Quake1 engine was the first 3D game engine to feature fully a textured 3D environment. Originally developped by iDsoftware, it has since been released into the open source community.

It is a 3d deathmatch game made entirely over the internet. The purpose of the game is to bring deathmatch back to the basics, with perfect weapon balancing and fast paced action, keeping itself away from the current trend of realistic shooters. It uses HFX textures byEvilLair is a talented texture designer made famous by his Quake3 textures Evil Lair, and has 20 maps to frag in.

With an advanced UI the user is able to select between 15 different player models with an average of two skins for each and may connect to our master server to play people from all over the world.

What's New:

- Bad 'Lag' that a lot of people seem to have had in 2.4 (though in fact it was not lag but screwed up movement interpolation depending on frames per second and net-connection thats why it worked for most people in 2.4)
- sometimes when joining a game particles did not show till a mapchange (like explosions, rockettrails)
- Sound problems/crashes on mac and maybe windows. There were reports that cl_capturevideo on windows has no sound.
- pk3 files build on mac now loads correctly (see the problems map arboria caused)
- new announcer sounds, made by torus
- new game mode onslaught and a map for it (ons-reborn by morphed)
- crylink primary firemode got reworked
- implemented uint16 element array support, this hopefully improves performance on Radeon 9500-X300 cards and GeForce1/2 cards
- fixed the Mac OSX rotating hud problem with r_glsl 1
- on some custom maps items were positioned wrong.. (well those items still are BADLY placed so mappers should fix the maps but at least now they show up as in 2.3 again)
- shownames / hidewaypoints is updated correctly when changed via the menu while playing
- bot were sometimes not joining the smaller team
- instagib was not always insta :)
- bots crashing in keyhunt which made campaign 15 and keyhunt with bots in general unusable
- some nexuiz map had a missing tdm mapinfo and thus did not display in the tdm menu
- further improvements of the 'lag/movement' fix, even smoother now and less problems with slow connections too. should be as good as it can be now
- less problems with quake 1/3 items (some item names conflicted)
- minor menu changes
- docu updates
- fixed more sound problems ?
- fix segfault with long aliases
- changed some 25 armors to 100 armors on dieselpower
- added bloodprionsctf to maplist
- turned all the KP_ binds into userbinds so people can finally see those chat binds in the menu AND have some examples on how to use userbinds. (will have to start with a new config.cfg to see them)
- raised userbinds from 16 to 32
- onslaught ready reset code
- new RL weapon icon
- centerprint command
- crosshair 11, a multicolor version of crosshair 8 (works best with crosshair_color white)
- texturecompression parameteres changed
- small menu changes
- compiles in freebsd again
- fixed some map/model bugs
- work around some q3map2 bugs
- fixed final_rage were some lava did not yield damage
- fixed some Nexuiz maps showing wrong items after the q1/q3 compatibility changes
- seems the crash at Nexuiz start on windows/nexuiz.exe is fixed
- the problems on debian etch and hopefully some 64bit linux systems are gone by using different build machines
- added server tools for rcon and a irc gateway
- TRUEAIM had a bug with invisible clips
- nexuiz.exe can be used with option -dedicated without problems now
- variable r_drawfog
- dom game mode now can change spawn points according to captured dom points
- several projectiles can now hit yourself
- engine should load on windows 95/98/me again
- ping display was wrong with cl_movement 0
- hud numbers and icons are now closer to each other to make clear which belong together
- reload effectsinfo.txt at level start
- Extend rcon_restricted_commands to contain more complex patterns
- added gl_vbo modes 2 and 3 and add them to the menu
- fixed compiling on opensolaris
- fixed wrong ping time display with cl_movement 0
- g_maplist_check_waypoints: when 1 and the server is not full enough to play bot-less, maps without waypoints will be skipped
- make func_snow and func_rain also work when no submodel is used, but origin/mins/maxs specified in the entity parameters. Makes it possible to add snow/rain to a map without recompiling (to create a submodel).