Archive for August, 2013


The purpose of this page is to give you an overview of how to set up a very simple Quake client,  but for ease of understanding let’s make some assumptions first :

  1. You’re going to use a windows pc as your Quake gaming machine. Linux/Mac users will need to adapt this information accordingly.
  2. Quake clients or “engines” tend to fall in to 1 of 2 types, NetQuake and QuakeWorld. Although there are many  similarities between them, in this document we will focus on setting up a simple NetQuake client.
  3. You are going to use the latest Proquake as the quake executable and your quake folder is located in c:\quake\
  4. You have resolved all firewall, security policies and networking issues to ensure all network packets between your Quake executable and the internet are permitted through the required ports

Due to the original design of the quake engine and the ongoing work of dedicated people like Lord Havoc (Darkplaces), Baker (Proquake & EngineX), MH (DirectQ), Rook (Qrack), Spike (FTE) and many others, the comparatively easy part of the process is getting your Quake engine to server to fire up and start playing either single-player or multiplayer games. The slightly hard[er] part tends to be obtaining and installing Quake in the first instance.

The basic premise will be to obtain a full copy of Quake, ideally via CD but you could download it, install it on to your PC’s hard drive,  patch it if required, get it running and then upgrade it to one of the alternative more up to date Quake engines that can be downloaded free of charge.

Sounds simple enough?

Obtaining and Installing Quake

So let’s get started with something easy first just to act a proof of concept. If you haven’t purchased your full copy of Quake (ideally on a CD) then your first step is to actually get your hands on it. Since Quake came out in 1996 it’s unlikely to be at the forefront of you local gaming outlet’s shelves so somewhere like Ebay is probably a good, inexpensive place to start.
Another option would be to buy it from the ID Software site. Failing that you can pick it up from steam for a nominal fee but as this can add further complications due to all the extra software steam requires and require some further installation instructions, at this point we would suggest that it’s only to be used as a very last option.

Still unsure about whether you want to part with the cash? Well those friendly boys and girls at ID software have graciously provided a shareware “demo” version of Quake through their web page which you can download, install and play the first of the four quake episodes to whet your appetite.

It’s been said that the only material difference between the shareware and full version are 2 files. This makes the process of moving from shareware to full Quake much easier as you only have to copy the PAK0.pak and Pak1.pak files from the drive:\quake\id1 folder of your full version of Quake to same location on the shareware version. Hey presto! you now have your full installation again. This ability to just drag and drop your quake folder from one machine to another is particularly useful when you want to transport Quake from your laptop to your desktop and so forth as you do not need to run the installer once you have the original installation.

If you go straight to the Full version on CD route your first problem is likely to be getting the quake installer to work on modern OS’s such as Windows 7/8. Remember that Quake was written way back in the 90’s and so you’re going to have to apply a little ingenuity to get this old installer to run on an OS it was never designed for. One recommended workaround is to use an application called Dosbox which can be downloaded from Sourceforge . This should allow you to run the installer and get quake on to your hard disk.

Top Tips:

  1. If at all possible install quake in to a folder called Quake on your c drive. Technically it can go almost anywhere but as the install is comparatively small by today’s standards, this can save you time later on.
  2. Take a minute or two to familiarise yourself with the Quake folder structure. This will help you further down the line when we look at enhancing your quake, installing differing Quake engines, adding custom content, installing Quake Mods and so forth.
  3. As graphics technology has moved on since the 90s you will most likely need to rename a file called opengl32.dll to something else like opengl32_original.dll as this can prevent quake from running on newer OS’s

To get the original quake experience many users will patch the installed version up to the latest that was released. However, in our experience we would recommend that you install one of the latest quake executables or “clients” that will include most/all of these patches for you plus a lot more updates, bug fixes, additional feature and general improvements.  The following are some recommended Quake engines that you can use.

  • Proquake
  • Qrack
  • Darkplaces
  • Directx
  • EngineX

Firing Quake Up

Once you have quake installed plus your updated client you will want to make it as easy as possible to fire up Quake and start playing and perhaps the easiest way is to do this is to first create a batch file that will fire up quake and then create a shortcut on your desktop to that batch file so you can then just click and play.

Sounds scary? Well it’s easier than you may think.

Using Windows explorer navigate to your quake folder in c:\quake\. In the right pane right click and select New > Text Document

Rename the text file you have just created to StartQuake.cmd ensuring the suffixes aren’t hidden else your file will be StartQuake.cmd.text which won’t work

Right click on the StartQuake.cmd batch file and select Edit. This should open up Notepad and is where we will now give it the command with which we will fire up quake.

wqpro.exe –heapsize 32768 –zone 1024

Let’s look at what we’re doing in the above command:

  1. wqpro.exe is the ProQuake executable that will fire up and act as your Quake Client/Engine.
  2. –heapsize 32768 instructs the engine to open and request 32Mb of memory from your operating system to be allocated for Quake to use
  3. –zone 1024  reserves and allocates another 1 MB of memory for aliases you may have set up in your quake config. Done worry too much about this last option to begin with but add it for the moment just to get you started.

What should happen when you run this batch file is Proquake will startup and will run through the Quake demos that play in the background whilst you select your play options

Top Tip:

Sometimes you may wish to have different settings for different engines and one means of doing this is to have a gamedir folder approach. This is a very simple 2 step solution:

Create a folder within your quake folder to contain information for your desired engine. For example: your Proquake gamedir (folder) would be c:\quake\proquake.

Add –game GameDirFolderName to your ProQuake startQuake.cmd batch file.


Connecting to a Quake server from a behind a router

In the old days when home computers were plugged directly in to modems, connecting to a server was a relatively simple affair. You would establish your connection to the internet, start up quake, drop in to console and type something like

connect servername:26000



and bingo you were in (well… usually).

These days many people connect from behind a NAT’d router which usually means that although your router has one IP which the internet can talk to, the PC the connects through it has an internal, different ip number. Initially this caused many players problems but later versions of the Quake engines have overcome this problem. If have connection issues where the server initially appears to accept your connection but then hangs, try updating your client to one of those

If this doesn’t work try and edit your StartQuake.cmd to include the internal IP number of your gaming pc. Navigate to your StartQuake.cmd file, right click and select Edit, add the flag –ip nnn.nnn.nnn.nnn to the command line where  nnn.nnn.nnn.nnn  is the internal IP of your gaming PC

At this point, unless there are any other underlying problems you should be able connect to a Public server. To help you we have listed some good examples of server to connect to


Credits and Thanks you’s:

Baker for his unwavering support of the Proquake and EngineX Quake engines, plus all the work he does behind the scenes at

Rook who like Baker continues to produce his own high quality Quake Engine “Qrack” and regularly providing guidance, support and a few smiles on the forums of

MH, Spike and Lord Havoc for their engines and support of Quake.

Peg, Polarite, Jer, Sir Henry and Mindf!3ldzX for all they have done for online multiplayer quake from providing and administrating servers to generally making Quake a nicer place to spend your free time

Seven, Splitterface, WebAngel, Sock, Seanstar,_Smith_ and many other generous individuals who have given their time and energies to produce enhancements to Quake that we can all enjoy.

Appendix A – Some useful Quake  console commands for when you connect to a server :

Command syntax What does it do?
status Displays the current status of the server including the map being played and some selected player information ordered by player number.
Identify n Once the status command has been run you can explore the past aliases for a particular player number. For example, if “Mr.Burns” has been identified as player 2 via the status command, you could see what aliases he has used whilst you have been on the server by typing…identify 2
Say message This will broadcast a message to everyone on the server in a similar way to the regular say command when playing.

Appendix B – Network Issues.

One of the most regular topics on some of the quake forums is usual along the lines of “I want to connect to server X but Quake won’t let me join in the fun”. There can be a number of reasons for this and some of the potential remedies are outside the scope of this document but try and give you at least some help you could try the following:

  • Make sure that the client wanting to connect to a server is at the latest release for that engine. Someone wanting to connect to as modern server over the internet using winquake version 1.00 is likely to have problems. Check the downloads section of QuakeOD for some recommended clients
  • Check the settings on any software firewall such as Windows Firewall, if you have one, on the to make sure it is letting the Quake engine use whatever ports it needs to allow your engine to connect to the server and play. In many Quake server engines they will require multiple ports from a very wide range of numbers, not just port 26000 as some suggest.
  • Check to make sure that you do not have any local windows group or security policies preventing Quake to run or access a quake server.
  • Check the settings on any routers between the client and the internet to make sure that the Quake engine has whatever ports it needs to allow it to connect to a server  and play.


Example illustration of a simple home Quake server:


RuneQuake Getting Started

Posted: August 11, 2013 in RuneQuake
Tags: ,


One of the most patronised netQuake servers in North America is the runequake server at What’s RuneQuake you may well ask. Well some years ago a group of talented individuals decided to enhance their playing experience by providing additional code modifying the Quake servers to enable new and different features.

These “mods” brought infinite diversity to the game and the RuneQuake Mod does this by allowing the players to pick up artifacts in the game called runes which would give them a variety of weapons, powerups and special abilities.

Basic things you need to know:

  1. Runequake is a server side mod so there is nothing for clients to download, just fire up Quake, connect to the server and you’re normally good to go.
  2. To connect to the runequake server, start your Quake engine, drop in to console using the tilde key, and then type the following:
  3. There are other servers such as also allow the players to turn on the runes via the vote-runes command.
  4. The runes are randomly spread out around the level and you pick then up by walking over them. Assuming you are not already carrying a rune, the new rune will be automatically picked.
  5. Some runes are enabled automatically from the point you pick it up but some need to be “activated” in order for the powerup/weapon/etc to become active. To use your rune type the following in console

    Note that it’s more practical to bind a key to do this so drop in to console and type the following

    bind x rune-use

    Where “x” is the key you want to assign to the rune use function. The next time you press tnat key in game Quake will attempt to activate or use the rune you are currently carrying.

  6. If wish to change the rune you are carrying you need to drop it and pick up another one. To drop your rune go in to console and type the following

    Once again, its more practical to bind a single key to do so drop in to console and type the following

    bind x rune-delete

    Where “x” is the key you want to assign to the rune-delete function. The next time you press that key in game Quake will attempt to drop the rune you are currently carrying thus leaving you free to pick up another one.

  7. You will notice that the RuneQuake players often use a grappling hook to move around the map quickly, reach difficult places and on occassions use it as a weapon to inflict a small amount of damage on their opponents. To use the grappling hook point your player to the area you want the hook to attach to and then drop in to console and type the following:

    As with the previous examples you are recommended to bind this to a key so drop in to console and type the following:

    bind x +hook

    Now every time that you press that key in game it will fire the grappling hook and try to attach it to whatever you were aiming at. If you let go of the key the grappling hook will release.


There’s a lot more to add but the above should be the bare minimum to get you started.

Do you ever find yourself trying to remember the name of a quake map? ever find yourself saying “you know the one with the walls, oh it’s got that sky thing too” ?  Well fear not, whether you want to improve your Quake knowledge, see what you’re missing if you only have the shareware version, take a trip down memory lane or just look cool in front of your Quake buddies then this reference page for ID’s standard maps may be the page for you  :o)

START Introduction

Episode 1 Maps

E1M1 The Slipgate Complex

E1M2 Castle Of The Damned

E1M3 The Necropolis

E1M4 The Grisly Grotto

E1M5 Gloom Keep

E1M6 The Door To Chthon

E1M7 The House Of Chthon

E1M8 Ziggurat Vertigo

Episode 2 Maps

E2M1 The Installation

E2M2 The Ogre Citadel

E2M3 The Crypt Of Decay

E2M4 The Ebon Fortress

E2M5 The Wizard’s Manse

E2M6 The Dismal Oubliette

E2M7 The Underearth

Episode 3 Maps

E3M1 Termination Central

E3M2 The Vaults Of Zin

E3M3 The Tomb Of Terror

E3M4 Satan’s Dark Delight

E3M5 The Wind Tunnels

E3M6 Chambers Of Torment

E3M7 The Haunted Halls

Episode 4 Maps

E4M1 The Sewage System

E4M2 The Tower Of Despair

E4M3 The Elder God Shrine

E4M4 The Palace Of Hate

E4M5 Hell’S Atrium

E4M6 The Pain Maze

E4M7 Azure Agony

E4M8 The Nameless City

END Shub-Niggurath’s Pit

Deathmatch Levels

DM1 Place Of Two Deaths

DM2 Claustrophobopolis

DM3 The Abandoned Base

DM4 The Bad Place

DM5 The Cistern

DM6 The Dark Zone

Full credit and thanks to Baker, Slot Zero and RuneQuake.Com for their images and original idea.

Humble Beginnings

Posted: August 10, 2013 in Quake

Well here we are. My first Quake related blog! Why am I doing this for an old first person shooter game from 1996? It’s a fair question, and the simple answer is whilst trying to be an active and (sometimes) contributing member to what’s left of the Quake community on both sides of the Atlantic, it has become clear to me that at least that one thing that is missing is a semi  organised place for me to place some useful information and in turn somewhere for players to go to get answers to some of those questions that are asked time and time again.

I’m hoping that, with time, work and real life permitting I can put finger to keyboard and hopefully help someone on their way to improving their Quake experience. I’m no Quake expert, I’ll leave that to Rook, Spike and Golden Boy (who also blogs here) but let’s give this a go and see how far this rabbit hole goes.

Time will tell I guess :o)

10th August 2013 – Standard Map reference added