Package Details: ftequake 20250927-1

Git Clone URL: https://aur.archlinux.org/ftequake.git (read-only, click to copy)
Package Base: ftequake
Description: FTE QuakeWorld, idTech engine for Quake 1, 2, 3 and Hexen 2
Upstream URL: https://fteqw.org
Keywords: call cod duty Engine FTE fteqw half-life Hexen2 hl hl2 idtech nuclide of Quake Quake1 Quake2 Quake3 QuakeWorld
Licenses: GPL-2.0-or-later
Conflicts: ftequake-git, ftequake-svn, fteqw-git, fteqw-svn
Provides: fteqw
Submitter: ProfessorKaos64
Maintainer: Xylemon
Last Packager: Xylemon
Votes: 5
Popularity: 0.000000
First Submitted: 2016-12-07 03:00 (UTC)
Last Updated: 2026-03-19 03:05 (UTC)

Required by (0)

Sources (2)

Pinned Comments

Xylemon commented on 2026-03-20 07:14 (UTC) (edited on 2026-03-20 07:15 (UTC) by Xylemon)

Heads up, I have realized that some of the plugins built here actually are used by the server binary as well, so I will be splitting ODE, HL2, CoD, and QIII into a separate "fteqw-plugins" package. The rest will stay as they are client side only, and server operators don't need to worry about them.

This will also stop Wayland or X11 being a required dependency (and more) for server hosting (as mesa being required here causes that headache).

imgtool and iqmtool will also be moved to the fteqcc package, as that is what is the official fteqcc.org site does, and the package didn't exist till yesterday.

Xylemon commented on 2026-03-19 03:05 (UTC)

I have updated to the latest stable release, it now builds and includes imgtool / iqmtool (texture and model creation tools), made the package use the official desktop file / scalable app icon, and build a couple more useful default plugins (Quake Injector, CoD, ODE Physics). Also FFMPEG4.4 is no longer required (though it seems FTE has some odd bug related to newer FFMPEG on Arch).

I have also finished the FTEQCC and Server packages, and will be submitting them to the AUR shortly.

Sorry about the lack of updates. The reason for the delay was not only happenings in real life land, but I also spent some time setting up a snapshot'd VM so can I cleanly test and debug PKGBUILDs now. I also had to finish some other FTE related PKGBUILDs, and took some time thinking about the best way to split off some of those features. Anyways, I'll post another comment when those go up.

Latest Comments

« First ‹ Previous 1 2

Xylemon commented on 2024-02-20 02:20 (UTC) (edited on 2024-02-20 02:21 (UTC) by Xylemon)

I have been working on a major rework of the package in silence, but have finally pushed it out today. I have been delaying the update for a few reasons:

  • I ultimately want to rename this package from 'ftequake' to 'fteqw', so I will need to submit a new package and "merge" the two.

  • The Server and FTEQCC Compiler are now split into separate packages and I am not quite ready to submit them to the AUR yet. I could do a multi package PKBGUILD but I don't know if that would be appropriate for this situation, and I am not a fan of those PKGBUILDs as are they are hard to maintain.

  • The PKGBUILD now builds and installs almost every plugin, I think I have covered all the deps but there is a chance I missed something.

I was hoping to spend a little more time on this, but since this package got flagged today, I didn't want to keep people waiting on my fixes. Please comment if I have made an oversight or if I didn't follow convention correctly. This is my first package I have ever maintained for AUR, so I apologize for any mistakes.

parkerlreed commented on 2020-09-11 21:52 (UTC)

Desktop file checksums were not regenerated with updpkgsums on update. Fails validity check.

noabody commented on 2020-07-19 23:47 (UTC) (edited on 2020-07-20 21:15 (UTC) by noabody)

GCC 10 can compile but needs CFLAG fcommon. I build mine a bit differently with this command in my PKGBUILD

make -j4 gl-rel sv-rel plugins-rel CFLAGS+=' -fcommon -I/usr/include/freetype2'

Refer to Porting to GCC 10 for more information.

ptepid commented on 2019-06-15 00:34 (UTC)

The MimeType in the desktop files is set to "x-scheme-handler/steam;", which grabs any xdg-open links intended for the steam client and instead launches fteqw-sv. These mimetypes should be removed.

midas83 commented on 2016-12-26 17:21 (UTC)

it Seems the bug is only with 32 bit CPU (FTE works great on 64 bits CPU, tested on svn)

ProfessorKaos64 commented on 2016-12-20 23:48 (UTC)

This is confirmed to be a bug, via IRC #fte on QuakeNet: "a null pointer dereference."

ProfessorKaos64 commented on 2016-12-20 23:24 (UTC)

Hmm. Are you sure it is not a permissions issue? Wonder it's a bug with the current build or not. I'll check into it, thanks.

midas83 commented on 2016-12-20 23:14 (UTC)

The Quake engine works great but I can't load a previously saved game (single player mode), once I select the saved game, the game stops. Tested on AUR and git version. Terminal: Player entered the game Server ended Loaded progs id1/progs.dat Error: signal SIGSEGV ((nil)): [0x0] AL lib: (EE) alc_cleanup: 1 device not closed

ProfessorKaos64 commented on 2016-09-23 00:51 (UTC)

If you get video jittering or shaking when starting FTE QuakeWorld, this is caused by vsync. You can either disable vsync in favour of the engine's cl_maxfps cvar, or give the gpu lots of work (eg: enable bloom), which also seemed to fix it for me. Also try r_clear 1 in the console.