What source port do you recommended to play the quake?

Ozcar

New member
Jul 9, 2022
5
1
3
Greetings, i started playing quake remastered since june and now i want to play source port, what source port do you recommended me?
 
While we're at it, a question that probably doesn't deserve its own thread - are there ports / utilities that support 'drag and drop' map loading, kinda like GZDoom for Doom? I would really love to get back into Quake after 15+ years, but I'm terrible with batch files and command prompts.
 
While we're at it, a question that probably doesn't deserve its own thread - are there ports / utilities that support 'drag and drop' map loading, kinda like GZDoom for Doom? I would really love to get back into Quake after 15+ years, but I'm terrible with batch files and command prompts.
No batch files or command prompts required for 99% of releases. Ports like Ironwail (which is reccomended via that thread) include a Mods menu for you to quickly select the mod without the use of the 'game' function. Then either you'll hit start, or use the game console (esc) and type 'map' and then the name of the map you'd like to play. I don't believe there's a source port that supports drag/drop and is recommended for gameplay.
 
for me personally, I've really enjoyed IronWail. lots of nice graphics features, and it supports lit water (which is a big deal for me)
 
FTEQW is good, but I would heavily recommend against it for beginners. A good Quakespasm derivative is the only real option for playing today's custom content, as that was what the community creates with in mind.
 
I'd advise against Quakespasm Spiked, it just has too many odd behaviors and some critical bugs that don't line up with any other QS forks.
Fair enough. I only suggested it for its unique visual effects in certain mods (like dynamic colored lights, particle effects in AD, and custom HUD's) that only work in QSS as far as I know.

Edit: Should also mention that Ironwail got a fairly recent commit that adds basic support for CSQC HUD's, so I guess that's another extra reason not to use QSS :‎p
 
  • Like
Reactions: Markie
Fair enough. I only suggested it for its unique visual effects in certain mods (like dynamic colored lights, particle effects in AD, and custom HUD's) that only work in QSS as far as I know.

Edit: Should also mention that Ironwail got a fairly recent commit that adds basic support for CSQC HUD's, so I guess that's another extra reason not to use QSS :‎p
QSS also supports .pk3, and I have a lot of mod files that use that format. I'm not aware of other source ports that support .pk3. If there are any, btw, please let me know!
 
The guide is very good! It has convinced me to try vkquake and ironwail over QSS. The only gripe I have about them over QSS is that I can't seem to find a way to scale the cross hair. Is there a console command for that? Been playing way too long with a tiny little dot cross hair to change now. The massive pixel of a dot in these source ports is distracting to me.
 
  • Like
Reactions: Wavy and Esrael
I have yet to see a single Q1 release use pk3.
I use texture mods that come in that format, like QRP, for example. Yes, I could also extract their contents with 7-Zip or WinRAR, but I like having them organized in separate files, also taking less drive space.

About QSS, I have noticed one bug so far, at least one that affects gameplay: secret items that are over a surface don't drop down once the surface moves, making them float in midair. I'm actually curious about other such bug/behaviors, if you would like to share some, Markie! *Love your maps and music, btw! :)*

I have tried out other engines and really liked what they offer, but I spend most of my Quake time on QSS. I'm open to change that, though.
 
Last edited:
I use texture mods that come in that format, like QRP, for example. Yes, I could also extract their contents with 7-Zip and WinRAR, but I like having them organized in separate files, also taking less drive space.

About QSS, I have noticed one bug so far, at least one that affects gameplay: secret items that are over a surface don't drop down once the surface moves, making them float in midair. I'm actually curious about other such bug/behaviors, if you would like to share some, Markie! (Love your maps and music, btw! :)*

I have tried out other engines and really liked what they offer, but I spend most of my Quake time on QSS. I'm open to change that, though.
Thanks man!

So QSS .94 onward has a critical bug where monsters will fall out of their spawn closets in modern compiled vanilla maps. Apparently the ericw qbsp tools have a bug where it will fill the collision of isolated box rooms out in the void randomly, and only QSS causes these monsters to just fall through the floor on map start. The problem here is obvious, any map logic tied to these monsters is instantly nonfunctional, so if a mapper wants a door to open after a spawned monster dies, and that monster never spawns... that door never opens.

I've encountered this bug on multiple unreleased maps, and 1 released one (Slip Tripping). I've reported it to Spike and he told me that it's not his problem to fix. It's either on the mapper or whoever made the compiling tools. This is of course, insane, because no amount of fixing compiling tools will fix every map compiled with them in the past 5~ years.

And yes, items not dropping to floor after the func_door underneath them moves out of the way is something I've had to deal with too, most recently in my snackpack 2 map, where I wanted a quad to fall out of the ceiling. Worked in every engine except QSS, so I just lamely spawned it in instead.
 
Thanks man!

So QSS .94 onward has a critical bug where monsters will fall out of their spawn closets in modern compiled vanilla maps. Apparently the ericw qbsp tools have a bug where it will fill the collision of isolated box rooms out in the void randomly, and only QSS causes these monsters to just fall through the floor on map start. The problem here is obvious, any map logic tied to these monsters is instantly nonfunctional, so if a mapper wants a door to open after a spawned monster dies, and that monster never spawns... that door never opens.

I've encountered this bug on multiple unreleased maps, and 1 released one (Slip Tripping). I've reported it to Spike and he told me that it's not his problem to fix. It's either on the mapper or whoever made the compiling tools. This is of course, insane, because no amount of fixing compiling tools will fix every map compiled with them in the past 5~ years.

And yes, items not dropping to floor after the func_door underneath them moves out of the way is something I've had to deal with too, most recently in my snackpack 2 map, where I wanted a quad to fall out of the ceiling. Worked in every engine except QSS, so I just lamely spawned it in instead.
I see, pretty interesting stuff. Thanks for the insight, Markie!
 
The guide is very good! It has convinced me to try vkquake and ironwail over QSS. The only gripe I have about them over QSS is that I can't seem to find a way to scale the cross hair. Is there a console command for that? Been playing way too long with a tiny little dot cross hair to change now. The massive pixel of a dot in these source ports is distracting to me.
In Ironwail, typing "crosshair 2" and then "scr_crosshairscale 1" will get you this:
ironwail0000.png
 
  • Like
  • QThink
Reactions: Wavy and Esrael