SharpQuake is a GLQuake reimplementation in C# using the OpenTK library and the .NET Core platform.
Code cleanup:
Features planned:
Maybe if we're lucky (Would be nice):
Please take a look into this
Project is built against and tested for Visual Studio 2019 on .NET Core 3.1
1) Install these nuget packages
Install-Package OpenTK -Version 3.3.1
Install-Package NVorbis -Version 0.10.5
Install-Package NVorbis.OpenTKSupport -Version 1.4.0
Update-Package –reinstall
2) Initialize git submodules
3) Add dependencies for your target architecture in your output directory (defaults to <project root>/Quake
).
<project root>/Quake
.<mod>\pak0.pak
, etc. and <mod>\config.cfg
files of each directory if copying from a steam install.5) Build solution.
In case you don't own a copy of Quake you can purchase it on GOG.com, Steam or use the shareware version.
As Linux is case-sensitive make sure your folder and file names look like that Id1
and PAK0.PAK
and PAK1.PAK
(in case you own the full version).
To play with soundtrack add it to Id1/music
or the mission pack folder you want to play in OGG Vorbis format like this track02.ogg
. You can get it here Steam Guide
macOS / OSX is not official supported as OpenGL on Mac is poorly supported and has been replaced in favour of their own graphics API Metal.
The -basedir <directory>
switch can be used to change the default data directory. e.g. SharpQuake.exe -basedir C:\Quake\
-window
switch is pre-defined in project settings, but if you change the default directory of where you want your data, you may need to add -basedir <directory>
to project properties > Debug > Command line arguments
The original expansion packs can be run using -rogue
or -hipnotic
switches if the data is present for it.
Original Quake switches apply and can be used.
Enjoy! 🙂