FTE QuakeWorld - Le Bottin des Jeux Linux

FTE QuakeWorld


Title: FTE QuakeWorld Type: Tool
Genre: Adventure & Action Status:
Category: Adventure & Action ➤ Shooter ➤ Fantasy & Sci-fi ➤ eSports Commercial:
Tags: Action; FPS; Shooter; Survival Horror; Sci-fi; Gore; Cult Classic; Aliens; Development; 3D engine; Cross-platform; Quake Demo:
Released: Latest : 1.00 / R4797 Package Name:
Date: 2014-12-05 Extern Repo:
License: GPL v2 Deb Repo:
View: First person Package:
Graphic: 3D Binary: ✓
Mechanics: Real Time Source: ✓
Played: Single & Multi PDA:
Quality (record): 5 stars Quality (game):
Contrib.: Goupil & Louis ID: 11116
Created: 2010-08-20 Updated: 2017-01-08


[fr]: Un moteur compatible et amélioré de QuakeWorld [en]: A QuakeWorld derivative which mainly focuses on modding and additional features for both users and servers


Trailer / Gameplay [en] / [en] / [fr] :


Website & videos
[Homepage] [Dev site] [Features 1 2] [Screenshots] [Videos t t t r g g] [Reviews] [WIKI] [FAQ] [RSS] [Changelog 1 2]

Commercial : (empty)

• (empty)
Technical informations
[Open Hub] [FTEQW wiki (SupportedGames)]

Devs (FTE QuakeWorld Team [en]) : [Site] [Forums] [twitter] [YouTube] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube]

On other sites
[Wikipedia (QuakeWorld) [fr] [en]] - [Wikipedia (Quake II) [fr] [en]] - [Wikipedia (Quake III Arena) [fr] [en]
[Wikipedia (Hexen) [fr] [en]] - [Wikipedia (Nexuiz) [fr] [en]] - [Wikipedia (Half-Life) [fr] [en]]
[JeuxLinux [fr]] [Quake.ie]


News / Source of this Entry (SotE) / News (SotN)

Description [fr]

Un moteur compatible et amélioré de QuakeWorld, par la FTE QuakeWorld Team.

FTE QuakeWorld (FTEQW, aka Fore Thought Entertainment QuakeWorld) est une amélioration technique de Quakeworld, lui ajoutant de nouvelles fonctionnalités tout en préservant la compatibilité (tous les clients Quakeworld doivent être en mesure de se connecter à un serveur FTE Quakeworld et inversement).

FTE QuakeWorld est compatible avec : QuakeWorld, Net Quake, Quake 2, Quake 3, Hexen 2, Nexuiz et HalfLife (support des cartes).

L'une des amélioration des serveurs a été d'ajouter un niveau d'accès. Les utilisateurs s'y connecte avec leur login et un mot de passe optionnel. Les utilisateurs ont différents niveaux d'accès, aussi est-il possible d'assigner différents utilisateurs en tant qu'administrateur, chacun avec son propre mot de passe.

QuakeWorld (de id Software) était lui-même une amélioration des fonctionnalités de communication en ligne (notamment le support de l'UDP) du moteur de Quake 1 (ce dernier - conçu pour de faibles latences en LAN, souffrait de lenteurs avec les connections internet - dont la latence et les paquets perdus sont bien plus élevés) .

Ressources et documentations disponibles : Pour Quake, voir la fiche "Ressources - Quake", pour Hexen 2, voir la fiche "Ressources - Hexen 2".

Description [en]

FTE QuakeWorld is a QuakeWorld derivative which mainly focuses on modding and additional features for both users and servers. Supports NetQuake gamecode and protocol, Hexen 2/Quake 2/Quake 3 maps and models, many QuakeC builtin extensions, and more.

The intentions to the FTE QuakeWorld mod are to add some cool features to QuakeWorld, without loosing any (backwards) compatability.
All QuakeWorld clients should be able to connect to an FTE server, and all FTE clients should connect to any other QW server.

One of the server enhancements is access levels. Users log on using thier player name, and an optional password. They then have a level of access. Different users have different levels of access and so it\'s possible to assign different users as administrators each with thier own password.
This allows much greater variety. Annother useful feature is that users may use the cmd function to execute specific aliases at a level other than thier own. Of course, an admin is required to set up the alias in the first place, but it allows users to change to some maps. Just not all.
A side effect of this userinfo is the rankings system. Users are ranked when they play on the server. You kills/deaths are remembered and your ranking will change. \'cmd topten\' may be used to ask the server for the ten best players.


FTE supports a lot of features, here's just a few.
☑ Multiple Game BSP support (Quake2, Quake3 & HalfLife) - Q3BSP, HalfLifeBSP, Q2BSP
☑ MD3s.
☑ Bumpmapping - gl_bump , gl_specular
☑ Extensive particle system - r_part, ParticleFields, CustomizedParticleSets
☑ Scriptable menus - ScriptedMenus
☑ Realtime AVI Capturing - AVICapture
☑ Filesystem Hash Table Caching - fs_cache (massive map&model loading speedup)
☑ Crappy Media Player - menu_media
☑ Per-pixel Shadows on Real Time Lighting - RealTimeLighting
☑ Multiple Game Support - SupportedGames
☑ Plugin System - PluginSystem
☑ Changes Video Modes On The Fly - VideoModesOnTheFly
☑ Server Browser - ServerBrowser
☑ Client Side QC - CSQC

☑ GL supports per-pixel shadows on realtime lights.
☑ GL supports bumpmapping with specular highlights (specular needs gffx class card)
☑ Customisable particle system - create your own effects (even in SW).
☑ Can imitate mvdsv (pr_imitatemvdsv 1).
☑ Entity limits of 2048 via cvar pr_maxedicts.
☑ Server based rankings and persistant stats.
☑ Customisable status bar via QVMs.
☑ Switch video modes, width, height, bpp, gl, sw, d3d on the fly, without changing map.
☑ Supports Q2 bsps, Half-Life BSPs, Q3 BSPs.
☑ LOTS of NetQuake style extensions.
☑ Connects to Quake2 servers.
☑ Quake2 clients connect to it.
☑ Built in server browser.
☑ Client is able to dynamically switch resolution, video mode and even colour depth.
☑ 32 bit software rendering support - SW with lits.
☑ Built in QuakeC debugger (set developer to 1, compile progs with fteqcc and "#define DEBUG" somewhere)
☑ Built in QuakeC compiler.
☑ Can make then run progs of nearly any size.
☑ Server can save the game. When in single player or even multiplayer.
☑ Due to a few progs changes, the server can load almost any sort of quake progs. It\'ll treat it like an NQ progs if it\'s not a qw progs, but it\'ll load it.
☑ Some of those progs changes enable addon/mutator progs, aka UT.
☑ The server stores rankings and stats. So any client can disconnect then reconnect (maybe acidentally) and keep thier weapons.
☑ Different users can have different priveledges. Meaning you can make some players admins, some semi admins, and some allowed to change map every now and then
☑ Voting is possible on an engine basis.
☑ Engine can load and read from compressed zip/pk3 files.
☑ Gib filters have been added server side. nogib 1 tells the server to filter.
☑ Impulse filters on a per player basis acording to level of trust.
☑ Client plays .roq (animation files from q3).
☑ Client plays .cin files (q2 animations).
☑ GL Client is able to record avis directly of a demo or simply using the program itself.
☑ GL Client is then able to play them back.
☑ GL Client supports 32 bit textures to replace any texture in game.
☑ Experimental FTP server and clients. Hopefully, those autodownloads should go a little faster when fully implemented.
☑ On the other hand, requiredownloads 0 will delay downloads until you are in the game. (except for the level bsp)
☑ GL client makes use of md3s. I\'ve even got a little file format describing how to reanimate a model, and stick bits on.
☑ GL clients have a quake3 shader sort of renderer. Enhanced to provide bumpmaps too, this is really quite a nice feature.
☑ Stain maps. These cause an area around an impact to be blackened. In GL, it can also be stained other colours where appropriate.
☑ Client can load .lit files. SW can if it\'s in 32 bit mode.
☑ Experimental Server can host to QuakeWorld or NetQuake clients. But this is harder for me to test.
☑ Highly experimental: Client can connect to NQ servers.
☑ Server is meant to be near impossible to acidentally kill.

Installation [fr]

Il nécessite des données graphiques et sonores : voir la fiche Quake - Ressources (pour les moteurs Quake).