Archive for the ‘Quake’ Category

Polarites Quick Console Server List.

Posted: March 19, 2014 in Quake

In august 2011 A very generous player by the name of Polarite shared his utility for checking the status of servers with the general quake community. We provide it here as it will hopefully support online players and help them find other players online quickly and easily so that they can enjoy online multiplayer quake games. The utility takes the form of a set of QuakeC scripts that are executed from within quake by first accessing your Quake console and then typing in the relevant command


1. Download the installation pack from the Quake One Multiplayer online repo (download link) our backup repo (link) or Polarite’s site (link)

2. Open up the zip file and put the following 3 files in your quake/id1 folder:

  • servers.cfg
  • info.cfg
  • serversprint.cfg

There is a small friendly listing of the available servers and to bring this up each time you start Quake to act as a helpful reminder, add this line to your autoexec.cfg

exec servers.cfg

You can also simply type this at console : exec servers.cfg to start the list.

another method is to toggle the list by simply hitting the F9 key or type servers in your Quake Console.

If you want to check your favourite server, assuming it is on the listing, open console and type the exclamation mark plus the server alias (quoted in the list) before pressing return. For example is you wanted to check who is on the Coop server called Flanders in Belgium you would type the folowing


If any players were on that server it would display the details in your console.  If you then decided you wanted to join you would just type the server alias


Most of the main netQuake servers are accommodated including Shmack, Bigfoot, all the New York servers, all the flanders servers,  and many others.

Due to the ease of installation and use, we recommend this as  quick and easy means of getting involved with the online multiplayer scene. Thanks Polarite 🙂

Quake Magic Server Overview

Posted: March 9, 2014 in Quake, Quake Mod

A few years ago some of the admins (Peg, Pol, Corty) on the Bigfoot server decided to try and enhance the playing experience by offering additional commands and support for Admins and Players alike. They did this largely without modifying the server QuakeC code and instead used additional systems to facilitate this. If you would like to experiment with this for yourself the following servers have been equipped with “the magic” For those that may not have played on  a Quake Magic server before,  it may help to first open a Quake console and then enter the following command before pressing return

say !help

This should bring up the following option menu in your Quake console.

 |!help         |Invokes this page               |
 |!maps         |Shows all maps on server        |
 |!map mapname  |Vote for ANY map on server!     |
 |!fun          |Fun-o-Meter                     |
 |!heads        |Help for Head Hunters Mode      |
 |!tricks       |Help for the Trick Maps         |
 |!teamplay     |Help for teamplay (matchmode)   |
 |!arena        |Help for RocketArena mode       |
 |!settings     |Shows some basic client settings|
 |!proquake     |Keep your proquake up to date!  |
 |!msg          |Euroquake's in-game messageboard|
 |!msg blabla   |Saves "blabla" to messageboard  |
 |!time         |Shows a world-clock and gametime|
 |!pl           |Server-side Packet Loss         |
 |!servers      |Server-side Serverbrowser       |
 |!join x       |join server x    (see !servers) |
 |!view x       |spy on server x  (see !servers) |
 |!name         |Server-side NameMaker           |
 |!getmap       |Automatic Map Downloader!       |
 |!tourney      |Monthly FFA tourney information |
 |!powerups     |Vote multiple powerups at once  |
 |!fraglimit    |Vote for a fraglimit change     |
 |!timelimit    |Vote for a timelimit change     |
 |!mode         |Vote for a game-mode change     |
 |!runes        |Shows a list of all runes       |

The basic premise is to use the say !topic [option] format. So for example  if you wanted to see what maps were available on the server and vote for your favorite map (for this example we will assume you are looking to play on a small map called basewalk) you would do the following:

say !mapssay !maps -small say !map basewalk Once you know that the server has the maps you require you  can simply type..

say !map basewalk

…or whatever map you prefer. If there are multiple players on the server they will be asked to vote (say !yes or say !no) on the map you have just requested. If a majority vote in favour of your map the server will change the map. Similarly if you would like to check what server settings are in force you can type the following:

say !settings
Rather than provide an exhaustive list if the options available we suggest that you try to connect for your self and experiment with the options. If you need further guidance please contact one of the Admins.

Installing Quake Via Steam

Posted: November 28, 2013 in Quake, Reference

The first section in this page is a slightly edited version of a contribution kindly provided by Mindzy from He is a regular contributor with more years experience in playing and configuring Quake than he would like to admit to 🙂 . My thanks to him for allowing us to publish this.

Installing and updating Quake to run through Steam client with a modern engine

Unfortunately, being a player since the early days and installing from a CD, remember those 🙂 ?, I have had no experience of installing quake over the Steam facility. Fortunately 2 friends from the Quake community have come to my rescue and provided what I hope are some useful instructions to get you up and running via steam.


  • You have an archive manager installed such as WinRAR or 7Zip
  • you have Quake installed through Steam already….


  1. Open your Steam client, go to the Library tab, locate Quake and left click it once on the left column
  2. Right click Quake in left column,then click on Properties. A steam window “Quake Properties” should open, click BROWSE LOCAL FILES
  3. locate Quake.exe , rename it to QuakeOLD.exe or Quake.old
  4. Download one of these Engines to the same quake folder that we just renamed Quake.exe in
    ProQuake 4: The official continuation of ProQuake
    DirectQ – Home
    LordHavoc’s DarkPlaces Quake Modification
  5. right click & EXTRACT HERE the engine you just downloaded (You should see it, we’ve been staring at a Quake folder and you just downloaded it there
  7. Minimize all of this Riff Raff , and then try running Quake from STEAM CLIENT


Using Steam Quake with Darkplaces

This next section is a slightly edited version of a contribution kindly provided by Talisa from She is a regular contributor with a wealth of experience in Darkplaces. My thanks to her for allowing us to publish this.

The following are some instructions for how to run steam download of quake with the Darkplaces Engine

      1. First of all, you will need make a new folder for your client. for this example we’ll call it ‘quakeDP’
      2. Create a new folder inside this folder you just made, and name it ID1
      3. Browse to the folder in to which Quake was downloaded by steam. Note that this is most likely to be something like D:\Program Files (x86)\Steam\steamapps\common\quake (or plain ‘program files’ without the “x86” at end if you have a 32bit operating system)
      4. Browse to the ID1 folder inside the newly installed steam quake folder, and copy over the PAK0.PAK and PAK1.PAK files from there over to the ID1 folder inside of the QuakeDP folder you made in step 2
      5. Download the following build of Darkplaces –, and extract the files included in that zip into the base folder you just made earlier (this specific build is recommended because based on previous experience everything works in it and it appears to have better performance)

You should end up with something resembling the following:


For running normal quake that should be all that is required, i.e. you shouldn’t need to do anything further to run quake using the Darkplaces engine.
To start quake, just open darkplaces.exe and voila your part of the carnage

Some GLQuake players like to have transparent water as it can give them some advantages. If you would like to have this in Darkplaces do the following:

    1. Download this file which contains Vis’d versions of a number of maps –
    2. Open the zip and browse to the ID1 folder inside the zip, then copy over the pak2.pak file from that zip over into the ID1 folder inside your quakeDP folder.
    3. Now start darkplaces, go to options, then to ‘customize effects’ and move nearly all the way down. There’s a slider called “water alpha (opacity)”. Move this slider,  which control’s the  transparency of water surfaces, to suit your own preferences. Note that a lower value is more transparent, higher is less so. We would recommend using 0.7 or 0.6 since it feels most natural


now… instructions for if you have also got the mission-packs for quake off of steam. This is very similar to base quake


  1. – go to your quakeDP folder, and in the base folder, create a folder called ‘hipnotic’
  2. – browse to the folder where steam downloaded quake to. most likely D:\Program Files (x86)\Steam\steamapps\common\quake (or plain ‘program files’ without (x86) at end if you have a 32bit system)- open the hipnotic folder inside the steam quake installation, and copy over the pak0.pak from that folder over into the hipnotic folder you made inside your quakeDP folder

– download this file, and put it inside the base folder of your quakeDP: darkplaces MP1 – SoA.bat

– thats it for mission-pack 1. to start it, run the ‘darkplaces MP1 – SoA’ bat file instead of darkplaces.exe and itll start the mission pack for you

if you also want transparent water in mission pack1 like GLquake had:

– download this file:

– open the zip and browse to the hipnotic folder inside the zip,
and copy over the pak1.pak file from that zip over into the hipnotic folder inside your quakeDP folder.

– controlling transparency of water surfaces works the same like in base quake. check above post for instructions



  1. Browse to your quakeDP folder, and in this folder create a folder called ‘rogue’
  2. Browse to the folder where steam downloaded quake to. This is most likely D:\Program Files (x86)\Steam\steamapps\common\quake (or plain ‘program files’ without (x86) at end if you have a 32bit system)
  3. Browse into the rogue folder in quake steam folder, and copy over the pak0.pak file from that folder over to the rogue folder you made in your quakeDP folder
  4. Download the plasmagun-fix progs.dat  file, and drop it in to the rogue folder: . This will fix the bug which causes the balls from plasmagun to not move and hang still in mid-air, and itll make the plasmagun operate normally again
  5. Download the darkplaces MP2 – DoE.bat file and drop it into the base folder of your quakeDP
  6. To start mission-pack 2, run the ‘darkplaces MP2 – DoE’ bat (instead of darkplaces.exe) and it will start the mission pack for you

if you also want transparent water in mission pack2 like GLquake had:

  1. Download this file:
  2. Open the zip and browse to the rogue folder inside the zip, and copy over the pak1.pak file from that zip over into the rogue folder inside your quakeDP folder.

Controlling transparency of water surfaces works the same like in base quake. check above post for instructions

New York Quake Servers

Posted: October 8, 2013 in Quake

New York, New York (so good they named it twice…)

In 2013 a series of Quake servers were put up in the New York area to cater for East Coast USA, cross Atlantic Matches and providing something a little different from the norm. The server runs multiple ports on and multiple Quake mods to try and cater for all tastes and preferences.

Server Admins: Polarite, =peg=, and Mr,Burns.
Server Owner: The mighty Polarite (all hail)

Port 26000: Free for All New York (FFANY)

For all intents and purposes this is a USA version of the european Bigfoot server. It has multiple custom maps and has been designed to feel very much like a CRMOD deathmatch server. To allow players to customise the server to their liking many options are votable. This server provides a great venue for matches between the european and USA players and is the USA HQ for the FFA tournements.

Requirements: If you don’t already have them, and don’t have a Quake engine that autodownloads the maps for you we recommend you avail yourself of the Euroquake Map pack from
Command line: connect
Command line 2: connect

Port 26001: RQuake Coop

Think you can take on those easy old  Quake Monsters? Think again, this Coop mod written by Rocket guy and Lardarse allows you and your Quake buddies to go to war on the Quake Monsters, but these guys are quicker, stronger and meaner than in normal quake. Based on RuneQuake you can vote on additional weapons (for example vote-hook or vote-alt-weapons) if you wish but with the custom map sets it;s a challenge for newbies and pro’s alike. Simple download the map pack, connect to the server and battle to your hearts content

Requirements: We have prepared a downloadable RQuake Map pack and are just looking for suitable repository. In the mean time look for the individual maps on Quaddicted or Our good friends over on QuakeOne,com have an installer which you should be able to download here. If all else fails as a starting point you could avail yourself of the Euroquake Map pack from
Command line: connect

Port 26002 – DeathMatch Plus (DMP)

(Video kindly provided by Q Mark, so a big thank to this prolific demo maker :))

This is version 2 of the original mod which used to be played on but updated by the very kind Zop (with a little interference from Mr.Burns). It adds new weapons, and powerups including the following

  • Trips wires,
  • Guided Rockets
  • Homing rockets
  • Times Bombs
  • Teleporting, Telefragging
  • BFG9000
  • Radio Tag Bombs
  • …and a whole host of Superweapons!!!
Requirements: It’s a server side mod so you don’t need to download anything other than any custom maps you may wish to play, but a few binds for things like teleporting, detonating the radio tag bombs and using the grappling hook would be beneficial. Just type Impulses in console to confirm what impulse you need to bind you keys to.Command line: connect

Port 26003 – Painkeep

(Video produced, with our thanks, by Q Mark)

ID’s own deathmatch mod for quake with new sounds, weapons, traps and custom levels it’s a must have for any self respecting Quake player. You start on a level which has multiple exits allowing you to vote with your feet for the most preferred level.There are additional map packs available and we intend to add the Nothing pack comprising of 18 additional Painkeep levels shortly. All you need is the Painkeep mod which is available free of charge.

Requirements: The client side Painkeep mod available from

Command line: connect

Port 26004 – Clan Arena (CAX)

Clan Arena. More on this mod can be found on the website here

Requirements: Install the Mod files and the Map pack from

Command line: connect

Port 26005 – Capture The Flag

This R00k’s CRCTF mod. More on this soon!

Command line: connect

Port 26010 – Random Mod Server

Current mod:


Port 26010 is a random mod port on the server as we will occasionally rotate the mod running between RQP, Beatdown Alley (BDA), and any other quality mod that we think will be warmly received, If you have any suggestions please contact the server admins who can review your suggestion
Requirements: A few keyboard binds like bnd x +hook, bind x rune-use, bind x rune-delete, and bind x rune-tell would be beneficial
Command line: connect


9/10/2013: Following player feedback the following changes have been implemented:

  • The number of available runes has been doubled,
  • None weapon Items on the level such as health and ammo now respawn
  • Exits should now teleport you randomly within the level.
  • some additional changes to pack dropping has been added .
  • Admins now have improved control over the server to ensure everyone can have some good natured fun.

Next on the this is to look at whether it is possible to have votable custom maps.

8/10/2013: The number of runes will soon be increased to allow for more players and greater selection on the server.

06/10/2013: following requests from beta testers the RuneQuake+ server has been updated with the following changes:

  • Runes should now drop instantly instead of having to wait
  • The Grappling hook has been added
  • Weapon Stay has been enabled
  • Rune dropping has been enabled.

My thanks to Beavis, Olden_tu and Gem from Quake.Shmack.Net for helping with the testing,

Rcon command list

Posted: September 9, 2013 in Quake

For those of us that are lucky enough to be in a position to run a Quake server there are a number of tools at your disposal to help make the job more manageable.
One such Tool is Rcon which enables admins to authenticate and then send commands to their quake server, wherever it happens to be located, and the command will be executed as though the admin is effectively sitting at the terminal. The command will take the following form:

rcon command [options]

for example

rcon changelevel e1m7

the above command would force the server to change the current map to e1m7. To try and help the Quake Admin community here some more commands for use with RCON:

Command Comment
altsoff Turn off the alt weapon set
altson Turn on the the alt weapon set used in mods like RuneQuake
armordropon When a player dies allow their armour to be dropped so others can pick it up
armordropoff When a player dies disallow their armour from being dropped so others can not pick it up
armoroff Turn the armour entities in the current map off
armoron Turn the armour entities in the current map on
backpacksoff When a player dies disallow their backpacks and associated ammo/weapons from being dropped so others can not pick it up
backpackson  When a player dies allow their backpacks and associated ammo/weapons to be dropped so others can pick it up
changelevel “mapname” Change the quake level that is currently being played.
freehookon Turn on the Fast Grappling hook
hookdamageoff Prevent Players from damaging other players with their grappling hooks
hookdamageon Allow Players to damage other players with their grappling hooks
lgdischargeoff Prevent anyone other than the person firing the LG from being harmed if it is discharged in water.
lgdischargeon Allow all players in the vicinity to be damaged if the Lightning Gun is fired in water. i.e. all players in the same pool will be electrocuted
megaoff Turn off any Megahealth entities, if there are any, on the current map
megaon Turn on any Megahealth entities, if there are any, on the current map
pentoff Turn off any Pentagram of Protection entities, if there are any, on the current map
penton Turn on any Pentagram of Protection entities, if there are any, on the current map
quadoff Turn off any Quad Damage entities, if there are any, on the current map
quadon Turn on any Quad Damage entities, if there are any, on the current map
randomspawnoff If a map has multiple respawn points this option will ensure that the players spawn on them in a specific order
randomspawnon  If a map has multiple respawn points this option will ensure that the players spawn on them in a random order
ringoff Turn off any Ring of Invisibility entities, if there are any, on the current map
ringon Turn on any Ring of Invisibility entities, if there are any, on the current map
rotateoff This ensures that each armour entity provides on the original value green, Yellow or Red
rotateon  This ensures that each armour entity rotates in value between green, Yellow or Red. This can help reduce camping areas and re-balance a map.
runedropoff  Disallow players from dropping the rune they are holding, so they are stuck with it until they are fragged
runedropon Allow players from dropping the rune they are holding, so they are stuck with it until they are fragged
runesoff  Turn off Runes which give players powerups and abilities.
runeson  Turn on Runes which give players powerups and abilities.
shieldsoff  Turn of Spawn shields so players have no protection immediately after respawning
shieldson  Turn on Spawn shields so players have a short period of invulnerabilities immediately after respawning
shootbuttonsoff  Forces players to have to press buttons in game rather than shoot them
shootbuttonson  Enables players to be able to shoot buttons in order to activate them. Pressing also still works
suitoff Turn off any Enviro Suit entities, if there are any, on the current map
suiton Turn on any Enviro Suit entities, if there are any, on the current map
weaponsstayoff Turn off the Weapon Stay feature which allows weapons to stay in place after they are picked up by players.
weaponsstayon Turn on the Weapon Stay feature which allows weapons to stay in place after they are picked up by players.


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:


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