QuakeForge is descended from the original Quake engine as released by Id
Software in December 1999, and can be used to play original Quake and
QuakeWorld games and mods (including many modern mods). While this will
always be the case, development continues.
However, QuakeForge is not just a Quake engine, but includes a
collection of tools for creating Quake mods, and is progressing towards
being a more general game engine.
Support for Quake and QuakeWorld is split into two program sets: nq for
Quake and qw-client for QuakeWorld, with the target system as an
additional suffix: -x11 For the X Window system (Linux, BSD, etc), -win
for MS Windows (plus others that are not currently maintained).
Both nq and qw-client support multiple renderers: 8-bit software, 32-bit
software, OpenGL 2, EGL (mostly, one non-EGL function is used), and
Vulkan (very WIP), all within the one executable.
Dedicated servers for both Quake (nq-server) and QuakeWorld (qw-server)
are included, as well as a master server for QuakeWorld (qw-master).
QuakeForge includes several tools for working with Quake data:
For now, please refer to INSTALL for information on building on Linux.
Building for windows is done by cross-compiling using MXE. There are
scripts in tools/mingw and tools/mingw64 that automate the process of
configuring and building both the tools run on the build-host and the
windows targets.