- C 98.9%
- CMake 0.9%
- Python 0.2%
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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
musicinside yourid1game 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:
- QuakeSpasm Spiked - Portions of the sound and input subsystems are adapted from QuakeSpasm Spiked. Thanks to the authors for their solid groundwork.
- @arrowgent - For thorough Linux testing and valuable bug reports.
- The Chocolate Quake icon is based on graphics from the EmojiTwo project, licensed under Creative Commons Attribution International 4.0 (CC-BY-4.0), with modifications made by @fpiesche.
Additional thanks to the broader Quake modding and source port community for maintaining an ecosystem that made this project possible.