QuakeWorld (Chocolate QuakeWorld)
Port nativo de QuakeWorld (Chocolate QuakeWorld) para PC.
QuakeWorld (Chocolate QuakeWorld)
Port nativo basado en su ficha de origen.
README del repositorio
Chocolate QuakeWorld
Chocolate QuakeWorld is a minimalist source port of QuakeWorld focused on preserving the game original experience. Inspired by the philosophy of Chocolate Doom, this project is dedicated to offering an authentic experience that stays true to the game's roots, avoiding modern features or upgrades. The focus is on preserving the classic QuakeWorld experience exactly as it was, without introducing any contemporary enhancements.
Philosophy
Like Chocolate Quake, Chocolate QuakeWorld is for players who value the classic QuakeWorld experience, untouched by fancy modern upgrades. If you're seeking high-end visuals or modern features, this port might not be for you. But if you want the game to feel exactly like it did in the '90s, this is the place to be.
Build Instructions
Chocolate QuakeWorld uses CMake (>= 3.21) and is built as a C99 project. Predefined CMake presets are provided to simplify building across platforms.
The repository includes vcpkg as a Git submodule, which is the recommended way to build Chocolate QuakeWorld on Windows and macOS.
Requirements
- C compiler with C99 support
- CMake 3.21 or newer
- Ninja (recommended)
- Git
- SDL2 >= 2.26.5
- SDL2_net
- Audio libraries:
- libvorbis + libvorbisfile
- libflac
- libmad (MP3)
Cloning the repository
If you are not using vcpkg:
git clone https://github.com/Henrique194/chocolate-quakeworld.git
If you plan to use vcpkg to manage dependencies:
git clone --recurse-submodules https://github.com/Henrique194/chocolate-quakeworld.git
If you already cloned the repository without submodules and want to fetch vcpkg later:
git submodule update --init --recursive
Windows and macOS (using bundled vcpkg)
The project provides CMake presets to build with vcpkg. From the repository root:
cmake --preset release-vcpkg
cmake --build --preset release-vcpkg
For a debug build:
cmake --preset debug-vcpkg
cmake --build --preset debug-vcpkg
Linux
On Linux, Chocolate QuakeWorld is typically built against system-provided libraries.
Install the required dependencies using your distribution's package manager, then build using the provided presets:
cmake --preset release
cmake --build --preset release
For a debug build:
cmake --preset debug
cmake --build --preset debug
Build output
Once compilation is complete, you should have two executables: one to run the client and other for the server. These executables can be found at:
- Server (release):
cmake-build-release/src/server/Release - Client (release):
cmake-build-release/src/client/Release - Server (debug):
cmake-build-debug/src/server/Debug - Client (debug):
cmake-build-debug/src/client/Debug
Running The Game
Both the Chocolate QuakeWorld client and server require an qw directory
containing the game data (PAK files) located alongside the executable.
You can customize the directory location using the -basedir command-line
parameter. Most IDEs also allow you to set a working directory, so you don't
need to manually input command-line parameters. Additionally, the server
requires the file qwprogs.dat to be present in the qw directory in order
to start correctly. Any custom skin packs should be placed in qw/skins.
Music
Chocolate QuakeWorld supports external music playback in MP3, OGG, FLAC and WAV formats. To enable it:
- Create a directory named
musicinside yourid1game folder. - Place your music tracks in this directory.
Tracks should follow the naming convention track02.ogg through track11.ogg, matching the original CD audio.
Supported Platforms
| Platform | is supported? |
|---|---|
| Windows | yes |
| Linux | yes |
| MacOS | yes |
Credits
Chocolate QuakeWorld builds upon the work of the Quake community and open-source contributors. Special thanks to:
- QuakeSpasm Spiked - Portions of the sound and input subsystems are adapted from QuakeSpasm Spiked. Thanks to the authors for their solid groundwork.
Additional thanks to the broader Quake modding and source port community for maintaining an ecosystem that made this project possible.
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