Quake 1 windows xp download


















This topic is closed. This is a sticky topic. Posts Latest Activity Photos. Page of 1. Filtered by:. Previous template Next. The original quake. Alternative Engines FitzQuake is an old school improved Quake with improvements for single player. Keep in mind that FitzQuake does not have a critical fix required for multiplayer use, particularly with broadband. GL Only. Go to checkout Your shopping cart Your shopping cart is empty right now. Your cart is empty. Remove Move to wishlist Wishlisted Owned.

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You can't chat with this user because you have blocked him. You can't invite this user because you have blocked him. Posted May 05, On the store page under the games requirements I have XP SP3 the system well exceeded the minimum system specs.

Quake seems to run fine under Windows The Install on Windows XP went perfect but when trying to launch I get a program crash error " quake2. We are sorry for inconvenience. Could this be a hardware Issue?

No posts in this topic were marked as the solution yet. If you can help, add your reply. Posted May 07, There's gonna be real physics in the game too - yep, we're talking gravity, "down is down" characters will tumble when they fall from height and can be knocked flat on their backs from a heavy blow and there will almost definitely be a multi-player link-up as well as a vr tie-in with a major manufacturer there's even talk of a special bundle.

To make sure it's entirely how they want it the guys at iD are doing it all themselves - even the soundcode. You will be "speaking into" the game world, so the closer you are to someone, the louder your voice is - and the monsters have ears too!

And the plot? Well, let's just say it's set in a fantasy world where the player becomes a Thor-like character who wields a giant hammer. He can use his tool to throw at or bludgeon anything and everything NICE! Other differences? So what kind of machine will you need to run this action-fest spectacular? Well, nothing too far fetched by today's standards: iD maintains that "Quake will run well on a Pentium, but a is required.

It's just a notch up from Doom's requirements - required, recommended. The game will be very much a multi-player experience, however, and there will be some sort of Quake start-up package for those who want to buy a Quake server. As for speed, they won't know how it runs until they've sorted out the code, but it will be in a higher resolution than Doom. All this, of course, is just pure hearsay, but so what! Headsets, dragons, hammers and real-time physics?!

Can't wait! It's coming! This Christmas. For months now, the Internet has been buzzing with rumour upon rumour upon rumour upon rumour of Quake news. Rumours of magic hammers. John Romero and Dave Taylor, Quake's programmers, have popped up on dwango the pan-US game server system and America On-Line sad CompuServe-type thing , dropping hints and then buggering off before anyone has a chance to ask them anything. The basic through-line is that Quake will take the gamesplaying world by storm with a revolutionary 3D engine, revolutionary graphics and multi-player gameplay, revolutionary weapons and level architecture, and some other revolutionary-type stuff.

Very much like er. Doom did, two years ago. Here's a summary of what to expect. Key words here are: gothic, shadowy, scary and "spooge". None as yet "Plot? Ha ha ha! Probably will be as cellophane-esque as Doom's. Hopefully, will skirt the Vicky The Viking quest for the magic hammer type stuff, and just get down to destruction. Keywords here are: blood, guts, gore, intestines, steaming. In tune with the gothic surrounds. Dragon and knights as you can see on the screenshots as well as ghosts and witches.

Not an awful lot of information on the armaments as yet; just that the main weapon will be a hammer of sorts to squish opponents heads. The rocket launchers, shotguns, and plasma rifles that we've all learnt to love won't gel so well with the setting, but hopefully ID will avoid Heretic's crappy "wands" and "crossbows".

Likely to be a "hellgate cube" - a kind of R-Type-style guardian, which floats about you and may change sides. There are definitely no spells.

Or trolls. Or pixies. Keywords: Heretic, Schmeretic. ID also plans to support VR headsets for a totally wrap-around Quake-o-rama. You will also, thank God, be able to strafe. Keywords: thank God, hurray. The screenshots say it all really. Mega shading, texture-mapping, parallaxed sky, light sourcing, shadows - all in real time, all in true 3D. The monsters and other players will be polygon-based so will, theoretically anyway, have Virtua Fighter-style animation.

Quake will also "probably" support some 3D accelerator cards such as the mythical Glint. Keyword: 'spooooooge'. Quake will support 3D surround sound and may have soundtracks by that legendary punk band.

Nine Inch Nails, and, oxymoron city, Thomas Dolby. Unconfirmed at this stage, although recent postings seem to indicate that there will be no music; just ambient sound effects such as screams and people gargling in their own blood. Keyword: Dolby, cool, and, last but not least, "spooge". Here's the crunch. Dedicated Quake servers will pop up all around the world, allowing a "possible" too players in the same game "if the server can take it".

Romero also promises that deathmatch will be as fast and frenetic as Doom's, but at the same time will demand more skills from the players to interact with the more complex geography. Modem play will be fully supported and there's also a possibility of cross-Internet games. Quake will be fully customisable. All the maps and "entity forms" will be in easy-to-understand text files, with the graphics in standard. You'll also be able to design new monsters, new weapons, add new sounds, and create new levels "easily".

Also, if you upload your new stuff to your local dedicated Quake server, every player online will have access to them. Keywords here: cool, wow, fab, holey moley, not forgetting "spooge".

Without doubt. Quake will be the gaming event of the year. Other games developers and gamesplayers alike are chewing their nails down to the wrist in anticipation. The screenshots look good. The rumours sound great. And the release date seems attainable. We can but wait.

But let's leave the final words to Dave Taylor shall we? Then Doom came out and you spooged all over yourself again, only this time more. OKAY, okay, we'veI been down on our knees in front of this game for months now. Nary has an issue of Zone gone by in the last year without some mention of Quake, or spooge, or some hideously sticky combination of both.

We wanted you to share the vice-like anticipation which clenched our testicles, our incessant reciting of Football League Tables and the Lords Prayer, that stinging feeling, watering eyes, cold showers. We just wanted you to share that with us. Now the wait is over. You've allocated a portion of your spooge reservoir for the shareware version. You've seen the bare bones of Quake - the engine, the weapons, monsters, the architecture. Now, we're here to tell you how much cooler, and better, and spankier the full version of Quake is.

In traditional iD fashion, the registered version of Quake features extra monsters, extra weapons and bloody loads of extra levels - 47 in total. Complete all these and you'll be granted access to the final level and a personal audience with Shub-Niggurath, the grisly gorelord of the Quake universe. And then to round everything off, there are six, monsterless deathmatch stadiums.

You've probably already experienced the joys ofi the first episode - the futuristic, grunt-packed SlipGate Complex, the malevolently convoluted Necropolis, the stunning Gloom Keep, and the twisted, nightmarish Door To Cthon. The new levels take the glorious architecture and arcane deathtraps and expand them beyond anything you'd expect. Beyond anything you'd want to expect.

Each episode starts in a futuristic space base, packed with shotgun-wielding grunts and laser-toting enforcers. Electricity hums in the background. The walls are grimy and stained with the salsa of recent bloodbaths. The fluorescent lighting flickers on and off. You think Doom, but then Doom didn't have underwater sewage systems, sons of bitches snipers on high, and the darkest scariest shadows in Christendom.

Tile second episode - The Realm Of Black Magic - comes from the highly warped skull of John Romero, the guy responsible for Doom's more esoteric moments. The world contains a range of castles, from the wiry, multi-layered medieval Ogre Citadel with its stained glass windows and sandstone walls to the Crypt Of Decay where you spend half the time drowning in the moat, and half the time suspended on parapets being pummelled by needle darts. And dying. The penultimate level, Wizard's Manse, is a true work of art, a deadly spiral of walkways and bridges, gradually leading you by the spine further and further up to a massive confrontation with a bundle of fiends.

The Netherworld has been designed by American McGee. Crazy name, crazy levels. In the Vaults Of Zinn every step is a trap. Every lift carries a hundred monsters. Every monster carries a hundred grenades. Every grenade has your name etched on its surface.

In sputum. Satan's Dark Delight is another classic. Half the level is flooded. The rest is suspended above oceans of totally deadly lava. Unpredictable lifts drag you towards crushing ceilings. Doors, roof tops and floors crack open at the scariest of moments, upchucking hundreds of zombies, ogres and fiends in your direction. A lovely, juicy suit of armour beckons from a gently lit pedestal.

Grab it and the lights snap out, except for a single bolt of lighting from the single shambler who's just teleported in for a chat. In the Tomb Of Terror, the secrets are hidden in the shadows, on the roof tops, or under the lava. Survive all this and you have to face the Wind Tunnels, where huge conduits suck you up and pinball around the level, like a blackened bogey ball flicked around an office. The final episode is a sprawling nightmare. The Tower Of Despair is a labyrinth of death, with ogres in cages, huge murals on the walls, and a massive corridor maze with collapsing floors and dark, dark shadows.

Thick viscous shadows, endless overlapping hallways and balconies, armies of vores, shamblers and fiends, and nasty, nasty traps.

By the end of this, you'll be on your hands and knees, weeping, snot evacuating from every orifice. So far, so Doom, you may be mumbling to your mummy.

Quake is Doom. No doubt about it. But it's Doom pared down to the marrow, the gameplay gristle stripped to white gleaming bone, and then rebuilt, fleshed out with a new body, a new engine, new graphics, and entire limbs of atmosphere. Turn the light off. Stick your headphones on. Disconnect the phone. And scream, and jump, and gibber, and squint, and sweat your way through the levels. You'll never get adrenaline dumps like this front any other game. Take the sound, for example.

It is incredible, and 3D spaced for extra realism. Each monster has its own gruesome intestinal howl as a call signal. Spawn make this inhuman squelching sound as they bounce like evil space hoppers around the scenery -the sound of a hundred sweaty bottoms stuck to a hundred plastic chairs.

Zombies groan as they reincarnate, squelching as they pull flesh from their arse to throw at you. Knights, waving their swords at you, make this masturbatory kind of grunt.

Ogres roar and metallically ping-pong pipe bombs in your direction. A distant shambler's Explode a demon and you'll hear a sound like Homer Simpson choking on a pork chop.

Tumble into a piranha-packed pond and you'll hear their teeth clattering in expectation. And in the background, the ambient sound beavers on. Churning and clanking of heavy gears mix with the eerie calls of distant ravens. The NIN cd tracks take e atmosphere and rpens it to weeping point. Disturbing strings melt into the sound of a small girl, himpering and crying in the distance.

Heavily reverbed pipe bombs clang almost, but not quite, musically in the dark. A lonely saxophone plucks a few spinal cords from your back. Grunts and obscene, greasy noises churn. Grab the Ring of I Shadows and you'll hear a thousand dead souls whispering and muttering in your ears.

Play a network game and the whole deathmatch level comes alive with screams, yelps, and gushy splatters as lungs and entrails splosh noisily into water. Six or seven different fire-fights can be going on simultaneously. As you home in, shotgun blasts, bouncing grenades, and roaring rockets get louder.

Anticipation mounts. You lick your lips as the door groans open. The air fries as you unleash your lightning gun into the crowd. The quad power kicks in, shrieking like a fog horn. Your enemies scatter, trying to escape. You transfix one with a bolt of lightning, and then scythe another as you whip round. You open up with the double barrel shotgun, gibbing your way through the melee. Intestines and torsos slap against the cobblestone walls. A couple of players have sought refuge in a pit below.

You lob a few quad-powered grenades into the hole. You hear the hollow clunks and then the gratifying concussion as the bombs go off into a confined space. A waterfall of gibs streaks into the air.

As the quad power winds down, you still have time to quickly mince the poor player who's just reincarnated with a yelp next to you. Single-player Quake is no revelation. But the fact that it has supreme graphics, atmosphere, architecture and gameplay seems to have passed many people by.

The hype hasn't helped, but it's still unbelievable just how many people are underwhelmed with Quake. Slick, you say? Quake goes like a Teflon version of a well-greased shovel. Fully customisable, and as well as the multiplayer options, there's jump-in-and-outable network and Internet play. Can these guys ever write a game So what do I think? First of all, the single-player mode's 'pony'. There just seems to be this feeling of see monster-stop-kill monster-move forward-see monster etc - all very linear.

And where's the fantastic Al we were all waiting for - I mean, they're hardly Mensa material now, are they although the dogs are quite cool? Remember map 2 where those blocks come out of the floor and into the slots to open the doors? Brilliant, but where's the rest of it? Where's all these well-designed levels we hear about?

Oh, you mean architecturally well-designed?



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