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StepByStep: FTEs terrain editor (draft)



PREFACE Spoike has made an addon for FTE called csaddon.dat which contains some VERY promising features. One that intrigues me is the terrain editor. I’ve seen some amazing shots of VAST landscapes, and would like to make a massive map featuring a landscape like . . . → Read More

Absolute beginners guide to setattachment (draft)

Absolute beginners guide to setattachment

NOTE: Afaik, setattachment is only compatible with FTE and DP

PREFACE There’s already a very helpful page on the Quake Wiki, which pretty much covers all you need to know about setattachment, but for those who need more, here’s my unapologetically handholding guide, for absolute beginners, and of course, . . . → Read More

Absolute beginners guide seamless level switching

Mar 27 22:12:26 <OneManClan> 1. Is there any way in 2019 FTE to do the ‘seamless levels’ thing, eg like HalfLife, where the next level loads as you go around a corridor?Mar 27 22:12:26 <OneManClan> 1. Is there any way in 2019 FTE to do the ‘seamless levels’ thing, eg like HalfLife, where the . . . → Read More

Absolute beginners guide to _pext_infoblobs

// CLIENT 1. Jimmy makes a 128 * 128 pic, calls it jimmy.jpg 2. He puts it in Quake/fortress/mypics (?) 3. He sets: setinfoblob myavatar “fortress/mypics/jimmy.jpg”

// SERVER 4. make 2 new variables: typedef string *stringptr; .stringptr myavatar;

#define MAX_PIC_SIZE 100000

5. When Jimmy connects (ClientConnect())

int size_of_pic = getlocalinfo(“myavatar”, Jimmy.myavatar, MAX_PIC_SIZE) if(size_of_pic . . . → Read More

Absolute beginners guide to decals

Decals are a type of particle. In the code they are defined as “type cdecal”.

1. In Gimp, make a new image, size 256×256 (or 64², 128² etc), advanced options->fill with background color, and start drawing your decal. Alternatively, if you already have an existing image: layers-> “add alpha channel”, and delete the areas . . . → Read More

Minimal AttackersGoRed map requirements

Make your map. Position an info_player_start, and info_intermission somewhere. Copy the text below, and paste it at the bottom of your *.map file Reload map, and move the entities from ‘0 0 0’ to where you want them, and adjust their angles.  Compile


// identify map as TF map { “classname” “info_tfdetect” “origin” . . . → Read More

skyboxes for dummies (draft)

Note: If you name your shader ‘the name of the default sky’ it will be on ALL sky1 (ir whtever its called) maps


“A skybox is loaded using either the “loadsky” console command”Jul 26 02:16:50

<OneManClan2> ( 26 02:17:12

<OneManClan2> …’loadsky’ (at the FTE console didnt do anything)Jul 26 02:18:39

<OneManClan2> ah ezquakwe . . . → Read More

how to make in-game monitors 2019


1. make a monitor_screen.jpg texture (which is the size of the screen in the brush) MUST BE POWERS OF 16!

2. Put a white pixel in the top left (0,0), and bottom right (1,1) of the image


3. make the ‘tv’ brush, and give it the `monitor_screen.jpg texture.

4. make the . . . → Read More

how to watervis maps


To A: be able to see (above water) entities when you’re underwater, and B: be able to see underwater entities when you’re above water.


Make maps/newfolder copy foo.bsp there download and from:


and put them in your /maps folder


4. at cmd: “bsp2prt foo.bsp”


5. “vis.exe -show -level 4 foo.prt”

(You . . . → Read More

pointerstat explanation (and case study) (draft)

STATS are variables sent to CSQC by the server to each client, and normally contain information about themselves (their own localplayer). ie as a player, they usually contain information about you, your health, ammo, armour, etc, so they can be displayed in your HUD. But what if it’s a multiplayer game, and you want your . . . → Read More

AGR with q3bsp

OneManClan> but i woke up w an insane idea.. 01[14:54] <OneManClan> … to get over the other major thing holding AGR develpment back 01[14:54] <OneManClan> (aside from my own difficulties grasping simple concepts!!) 01[14:55] <OneManClan> anyway, i have a question which I us making me nervous just askign it because if the answe . . . → Read More


mellee doesnt help w disarm [FIXED] sgs didnt fire on flag carrier (invis?) lost contact w sold2 [FIXED] sold doesnt resume walking beat after enemy contact Sold does weird flyign through air thing town4 respawns arent random dropped flag freezes midair for a second before drop SG firing animation when not firing spy hack . . . → Read More

Absolute beginners guide to Q1 models

Awesome site 1: Tome of Preach

Awesome site 2: Phillip Nahratow


Quake in a browser

get the 4 files + pak upload them to your web server

for better peformance use gzip and Etags


alt tab fucks up your mouse

only works w firebox



<Spoike> firstly you need some html that creates a canvas. <OneManClan> yea, like that horrot game w the screaming woman <Spoike> . . . → Read More

Manifests and Running FTE in a browser

Rename the FTE.exe “YourModname.exe” Make a favicon/*ico image file (the icon the exe uses) for your mod, and use something like resource hacker to edit FTEs default one. Make a default.fmf (test) file as follows:

FTEManifestVer 1 // leave this as is UPDATEURL // where to get updated fmf file GAME Quake // . . . → Read More

Absolute beginners guide to map compiling

1. qbsp 2. vis 3. light

Running and compiling an FTE server


svn up // update

svn diff // show the differences

svn log -l30 // shows the 30 most recent commits

svn update -r 5300 // reverts to revision 5300

m-dbg DEBUG

m-rel release

$ make makelibs -j4 FTE_TARGET=win64 && make m-dbg -j4 FTE_TARGET=win64

more info here.



while true; do

# . . . → Read More

Absolute beginners guide to sending clients pk3s

The full title of this tutorial should be “Absolute beginners guide to getting FTE clients to automatically download the files they need, while allowing older (non-CSQC compatible) clients to connect without crashing”. Or “How to make a modern Quake engine (CSQC, shaders, particles, iqms etc ) compatible with older clients, so that they can . . . → Read More

Absolute beginners guide to dimension_*

foo |= D_SOMETHING; // setting foo -= foo & D_SOMETHING; // removing if(foo & D_SOMETHING) // checking

x = denotes ‘it doesnt matter’ 0000 0000 1111 1111 // default / initial settings

// deafness // writebyte effects are sent with global: dimension_send 0000 0000 0000 0001 //or if its an entity making the sound: . . . → Read More

Absolute beginners guide to pk3s (draft)

By using precache_ functions, and making sure the files are on your server, clients will automatically download the files below.

Files which Quake (FTE) automatically sends to clients. 1. models (*.mdl) / precache_model() 2. iqms (*iqm) / precache_model() 3. the iqm’s image files (*tga, *.png, *.jpg) / precache_pic() 4. particle scripts (*.cfg)  /particleeffectnum() 5. . . . → Read More