SP Demo 3 release

After one year of work by our large team of volunteers, we bring you our third Singleplayer Demo containing four levels by ijed and RickyT23. Sorry for the delay.

Like last time, we have a Windows installer for you. The download is 400 MB.

An optimized crossplatform repack of this demo will be available in a while. For now, Linux users will have to use Wine to run the installer, and download the most up-to-date Linux engine linked below.

Take note that RMQ requires libSDL and SDL-mixer. These libraries are included in the archive for Windows, Linux users please use the package manager to install them if necessary.

Please use the following command line:

(RMQengine) -game rmqwinter11 -sndspeed 44100

and assign a large heapsize if necessary. Then use “map e2m1rq” and “map e3m1rq” on the command line to play the maps. The Episode 3 maps are sequential.

The minimum hardware requirements to run RMQ are about the same as Doom 3 (!) so about Nvidia 6 series and up.

We do not support MacOSX at the moment, since none of us actually has a Mac for development. I’m sorry. Try Wine.


RMQ Singleplayer Demo 3, Windows Installer

Contains the maps e2m1rq, e3m1rq, e3m2rq and e3m3rq. 400 MB!

RMQe for 32 bit Linux

Recent linux version of the RMQ engine. Needs libSDL and SDL-mixer (check your distribution’s package manager). There’s a good chance that you already have SDL (Simple Direct Media Layer) installed by default or by some other game.

RMQ Devkit (Jan 2012)

Engine and tools source. Also has the BSP2 toolchain.

Downloads hosted by icculus.org. Big thanks to Ryan Gordon.


Related thread at the RMQ forum

Let us know what you think!






RMQ requires a registered copy of Quake(TM). Quake is the property of id Software.


Demo rumours might be true

Yep. ijed’s 3 maps are in playtesting atm, RickyT’s is looking good.

There might actually be a demo this time. See forum thread here:

RMQ Forum: Demo 3

I sense great change on the wind

New host

RMQ moved to icculus.org. We’re now hosted there along with projects such as Alien Arena, ioquake3 and Darkplaces.

Thank you, Ryan, for having us. It’s an honour to be at icculus.

Public forum

There is a public section of our development forum; you’re welcome to drop by and talk directly to the team in their own hideout.

RMQ Forum

We don’t have a proper web frontend yet, but I think our downloads, mapping guide etc. will move there in the future.


Arms Race

Enforcers have been seen sporting new gear. The arms dealer is said to be gnounc.

September update

BSP2 has arrived. This is an extension of the old format for compiled maps, BSP files. It raises a few limits such as the permitted maximum vertices and clipnodes for a Quake level. There is a new set of tools for this, based on “Bengt Jardrup’s tools”.

TxQBSP2; WVisBSP2; and LightBSP2. There are currently Windows versions being tested inside RMQ. The format requires engine support, for which MH wrote a document that should help engine coders implement BSP2 support.

The limits have been raised to about double their old values, IIRC, but I think MH isn’t announcing any exact values yet because the stuff is still being field tested.

The entire stuff will be released when it matures some. The person who did the splendid job was MH, author of DirectQ and RMQ engine coder.

Skip support has been integrated into TxQBSP2 (no more extra skip tool needed). A fix that makes origin-rotating bmodels work properly was ported from hmap2, with the friendly help of Lord Havoc (Darkplaces author).

Thus the new TxQBSP2 also supports RMQ rotating entities (ie proper rotating brushes with working collision, using a point entity to mark the origin). The mapping guide has been updated with a graphical example of a rotating door using the “new method”.

From the department of “credit where credit is due”: Gnounc has made some cool assets for RMQ, like this pretty boat. We’re already using quite a few map models. This is something that will increase a lot in the future.

Boats? Yes, water should also become a lot more interesting in RMQ.

Late summer update

All hail the Goat-Mother, Shub-Niggurath.

Here’s the scoop:

The RMQengine is going all-shaders. This was remarkably painless so far, I thought it would lead to more complications but it seems to work fine.

Mapping continues. As far as the BSP format holdup goes, that will hopefully be resolved soon.

A new group of “former human” enemies resulted from a collective design brainstorm on IRC.  This should close the gap between “base monsters” and the rest. The dimensions will become a more dangerous place.

Our current dev cycle lasts until the end of September. I heard talk of multi-map releases. Let’s hope the BSP limit falls in time for that.

New team members: digs (level design) and =peg= (playtesting).

As a reminder, our IRC channel is #rmq at irc.anynet.org.



Video page updated with the QExpo clips.

2 vids of Monster and Bloodshot playing Demo 2 forthcoming.

Summer Update

1. Ijed and RickyT23 released two RMQ speedmaps. You can run those either with the SP Demo 2 (create a new folder “maps” next to the pak file, and copy the .bsp files there) or with a newer progs etc. (170 MB download).

Here’s the thread at func_.

2. SP Demo 3 is on a hiatus induced by technical obstacles and RL requirements. There is no release date atm.

3. There is continuing work on new enemies, weapons, a really nice new monster roaming system, textures, maps, and a few technical issues.