Vivian's fork of Chocolate Quake for her game.
  • C 98.9%
  • CMake 0.9%
  • Python 0.2%
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Vivian Rosanthwyn be615ffb21
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make the current working directory the base dir
2026-09-24 13:34:18 -07:00
.github ci(#69): remove macOS build artifact from CI pipeline 2026-02-22 16:15:53 -03:00
cmake feat(#37): improve portability with fixed-width integers and SDL libc replacements 2026-01-10 12:16:53 -03:00
dist docs: update copyright information 2026-01-01 20:55:44 -03:00
external feat(#31): add vcpkg integration 2025-07-19 08:12:20 -03:00
src make the current working directory the base dir 2026-09-24 13:34:18 -07:00
.clang-format style: break before non-assignment operators 2025-07-19 16:42:58 -03:00
.gitignore chore: ignore macOS .DS_Store files 2026-02-28 08:20:42 -03:00
.gitmodules feat(#31): add vcpkg integration 2025-07-19 08:12:20 -03:00
CHANGELOG.md docs: add v2.1.0 release notes to CHANGELOG 2026-02-22 17:04:13 -03:00
CMakeLists.txt yeah this is a hard fork at this point. change branding to Chrysalis 2026-09-23 18:03:48 -07:00
CMakePresets.json fix(#46): improve Linux packaging in builds 2025-09-03 20:41:42 -03:00
config.h.in feat: add SDL window title 2025-06-11 07:39:12 -03:00
LICENSE feat: initial commit 2025-05-31 11:52:53 -03:00
README.md yeah this is a hard fork at this point. change branding to Chrysalis 2026-09-23 18:03:48 -07:00
README.old.md yeah this is a hard fork at this point. change branding to Chrysalis 2026-09-23 18:03:48 -07:00
vcpkg.json feat(#34): add datagram driver for online play 2025-11-02 15:36:04 -03:00

Chrysalis

Vivian's fork of Chocolate Quake. Don't care about maintaining compatibility with Quake 1.

Changes

  • added new flags
    • FL_BLOCKMOVE - prevents usercmd moves from being applied
    • FL_BLOCKTURN - prevents the player from turning
  • viewmodels are visible above 90 fov

Build Instructions

Chrysalis uses CMake (>= 3.21) and is built as a C99 project. Predefined CMake presets are provided to simplify building across platforms.

The repository includes vcpkg as a Git submodule, which is the recommended way to build Chrysalis on Windows and macOS.

Requirements

  • C compiler with C99 support
  • CMake 3.21 or newer
  • Ninja (recommended)
  • Git
  • SDL2 >= 2.26.5
  • SDL2_net
  • Audio libraries:
    • libvorbis + libvorbisfile
    • libflac
    • libmad (MP3)

Cloning the repository

If you are not using vcpkg:

git clone https://github.com/Henrique194/chocolate-quake.git

If you plan to use vcpkg to manage dependencies:

git clone --recurse-submodules https://github.com/Henrique194/chocolate-quake.git

If you already cloned the repository without submodules and want to fetch vcpkg later:

git submodule update --init --recursive

Windows and macOS (using bundled vcpkg)

The project provides CMake presets to build with vcpkg. From the repository root:

cmake --preset release-vcpkg

cmake --build --preset release-vcpkg

For a debug build:

cmake --preset debug-vcpkg

cmake --build --preset debug-vcpkg

Linux

On Linux, Chocolate Quake is typically built against system-provided libraries.

Install the required dependencies using your distribution's package manager, then build using the provided presets:

cmake --preset release

cmake --build --preset release

For a debug build:

cmake --preset debug

cmake --build --preset debug

Build output

Once compilation is complete, the resulting executable can be found at:

  • Release build: cmake-build-release/src/Release
  • Debug build: cmake-build-debug/src/Debug

Running The Game

To run Chocolate Quake, you need a directory named id1 containing your game data (PAK files). You can also customize the location and name of the game directory using the command-line parameters (-basedir and -game, respectively). Most IDEs also allow you to set a working directory so the game directory can be placed in a more convenient location, without the need for command-line parameters.

By default, Chocolate Quake searches for the id1 directory in the following location:

  • Windows: The same directory as the executable.
  • macOS: /Users/<your-user>/Library/Application Support/chocolate-quake
  • Linux: /home/<your-user>/.local/share/chocolate-quake

Music

Chocolate Quake supports external music playback in MP3, OGG, FLAC and WAV formats. To enable it:

  • Create a directory named music inside your id1 game folder.
  • Place your music tracks in this directory.

Tracks should follow the naming convention track02.ogg through track11.ogg, matching the original CD audio.

Supported Platforms

Platform is supported?
Windows yes
Linux yes
MacOS yes

Credits

Chocolate Quake builds upon the work of the Quake community and open-source contributors. Special thanks to:

Additional thanks to the broader Quake modding and source port community for maintaining an ecosystem that made this project possible.