files: http://quakeone.com/forums/quake-mod-releases/finished-works/4205-beyond-belief-lits-2.html#post58017
My 'Medium' Death animation adjustment mod: http://quakeone.com/forums/quake-mod-releases/finished-works/6076-small-mod-compilation-77.html#post108884
Combo lopoly skins (fragger/reforged/ogro): http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-18.html#post109517
Osjc Gibs package and player skin: http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-7.html#post90120
Seven's vis'd maps: http://quakeone.com/forums/quake-mod-releases/finished-works/6094-dp-pretty-water-update.html
Alternative skins for hi-poly vore, grunt, fiend: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html
My own alt-skin ('grubby') for hipoly wizard (based on original). Plague's weapon's pack (edited by Kingennio): http://quakeone.com/forums/quake-mod-releases/finished-works/6584-plagues-pack-dp-edit.html
Plague's window set: http://members.optusnet.com.au/~plaguespak/
d1554573r's final knight model (modified): http://quakeone.com/forums/quake-mod-releases/finished-works/5701-knight-hellknight.html
Sonic Mayhem's Methods of Destruction alt-soundtrack (looped and edited by me): http://p-l-m.blogspot.co.nz/2012/04/sonic-mayhem-methods-of-destruction.html
Smith/Nahuel/Dresk's CSHUD and level intros: http://quakeone.com/forums/quake-mod-releases/finished-works/10336-csqc-hud-v4-8-rt-lights-edit-tool.html
MP2 replacement hi-res content (various authors): http://quakeone.com/forums/quake-mod-releases/finished-works/8330-some-dissolution-eternity-retextures-doomish-knight-spike.html
QRP MP2 textures: http://qrp.quakeone.com/downloads
Arioch's tarbaby skin and Seanstar's wizard skin (ruohis model): http://quakeone.com/forums/quake-mod-releases/works-progress/6615-monsters.html
Splitterface's Hellspawn (ruohis model, arioch base): http://quakeone.com/113767-post35.html

Sonic Mayhem's alt-quake soundtrack was released to the public early 2012 - all I've done is looped and corrected certain aspects of it.
MP2 replacement hi-res content and pre-release texture pack contain elements which are individually licensed for distribution either under CC attribution or GPL, at the discretion of distributor.
In the context of this compilation they are licensed under CC attribution - allowing them to co-exist with Tabun's model, which is under a non-GNU, non-CC license for these compilations.
CC attribution license can be found at http://creativecommons.org/.

Mission Pack 3

Abyss of Pandemonium 2.0: http://www.moddb.com/mods/abyss-of-pandemonium/downloads/aop-the-final-mission-v20
Capnbub's Authentic Model improvements (norms gloss etc by me): http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html
Ironwarfare's Abyss texture and seven's enforcers patch + additional ingiger skies: http://quakeone.com/forums/quake-mod-releases/works-progress/10749-abyss-pandemonium-improved.html
frag.machine's Mutant demon replacement, ported by Seven, edited by myself (original port: http://quakeone.com/forums/quake-mod-releases/finished-works/11595-a.html)
Dawn of Darkness Knight and Hellknight (ported by seven, edited by me): http://quakeone.com/forums/quake-mod-releases/finished-works/9419-hellknight-knight-replacements.html
Shamblers Castle Hipoly models and skins (obi-wan/OoPpEe scrag, Seanstar fish and vore) : http://quakeone.com/forums/quake-mod-releases/finished-works/6577-shambler-castle-vore-scrag-fiend-gibs-version-2-axe-added.html
Teamonster's Ogre: http://quakeone.com/forums/quake-mod-releases/finished-works/9392-ogre-model-replacement.html
Ingiger's 'starfire' skies: http://quakeone.com/forums/quake-mod-releases/works-progress/7701-sky-textures-5.html
Abyss monster and weapon skins modified and detail added by me (Xolve).
Quake Reforged Alt-Bestiary Skins: http://quakeone.com/reforged/bestiary.html
Tabun's enforcer and alternative skin: http://quakeone.com/forums/quake-mod-releases/finished-works/6378-generations-mod-tabuns-enforcer.html (with special permission from Tabun: http://www.tabun.nl/index.php)
Seanstar's vore, fish, shambler & scrag skins: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html
Mykey/ooppee/moo grunt: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html Bloodvengeances rtlights and texture pack, seven's effects: http://www.moddb.com/games/quake/addons/abyss-of-pandemonium-reforged-v1-1

Additional 2 tracks for the levels without music - one taken from this album: http://exolve.bandcamp.com/, the other is some of my own non-album work, reused.

Expansions/Map-packs

With the exception of Arcane Dimensions, these are third-party Quake expansions/map-packs which the authors have kindly allowed me to adapt for the Quake Epsilon builds - but they should also work with any current-generation modded build of Darkplaces (but will probably not look as pretty). All expansions except Arcane Dimensions assume you also have Epsilon MP1 and MP2 addons already installed, and will not look as good without them.

Arcane Dimensions

Description

A fantastic 20-odd level map-pack/reimagining of Quake with some of the most atmospheric and unique levels you've ever encountered. Unlike the other expansions, this is Not an addon for the main Quake Epsilon build at this stage, it is a standalone installation - do NOT install or unzip into your main quake epsilon build folder, if you have one.

Requirements

* The full commercial version of quake (ie. full-version .pak files copied into your id1 directory)

Download

Arcane Dimensions v1.00 (2.3GB): Moddb - Google drive

Installation

  1. Unzip the Arcane Dimensions Epsilon zip file to somewhere on your computer. Do Not unzip into your original quake epsilon folder if you have one.
  2. Copy PAK0.PAK and PAK1.PAK from your commercial copy of quake's 'id1' subfolder to the 'id1' subfolder in your Arcane Dimensions Epsilon installation. The game will not run without the full commercial .pak files. You can purchase full quake off steam (http://store.steampowered.com/app/2310/) for about $5-$10 depending on the day.
  3. Run Arcane Dimensions:
    Windows: run (double-click) 'arcane dimensions.bat'
    Mac: run (double-click) 'arcane dimensions - mac'
    Linux: run (double-click) 'arcane dimensions - linux'
    When running for the first time, it will ask you for your preferred graphics quality level (see below for more details). The one you select will depend on your setup. High is recommend for most computers.
    Then go into video config and adjust your resolution and antialiasing to taste. By default FXAA antialiasing is turned on for High and Medium graphics quality levels, so you don't really need more antialiasing turned on if you've got an Nvidia card. To turn off FXAA, remove the following line:
    'r_fxaa' '1'
    from ad/config.cfg.
    That's all!

Graphics Quality Levels

  • Ultra - Multisample antialiasing, higher-quality bump-mapping, high anisotropic filtering, high effects quality
  • High - FXAA antialiasing, bump-mapping, medium anisotropic filtering, high effects quality
  • Medium - FXAA antialiasing, no bump-mapping, low anisotropic filtering, lower effects quality, reduced texture quality
  • Low - No antialiasing, no bump-mapping, no anisotropic filtering, no gloss effects, low effects quality, opaque water, reduced texture quality

If you have additional performance issues, try going into quake's options/video config and either reducing your resolution, antialiasing, texture quality or anisotropic filtering settings. Arcane Dimensions does not work with 'Realtime World Lighting' setting in Darkplaces, unlike regular Quake. The only exception to this is the 'Firetop Mountain' level.

Other issues

  • Because the level 'Forgotten Sepulcher' will not run on the darkplaces engine, it has been removed from this build. It may be released at a later point in another build, but it would have to use another engine to do so. See my dev diaries on moddb for a more complex analysis of this.
  • If running Linux and using a graphics card, I *strongly* recommend using the proprietary drivers from the card manufacturer (eg. nvidia) if available. The performance increase is Massive.
  • On linux, some setups operate better with the sdl version of darkplaces instead of the glx one. If you find darkplaces isn't running properly, try deleting the glx executable and renaming the sdl version to be the same as the glx one.
  • There may be no music in OSX (mac) - I don't have a Mac and can't test. This was a bug in the darkplaces engine regarding .ogg decoding, I don't know if it still exists. You can fix this by decoding all of the sound/cdtracks/.ogg files to .wav yourself, or by downloading a lossless .wav soundtrack.
  • There is a common bug associated with quake where you lose some of your runes when you finish an episode. I'm not sure of the workaround for this, or what causes it (I suspect changing difficulty levels after a mission MIGHT trigger it) so just save your game often and preferably into a new save slot at the end of each level of the game.
  • Technical note for modders - 'pretty' water screws up too many of the levels and forms performance issues. Thus disabled.

Sources

Arcane Dimensions by Simon 'Sock' OCallaghan (www.simonoc.com) and many, many others, full credits are in ad/ad_v1_70_credits.txt. The homepage for Arcane Dimensions is www.simonoc.com/pages/design/sp/ad.htm

Download

Music (c) Matt Bentley ie. Xolve ie. myself. May not be distributed outside of the context of this package ie. Quake Epsilon Arcane Dimensions. The homepage for the soundtrack will be xolve.bandcamp.com once available.

Main map textures by Rygel, fixed in some areas and converted to DDS by myself (original rygel textures downloadable here: https://icculus.org/twilight/darkplaces/).

Darkplaces engine by LordHavoc (https://icculus.org/twilight/darkplaces/)

Quake 1 Mac Download

Most of the following Arcane Dimensions resources, aside from ones I've created, are pooled by Talisa here:
http://www.nextgenquake.com/topic/arcane-dimensions-hd-overhaul/
or here:
http://quakeone.com/forum/quake-mod-releases/works-in-progress/12936-arcane-dimensions-hd-overhaul/
or here:
http://quakeone.com/forum/quake-mod-releases/works-in-progress/11906-hd-textures-for-sp-maps

Individual item/monster hi-def textures by:
Pretty Liquids, Player skins - Bloodvengeance
Armor - Makke
Glow objects, Shotgun and Spawn, Rotfish, Grunt - Ruohis
Drole - Quadrocket
Projectiles, Buzzsaws, Pendulums, Tome of Power, Book and Stand, Radar Dishes - Talisa
Enforcer - Tabun, OoPpEe
Grunt - Ruohis, Talisa
Shalrath - Obiwan, updated by myself
Rotfish - Ruohis
Spider, Scorpion, Golem, Imp - Jeank, myself
Hydra - Jeank and Talisa
Freddie - Talisa, edited by myself
Zombies - reforged, fraggers, ogro, myself
Some wraith textures - QRP, Talisa, myself
Neural-net upsampled original Arcane Dimensions textures - myself
Death-soldier (fury, guard, knight, crossbow, sergeant) textures - Myself using upsampled textures + Seanstar and QRP textures
Demon - QRP, fragger, myself
Additional Sky Textures - Bluntz
Classic Gibs - Osjc
Backpack - Qwre, repackaged by myself
Updated triple-shotgun, plasma gun - Myself using upsampled textures & random metal textures
Hipoly Wizard - Shamblers Castle project, converted by OOppee, edited by myself
Additional gloss and normal maps for all monsters and items - myself
Knights, Hellknights - Seanstar, QRP, d1554573r, myself
Hi-def Healthboxes and lids - myself using upsamples + quaketastic textures by silva carloshp
Ogres - Myself, QRP, Fragger, Quadrocket, Nergal and WA's edit of nergal's texture
Wraiths - QRP for first texture, myself for other upsamples, Talisa for luma and gloss-maps
Effect powerups, exploding box, laser - Ooppee
Eel - from upsamples, gloss/glow by Webangel
Gaunt, Bulletboxes, Minotaurs, some bosses - Myself using upsamples + retexturing
Fumigators, Pyros - Myself using upsamples + QRP textures
Book - CV, Talisa

Some textures repackaged by Talisa for AD, all dds conversions by myself.

Arcane Dimensions hi-def map texture compilations by:
Sock (arcane monstrosity, start map, 2nd start map, Obsessive Brick Disorder, The Horde of Zendar, Ogre Bastille, Firetop Mountain, Slipgate Conundrum, Arcane Adamantine)
MFX (The realm of enceladus, Foggy Bogbottom, The Crucial Error, The End)
IKWhite and SheSP (Various map textures)
Scampie and Lunaran (Necromancer's keep)
Ionous (Per Asperi Ad Inferi, Leptis Magna)
Pulsar (Leptis Magna, Terror Fuma)
EricW (Terror Fuma, The Underearth)
Bloodvengeance (Obsessive Brick Disorder, The Horde of Zendar, Foggy Bogbottom, Ogre Bastille, The Underearth, Hangar 16, Firetop Mountain, The Mire)
FifthElephant (Place of Many Deaths)
Sean Campbell (Hangar 16)
Noel (The Mire)
Myself (normal and additional gloss textures for most arcane dimensions map textures, dds conversions)

Each map set has it's own sub-authors (who the authors above obtained textures from), all of which are detailed in the readme for that map inside the xolve_arcane_dimensions_map_textures_consolidated_dds.pk3 (pk3 is a .zip file, can be opened with 7zip or similar).
Textures compiled by myself.
More detail on credits can be found in the readme files inside each .pk3.

Dimensions of the Past (DOPA)

Description

A fantastic ID-worthy 8-level quake episode, released as a celebration of Quake's 20th Anniversary by Machinegames. HARD (on hard mode)!

Requirements

* Quake Epsilon build
(or any modded darkplaces build with (at a minimum) the quake reforged bestiary skins, shambler castle pk3, rygel texturepack (or QRP texturepack) and dp pretty water mod in your id1 folder).
* the full commercial version of quake (ie. full-version .pak files copied into your id1 directory)

Download

DOPA for Quake Epsilon v2.54 (209MB): Moddb - Google drive

Installation

  1. Unzip it into your main quake directory.
  2. Run the game:
    Windows: (double-click) quake - dopa.bat
    Mac: (double-click) quake - dopa - mac
    Linux: (double-click) quake - dopa - linux
    (If you're using a 32-bit version of linux, or want to use the dedicated or sdl versions of darkplaces, edit the bash file.)

Not-quite bugs

Differences from original DOPA package:

1. 1.5-hour-long soundtrack based on NiN's free albums 'Ghosts I' and 'The Slip'
2. the usual high-quality texturing, models, effects from epsilon build
3. better lighting courtesy of BloodVengeance (with some corrections by myself)

Sources

MachineGame's Dimensions of the Past: https://www.quaddicted.com/reviews/dopa.html
NiN: Lights in the Sky DOPA soundtrack - edited by me from Ghosts I: https://en.wikipedia.org/wiki/Ghosts_I%E2%80%93IV and The Slip: https://en.wikipedia.org/wiki/The_Slip_(album)
Bloodvengeance RTlights (corrections and additional edits by myself): http://quakeone.com/forums/quake-talk/quake-central/12263-dopa.html#post167087
Moondrunk/Jenk's Skies
Capnbub's Authentic Model improvements (norms gloss etc by me): http://quakeone.com/forums/quake-mod-releases/works-progress/9573-authentic-model-improvement.html
Fragger demon lopoly skin (gloss/luma etc generated by me): http://quakeone.com/forums/quake-mod-releases/finished-works/4816-fraggers-monster-skins-download-link.html
My smoothskin demon mod - modified from seanstar and classic hipoly skins (source for seanstar and classic: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html)
Dawn of Darkness Knight and Hellknight (ported by seven, edited by me): http://quakeone.com/forums/quake-mod-releases/finished-works/9419-hellknight-knight-replacements.html
Shamblers Castle Hipoly models and skins: http://quakeone.com/forums/quake-mod-releases/finished-works/6577-shambler-castle-vore-scrag-fiend-gibs-version-2-axe-added.html
Teamonster's Ogre: http://quakeone.com/forums/quake-mod-releases/finished-works/9392-ogre-model-replacement.html
Seanstar's vore, fish and scrag skins: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html Mykey/ooppee/moo grunt: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html

Both Nine Inch Nails albums have been released for free under a Creative Commons Attribution Sharealike Non-Commercial license: http://creativecommons.org/.

Travail

Description

This is the best partial-conversion/map-pack/mod I've seen for Quake, and rivals the original game, once you get into it.
The first few levels feel like your usual space marine thing, but the further you get in... dark and interesting.
This was released by the Travail team in 2007, who have thankfully given their blessing for me to patch/package it for use with the epsilon builds.
It consists of 3 episodes, 15 levels, plus a secret level - plus it's own (highly atmospheric) soundtrack!
Great work by the team.

Requirements

* Quake Epsilon build
(or any modded darkplaces build with (at a minimum) the quake reforged bestiary skins, shambler castle pk3, rygel texturepack (or QRP texturepack) and dp pretty water mod in your id1 folder).
* Quake Epsilon Mission Pack 1 addon (will run fine without it, but may use some textures from MP1)
* Quake Epsilon Mission Pack 2 addon (will run fine without it, but many textures will look blurry)
* the full commercial version of quake (ie. full-version .pak files copied into your id1 directory)
* NOT required: full commercial version .paks for quake mission pack 1 and 2

Download

Travail for Quake Epsilon v2.54 (226MB): Moddb - Google drive

Installation

  1. Unzip it into your main quake directory.
  2. Run the game:
    Windows: (double-click) quake - travail.bat
    Mac: (double-click) quake - travail - mac
    Linux: (double-click) quake - travail - linux
    (If you're using a 32-bit version of linux, or want to use the dedicated or sdl versions of darkplaces, edit the bash file.)

Not-quite bugs

  1. This game doesn't work with realtime dynamic lighting - most areas don't light up correctly and are impossible to see or navigate - therefore it's been configured by default to be set to 'high lighting' not 'full lighting'.
  2. The first level has a lift button - a small square red button - that isn't immediately obvious. I ran around for ages without finding it.
  3. Hi-polygon enforcers (tabun's or other) cannot be used with this mod. The additional hardcoded travail enforcers are based on the original model and will not work correctly if the .mdl is changed.

Differences from original travail package:

1. Fixed final level for use with darkplaces (original level could not be completed in darkplaces due to script/spawn problem), thanks to Jack Meacher!
2. New azoth model from Andrew (Preach) Denner added.
3. My quake-reforged-mod alt-enforcers added for the 2nd and third kinds of enforcers in travail.
4. Multiple travail packages combined.
5. Some older models stripped away.
6. A few models added courtesy of Quake Reforged, fragger, lightning hunter, the Shambler castle team/OoPpEe and Seanstar.
7. Handy startup batch/bash files added with lighting adjustment on first run to compensate for lack of 'full lighting'.
8. Original quake flame models added back in (otherwise any build using the small mod compilation and these maps will have no flames in some places).
9. .ent and .rtlight files generated for travail start map to properly differentiate from id1 directory start map settings.
10. Seven's transparent HUD used.
11. Travail soundtrack converted from .mp3 to .ogg for darkplaces engine.
12. Jakub's VIS'ed maps and relight files used.
13. All files extracted from .pak in order to override any files in id1 directory - particularly travail's progs.dat, which is required to complete the game.
14. Gloss, norm and luma maps generated for all the travail-specific monsters.
15. Different knight-spike added.
16. Travail-specific monster & weapon textures edited and detail added by me. Also placement corrected. Ver 2.5

Sources

Travail: http://quakeone.com/travail/
Nahuel and QR Bestiary's reflecting enforcer: http://quakeone.com/100598-post141.html
Andrew Joll Shambler: http://quakeone.com/forums/quake-mod-releases/finished-works/6132-shambler-high-poly-model-andrew-joll.html
Seven's Transparent HUD (edited): http://quakeone.com/forums/quake-mod-releases/finished-works/6138-fully-transparent-hud-menu.html
Jakub's Vis'd Travail maps and .lit's: http://quakeone.com/forums/quake-talk/quake-central/5122-travail-wont-vis.html#post63619
My travail enforcers (modified from quake reforged enforcer alt - new versions) and red ogre (modified from original ogre). Fragger skins: http://quakeone.com/forums/quake-mod-releases/finished-works/4816-fraggers-monster-skins-download-link.html
Lightning hunter's classic grunt: http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-3.html#post87833
Seanstar skin for hipoly fiend: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html
Seanstar's Sauron Knight and Hellknight: http://quakeone.com/forums/quake-talk/media/5757-sauron-hell-knight.html
My edited skin ('grubby') for hipoly wizard (modified from original: http://quakeone.com/forums/quake-mod-releases/finished-works/6577-shambler-castle-vore-scrag-fiend-gibs-version-2-axe-added.html) and red-edited reforged ogre.
Skull knight-spike (various authors): http://quakeone.com/forums/quake-mod-releases/finished-works/8330-some-dissolution-eternity-retextures-doomish-knight-spike.html
Moondrunk reflecting water (modified by me): http://quakeone.com/forums/quake-mod-releases/works-progress/7804-water-slime-shader.html
My Quake Reforged Bestiary dog mod ('black')

The skull knight-spike contain elements which are licensed for distribution either under CC attribution or GPL, at the discretion of distributor.
In the context of this compilation they are licensed under CC attribution; CC attribution license can be found at http://creativecommons.org/.

Beyond Belief

Description

The talented Matthias Worch has allowed me to port/package Beyond Belief for the epsilon builds. This is a seminal and classic 7-level (8 if you count the secret level) quake map/mod-pack, with great attention to detail and excellent construction. Loads of fun.

Requirements

* Quake Epsilon build
(or any modded darkplaces build with (at a minimum) the quake reforged bestiary skins, shambler castle pk3, rygel texturepack (or QRP texturepack) and dp pretty water mod in your id1 folder).
* Quake Epsilon Mission Pack 1 addon (will run fine without it, but may use some textures from MP1)
* Quake Epsilon Mission Pack 2 addon (will run fine without it, but I've designed this to inherit some graphics, settings, sound and music from the MP2 addon)
* the full commercial version of quake (ie. full-version .pak files copied into your id1 directory)
* NOT required: full commercial version .paks for quake mission pack 1 and 2

Download

Beyond Belief for Quake Epsilon v2.54 (97MB): Moddb - Google drive

Installation

  1. Unzip it into your main quake directory.
  2. Run the game:
    Windows: (double-click) quake - beyond belief.bat
    Mac: (double-click) quake - beyond belief - mac
    Linux: (double-click) quake - beyond belief - linux
    (If you're using a 32-bit version of linux, or want to use the dedicated or sdl versions of darkplaces, edit the bash file.)

Differences from original beyond belief package:

Quake 1 Mac Download Full

1. Multiple beyond belief packages combined.
2. Some older models stripped away.
3. New models added courtesy of Quake Reforged, fragger, ogro and others.
4. Handy startup batch files added.
5. Original quake flame models added back in (otherwise any build using the small mod compilation and these maps will have no flames in some places).
6. Start map renamed to start.bsp so the user can start from the menu.
7. .ent and .rtlight file generated for start map to properly differentiate from id1 directory start map.
8. LocknLoad's retextures and .lit's added.
9. My .dlit's added.
10. All files extracted from .pak in order to override any files in id1 directory - particularly beyond belief's progs.dat, which is required to complete the game.
11. Inherits other settings and files from mission pack 2 epsilon build if present.
12. Now has it's own unofficial soundtrack courtesy of myself and Baz (Barry Gibson).
13. Script added to override QR bestiary for LightningHunter's Chthon skin.
14. Fixes for map 1 and map 6.
15. Some updated textures
16. Lava corrected for some areas
17. Some rtlighting improvements/corrections by myself

Sources

Beyond Belief: http://www.worch.com/downloads/
LocknLoad's Beyond belief .lits: http://quakeone.com/forums/quake-mod-releases/finished-works/4205-beyond-belief-lits.html
LocknLoad's Beyond Belief retextures: http://quakeone.com/forums/quake-mod-releases/finished-works/4240-beyond-belief-re-textured.html
Sterne's teleport texture: http://quakeone.com/forums/quake-mod-releases/finished-works/6098-dp-new_teleport.html
Fragger Skins: http://quakeone.com/forums/quake-mod-releases/finished-works/4816-fraggers-monster-skins-download-link-7.html#post78435
My modified fragger/reforged skins: http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-18.html#post109517
Lightning hunter's Classic Grunt and classic Chthon: http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-3.html#post87833
Ogro/neogenesis/me skins: http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-19.html
Bloodvengeance's texture replacements and lava fix, seven's map fix: http://quakeone.com/forums/quake-mod-releases/finished-works/11792-beyond-belief-reforged.html
My Quake Reforged Bestiary dog mod ('black')
Me and Baz's soundtrack

The Myths

Description

This excellent expansion/6-map pack is brought to us by the talented vIE888, who has graciously allowed me to adapt it to work with the epsilon packs.
It's a very difficult, tricky and puzzle-y sort of set, bound to test your brains.
Even the first level is pretty tricky to get through (hint: you need TWO tridents, not one)!
Another hint: the end sequence text is a joke (as explained on the moddb page, there is no 'commercial version'...).
Enjoy! And make sure to thank vIE888 on moddb!

Requirements

* Quake Epsilon build
(or any modded darkplaces build with (at a minimum) the quake reforged bestiary skins, shambler castle pk3, rygel texturepack (or QRP texturepack) and dp pretty water mod in your id1 folder).
* Quake Epsilon Mission Pack 1 addon (will run fine without it, but I've designed this to inherit some graphics and settings from the MP2 addon)
* Quake Epsilon Mission Pack 2 addon (will run fine without it, but many textures will look blurry)
* the full commercial version of quake (ie. full-version .pak files copied into your id1 directory)
* NOT required: full commercial version .paks for quake mission pack 1 and 2

Download

The Myths for Quake Epsilon v2.54 (72MB): Moddb - Google drive

Installation

  1. Unzip it into your main quake directory.
  2. Run the game:
    Windows: (double-click) quake - the myths.bat
    Mac: (double-click) quake - the myths - mac
    Linux: (double-click) quake - the myths - linux
    (If you're using a 32-bit version of linux, or want to use the dedicated or sdl versions of darkplaces, edit the bash file.)

Not-quite bugs

  1. Not quite a bug, but to get into the room opened by the silver key on the 6th level, you have to jump over the tiny bit of wall at your feet. Otherwise you might assume you're being invisibly blocked. Not immediately obvious.
  2. The last level will not function with the current 'stable' release of darkplaces (20110628) - objects get stuck. If that is what you're using, you need a more recent autobuild. If you're using the most recent epsilon build, you don't need to worry about it.
  3. Damn this is hard.

Differences from original the myths package:

1. Demo's!
2. Some older models stripped away.
3. A few models added courtesy of Quake Reforged, fragger, lightning hunter, the Shambler castle team/OoPpEe and Seanstar.
4. Handy startup batch files added.
5. Original quake flame models added back in (otherwise any build using the small mod compilation and these maps will have no flames in some places).
6. Start map renamed to start.bsp so the user can start from the menu.
7. .ent and .rtlight file generated for start map to properly differentiate from id1 directory start map.
8. My .lit's and .dlit's added.
9. Alt-dragon skin from Seanstar used.
10. All files extracted from .pak in order to override any files in id1 directory - particularly the myth's progs.dat, which is required to complete the game.
11. Inherits other settings and files from mission pack 1 epsilon build if present.
12. Made a rudimentary rtlights for level 3 so that you can see correctly with 'Full' lighting enabled.
13. Now has it's own unofficial soundtrack! (except first level, for various reasons, including atmosphere) by Ochre.
14. Fragger's skins updated, touched-up - detail added.
15. Updated lighting for map 3.

Sources

The Myths: http://www.moddb.com/mods/the-myths
Alt-Monster skins by the Quake Reforged team: http://www.quakeone.com/reforged/bestiary.html
Alt-dragon and wizard skin from Seanstar: http://quakeone.com/forums/quake-mod-releases/works-progress/6798-monster-skins.html
Fragger Skins: http://quakeone.com/forums/quake-mod-releases/finished-works/4816-fraggers-monster-skins-download-link-7.html#post78435
Lightning hunter's Classic Grunt: http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-3.html#post87833
Modified fragger/reforged gremlin: http://quakeone.com/forums/quake-mod-releases/finished-works/6703-quake-reforged-alternative-altered-skins-18.html#post109517
Ochre's Fictional Soundtrack: http://www.ochremusic.com My 'mixed' colour demon mod - modified from seanstar and classic hipoly skins (source for seanstar and classic: http://quakeone.com/forums/quake-mod-releases/works-progress/8138-multiple-skins-hi-poly-monsters-smc.html)

Christopher Leary (Ochre) has kindly provided me with the unused tracks that he made for the halflife 2 mod, 'Metastasis'. I've looped and joined them into a soundtrack for The Myths, along with two of my tracks for the opening level and between-level music.

changelog

v2.54 - 18/12/2016:

Introduction of DOPA epsilon third-party episode - improvements over original:

  • 1.5-hour soundtrack based on NiN's free albums 'Ghosts I' and 'The Slip'
  • the usual high-quality texturing, models, effects via epsilon build
  • better lighting courtesy of BloodVengeance (with some corrections by myself)

Travail:

  • Massive improvement to lighting
  • Corrected laser bolts on enforcers
  • Corrected lumas for enforcers, grunts, knights, hellknights
  • Corrected some lightmaps
  • Changed water type for better performance in some areas

Abyss (MP3):

  • Improved lighting, texturing, blood and flame effects.
  • Ammo icon corrections.
  • Improved hellknight skin
  • Correction to missing hires skins if MP2 not installed

Quake original, mission pack 1 and mission pack 2:

  • Incorporation of changes from 2.53 into main build (Corrections to linux bash scripts)
  • MP2: Updated to v1.0 release QRP DOE textures and normal maps (June 2016)

Beyond Belief:

  • Map6 fix
  • Map1 fix
  • Improved textures
  • Some lighting improvements

The Myths:

  • Update to lighting on map 3
  • Improved fiend skin

version 2.53 - all packages - 23/07/2015:

  • Fixed linux scripts for mp1, mp3 so the check is Uppercase .pak OR lowercase .pak, not AND
  • Corrected some textual errors in mp1, mp2, mp3 scripts
  • Corrected linux 'change graphics quality' script to return to folder (important for first-runs of other scripts which call change-graphics)
  • Changed some of the hud graphics to match abyss of pandemonium's slightly buggy weapons-map. Electric weapon ammo icon missing, cannot fix.

version 2.52 - all packages - 2/08/2014:

  • Fixed scripts so they copy settings to darkplaces user folders as well. Also fixed various things with linux and mac scripts and updated linux dependencies script. These changes fix the issue some were having with missing/low-quality textures.
  • Linux scripts now auto-detect 32-bit or 64-bit machine and run appropriate executable.
  • All scripts now run graphics quality selection on first run. Ditto linux dependency installs.
  • Made some minor positive alterations in MP2 (buzzsaw replaced with edited older model for compatibility with lower graphics settings).
  • Added extra chain-shotgun detail in Travail.
  • Added more detail to grenling in Abyss of Pandemonium - was looking a bit weak
  • Put in Ironwarfare's new textures replacements in MP3 - some new replaced HD textures. Corrected some textures myself.
  • Better teleport texture in Beyond Belief.
  • Changed starting effects on first map in main build so it's less processor-intensive.
  • Added DXT dependency for linux distros without it.
  • Updated water shader and modified it to suit my taste
  • Doubled the framerate on the initial 'start' map for quake, and improved performance with teleports in general (modified the shader).
  • Fixed #-prefixed textures in rygel disolverpack (can't be loaded by darkplaces while formatted as dds) - effects visible in medium and low quality mode

version 2.5 - all packages - 27/06/2014:

  • Changed Rygel pack to DDS textures (inspired by d1554573r), resulting in 400% faster level load speed (down from 48 seconds on an average computer to 12 seconds), better quality map textures (compared with originals using darkplaces texture compression), slightly faster game speed and faster download time. Also fixed some missing textures.
  • Also converted MP1 and MP2 map textures to DDS, resulting in similar savings of space, time and speed.
  • Many texture updates for MP2
  • Some fixes for various bits and pieces
  • Travail monster textures corrected and reedited for higher detail. Travail .bat file corrected
  • The Myths monster textures corrected and reedited for higher detail
  • Minor fix for chthon skin in third party expansions
  • New Mission Pack! (The Unofficial but commercially-released Abyss of Pandemonium)
  • Corrected linux and mac launcher scripts so they can be run from the GUI and from within folders with spaces in their names
  • Level-names in-game + 16:9 ratio HUD fixed, courtesy of Nahuel/Smith/Dresk's fantastic in-game HUD
  • Many small fixes for various bits and pieces
  • Unzipping problems with various unzipping packages fixed

version 2.2 - The Myths - 16/01/2013:

Minor bug in windows version batch file for this expansion meant game crashed when it tried to run. No need to download if using mac or linux.

version 2.1 - 3rd party epsilon expansions - 16/07/2012:

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Corrected really dumb bug in the batch files for the 3rd party expansions. If you're not running windows, no need to download. However, if you are on windows and you already downloaded the v2.0 versions, you only need to change the 22nd line of the expansion's batch file from 'goto PAUSEEXIT' to 'goto STARTGAME', rather than re-downloading the thing.

version 2.0 - epsilon expansions - 12/07/2012:

Top level changes:

  • Applied the same optimised, consolidated setup from epsilon v2.0 to all expansions
  • New expansion - Travail (v2 - final release)
  • Different skins for all high and low-polygon models for all expansions - eg. id1 dog is different to mp1 dog is different to mp2 dog etc
  • Different gun skins and sounds for mp2 and beyond belief
  • New alternative soundtracks for both mp1 (by Barry Gibson) and mp2 (Sonic Mayhem's Methods of Destruction (edited by me))
  • New unofficial soundtrack for The Myths by Ochre (and me)! :)
  • New unofficial soundtrack for Beyond Belief by myself and Baz (Barry Gibson).
  • Better textures for both mp1 and mp2 (and all expansions) - prerelease textures for mp2 = no more fuzzy textures - correctly shiny textures for mp1, better realism
  • MP1 customised to be a Lot more futuristic in terms of skins/effects/etc etc, whereas MP2 has been customised to be more towards the gothic edge of Quake
  • A lot of changes and different things

Lower level changes:

  • A myriad of fixes, patches and generalised improvements
  • Different coloured portals for each expansion (whee!)
  • Pre-release QR mp2 textures and QR mp1 textures edited and moved into id1 directory (most third party maps use textures from both).
  • Some new skies for all expansions
  • Modified and fixed water for mp1/the myths (works now)
  • Batch/bash scripts for windows/mac/linux, they check for required files now
  • Mini-dragons in The Myths shoot fire now
  • Rudimentary lighting fix for level 3 of The Myths
  • Each skin or skin set has been selected based on the mood of the given expansion. Where an appropriate skin wasn't available, one was created from an existing skin.

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version 2.0 - epsilon - 12/05/2012:

Top level changes:

  • Consolidated four builds into one, wrote batch/bash scripts for users to switch graphics quality levels (which swap graphics packages in and out and change game settings).
  • Optimised rygel texture pack, fixing missing textures, improving performance (~10fps on my machine) and reducing download and loading times.
  • Wrote bash scripts for running on Mac/Linux, retained executable permission status of darkplaces in package (thanks to LordHavoc and Andlinux).
  • Added high poly packages for 'ultra' and 'high' graphics quality levels.
  • Consolidated build size is now about 2.2GB, about 2/3 the size of the original 'ultra' build and 1/4 the size of all of the previous builds put together.

Lower level changes:

  • Changed TGA's to PNG's (when alpha's present) or jpeg in most packages to reduce size.
  • Optimised performance settings and packages for each graphics level.
  • Separated normal textures out (not used in Low quality level) from other packages.
  • Optimised SMC effects enabled for each quality level.
  • Optimised lighting settings for 'Low' quality level ('high' lighting).
  • New sky for some levels (moondrunk/jenk/beafeater, me).
  • Better teleport and slime textures for rygels pack (edited by me).
  • Re-zipped pk3s using store. Faster loading, negligible size difference, better overall compression for downloadable zip (equates to 'solid' archiving for individual archives).
  • Removed lightbeam support from reflecting overload. Until such point in time as computers quadruple their single core processing speed or darkplaces becomes multiprocessor-secure.
  • A myriad of other fixes.

Legal and Contact

Basically, don't redistribute any of the above content on a website or magazine or torrent (or anywhere) without my permission. You can get this by contacting me through Moddb - the reasons aren't that I have a problem with redistribution, it's just that there's certain technical details people need to be aware of when re-packaging this stuff, and also I prefer not for there to be many lingering copies of old versions floating around the net.

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