Quakespasm

QuakeSpasm is a modern Multi-Platform Quake Source port or engine deviating from FitzQuake. The engine was created by the collaboration four developers; Ozkan, Eric, Sander and Stevenauus. Quakespasm aims to be an improved successor to GLQuake and FitzQuake and the focus is on keeping the classic gameplay and graphics.

The project was born as an attempt by one of the developers at making a modern and compatible Quake engine, while retaining the original's look. It is also the basis for VkQuake and fork Quakespasm-Spiked.

Main Features

 * Dynamic Lights
 * Fullbright Lights
 * Improved Limits.
 * Improved Sound system.
 * Improved Joystick support for Xbox 360 based controllers. (SDL2 Only)
 * Main GLQuake features.
 * Main FitzQuake features.
 * Numerous Bug-Fixes done to the vanilla engine, such as the Fish Count Bug.
 * Optional FitzQuake legacy command-line option.
 * Support for 64-bit systems.
 * SDL and SDL2 Based executables.

Download
QuakeSpasm can be downloaded from the main page here. Quakespasm supports both the Shareware version or the full version.

Music
QuakeSpasm has support for external music. Below are the steps in order to get it working.

Firstly, create an folder named "music" under the ID1 directory located inside where the .PAK files are stored Secondly copy the music files here QuakeSpasm supports .mp3 and .ogg files.

If you have the mission packs music do the same but for the pack's directory, name them "Rogue", or "Hipnotic".

Quake's soundtrack can be downloaded here. It will come with the tracks named "Track002" and so on. Remove one "0" from each track (except Track010 and Track011), or else the game will not be able to locate them.