vkQuake new release !

I don't understand how to download the latest build there. If I click on the latest update (currently Fix file handle leak in Image_LoadImage (#320)), I see two artifacts, but no way to download them. Pretty sure I'm missing something obvious, but no idea what.
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There is also the option to compile yourself i.e. with w64devkit and git installed. It's not difficult to do so.

@vso: btw w64devkit is not configured with LTO support. Not sure if there is a way to detect w64devkit and define CFLAGS with out the -flto flag...
 
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Great news! I was saddened when I heard that vkQuake had been shelved. It's the obvious go-to for Arcane Dimensions, for me. There's nothing like taking a stroll through the Forgotten Sepulcher in the rain. :)
 
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There is also the option to compile yourself i.e. with w64devkit and git installed. It's not difficult to do so.

@vso: btw w64devkit is not configured with LTO support. Not sure if there is a way to detect w64devkit and define CFLAGS with out the -flto flag...

Ah, thanks!
 
iron sharpens iron, as they say. Between vkquake and ironwail, the sky is the limit. Vkquake has a beautiful renderer, and the controller implementation just feels right to me. It could be my imagination, but it really does feel nice.
 
What a great surprise. I've been using vkquake anyway since it was archived, so I'm glad to see it return :-]
 
Thank you so much for continuing work on this superb port. Is there any chance of bringing the "stretched" UI from IW? I see there's a feature request on Quakespasm's Sourceforge, but it's from 2020 and no word on it yet.
 
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Been using vkQuake for AD maps lately and wow. Seeing tons of new effects that Ironwail doesn't support. Only downside is that vkQuake in AD mods and maps doesn't have that inky blackness of shadows and unlit areas (nice on OLED displays) like you see with Ironwail and there's some ugly banding in dark areas as a result. Only seems to effect AD maps though, possibly Alkaline too.

I use both IW and vkQuake but I hope there's no conflict having them both in the same directory in my rerelease folder and having all those DLL files overwrite each other from different source ports. Is it possible to have them each in their own folder? I use QMLauncher to launch all my maps.
 
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Ironwail will launch normally if you keep it inside its own folder inside of the Quake folder.
You can do that with vkQuake as well if you just create a shortcut and edit the shortcut to start in the main Quake directory.
 
Ironwail will launch normally if you keep it inside its own folder inside of the Quake folder.
You can do that with vkQuake as well if you just create a shortcut and edit the shortcut to start in the main Quake directory.
Thanks for the info. Unfortunately the launcher I use won't show the .exe option in the Game Engine field if it's a shortcut in the main rerelease directory. I should probably talk to the author about it. He seems very receptive to users requesting new features.
 
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Been using vkQuake for AD maps lately and wow. Seeing tons of new effects that Ironwail doesn't support. Only downside is that vkQuake in AD mods and maps doesn't have that inky blackness of shadows and unlit areas (nice on OLED displays) like you see with Ironwail and there's some ugly banding in dark areas as a result. Only seems to effect AD maps though, possibly Alkaline too.

I use both IW and vkQuake but I hope there's no conflict having them both in the same directory in my rerelease folder and having all those DLL files overwrite each other from different source ports. Is it possible to have them each in their own folder? I use QMLauncher to launch all my maps.
It's better to keep them separate instead of inside your rerelease folder.

Here is how I do it. I use vkQuake and Ironwail, both in the same folder, but the files are separate. Let me explain: in the root folder, there are the vkQuake files and an Ironwail folder (with its corresponding files). All of the original Quake folders, like id1, hipnotic, and also other mods, are inside the vkQuake folder. If you set up your Quake directory like this, both source ports will load and display the same mods and save files. After that, you can create a desktop shortcut to both vkQuake and Ironwail for convenience's sake. I have never used QMLauncher, but this should help regardless.

Here are some screenshots:
1722446891184.png
1722446910456.png
 
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The elavator clipping damage to player was a big issue for me in certain Quake user-made episodes like Peril so I'm glad it was fixed in this new release.
 
The elavator clipping damage to player was a big issue for me in certain Quake user-made episodes like Peril so I'm glad it was fixed in this new release.
To be fair, this part making Peril elevators finally OK comes from Ironwail master branch, but we also added some fixes of our own for this generic problem.
 
I think the Quake engine was finally starting to be pushed to its very limits when it was asked to do an elevator/shuttle ride that was 30 stories up/down lol but I did notice the clipping injuries were minimal in Ironwail whereas in vkQuake 1.31.0 with Peril my rangergirl (I guess you play the daughter of the Quake guy?) my health went from 100 to near death during the shuttle ride. It's amazing you guys were able to fix this, and I salute you 👌
 
It's better to keep them separate instead of inside your rerelease folder.

Here is how I do it. I use vkQuake and Ironwail, both in the same folder, but the files are separate. Let me explain: in the root folder, there are the vkQuake files and an Ironwail folder (with its corresponding files). All of the original Quake folders, like id1, hipnotic, and also other mods, are inside the vkQuake folder. If you set up your Quake directory like this, both source ports will load and display the same mods and save files. After that, you can create a desktop shortcut to both vkQuake and Ironwail for convenience's sake. I have never used QMLauncher, but this should help regardless.

Here are some screenshots:

The author of QMLauncher (which is a really nice organizer/launcher for quake maps if you have hundreds of them like I do) recently posted that he tested using paths to source port folders in the QMlauncher ini so will be including it in the next build. So, unless further testing reveals problems, if you use this launcher, you'll now be able to keep all your source ports in their own folders and easily use QMLauncher to switch between them. I'm slightly embarrassed to admit I have over 250 Quake maps & mods lol I'm finding myself using vkQuake more and more these days over Ironwail for the extra eye candy in AD maps and smoother FPS because it uses vulcan instead of the old OpenGL api.
 
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