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AIRQUAKE
AirQuake TC by Iikka Keränen
Last updated: 3/18/98

Latest updates:
- 3/18: read news. A change in server list.
- 3/15: read news.
- 2/14: read news.
- 1/17: Added Qoole entity file for AirQuake in news.
- 1/4: A new map mentioned in news.

Main Levels QuakeC Links Utils
FAQ QWorld IKSPQ AirQuake IKGuns

no soldiers! AQ logo no soldiers!

This page is dedicated to my Total Conversion project AirQuake. This TC is rather unique in the way it really gives you extra dimension of freedom - it lets you fly! While it seems to make Quake a totally different game, I have managed to keep it as adrenaline-filled, playable action game as the original. You don't need to concentrate in carefully piloting your plane and care about hundreds of buttons and switches and stuff. Just play! If you know how to use mouse in Quake, you can play this TC. I promise.

News Features Instructions Screen shots Download Servers Known bugs Vehicles Weapons Enemies AQ Links

If you want to make a link to this page, you can use this button:
AirQuake now
Or this banner:
AirQuake banner
This is how many people have visited this page since 8/31/1997
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News and like..

Here is place for announcements about stuff like new AQ user levels, clans, and other stuff. Generally I don't guarantee any links around here will work, but they should do... I use my main news page for all news about my own work. That's where you can find out what's happening in AirQuake between releases.

(3/18)
The clan Fullmoon madness has moved. Their new home page address is: http://www.greywolves.org/~fullmoon. Their server has moved from tyr.nimad.fi to tyr.greywolves.org.

(3/15)
AirQuake 2 homepage is at: http://www.fortunecity.com/skyscraper/matrox/191/index.html.

There's one more addon level for AirQuake out at: ftp://ftp.cdrom.com/pub/quake/levels/airquake/bjair1.zip.

(2/14)
Good news to AirQuake fans out there: There will probably be AirQuake 2. It's not made by me, but some other people who have my approval... I'll be very interested to see how it turns out. You can contact Drabeck (drabeck@netway.at) if you want to know something about it, or help him. The project needs a web site too.

(1/17)
You can get AirQuake entity file for Qoole at: http://www.geocities.com/area51/8420/airents.zip.

(1/4)
You can download a good new map at: ftp://ftp.cdrom.com/pub/quake/levels/airquake/airfox.zip.

(12/25)
There's apparently a page dedicated for AirQuake and my other stuff at: http://www.body.demon.co.uk/index.html. The guy sure likes Neil Manke too :-).

I think this clan mailed me a long time ago already, but for some reason I lost the message... Sorry. The clan is called "CyberClan" and seems to be a fairly big one. Their home page is at: http://homepages.sylvaninfo.net/cyberclan/ and "AirQuake division" page at: http://homepages.sylvaninfo.net/ddoerr/air/airintro.htm.

There is now a new AirQuake server at 208.203.72.254. The port may be other than 26000, so check out their web site: http://quake.intercomm.com.

(12/20)
Somebody put up a new AirQuake page at: http://members.tripod.com/~ppmann/airq.htm . He has some maps downloadable there too.

Majestic has shut down his AirQuake page due to lack of visitors. R.I.P.

The Badgers in Heat clan has apparently split. Pepsi Lizard isn't their "contact person" anymore, but still maintains his AirQuake page at: http://home.ptd.net/~jemiller/index.html . The clan's contact person is now Lord Dover, email: dover@earthling.net.

(12/10)
Sorry for lack of updates... Been a bit hectic for the last few days ;-)

The necessary AirQuake files are available here: ftp://www.cornfed.infoave.net/Quake_Files/Air_Quake/.

Dirk Gerrits has made an AirQuake entity file for WorldCraft: airqent2.zip.

Armor Tigers has moved to http://www.geocities.com/SiliconValley/Lab/2758/armortigers.html

Paul Kent is starting a clan called "Royal Canadian Air Force" and needs people to join the clan and maintain a home site. His email is: jmpb@easynet.on.ca.

(11/30)
More mirror sites: http://www.comsys.net/~kkc/caq/airfiles/ and ftp://caq.dyn.ml.org/quake/airquake/ AND http://www.mnsinc.com/psyber/X !

Someone called Smokey is doing a level you can download at: ftp://caq.dyn.ml.org/quake/maps/flight57.zip.

(11/27)
Another weekly update :)

Another clan, this time one called "Clan AirQuakers" is starting. Their home page is at: http://www.comsys.net/~kkc/caq/.

Another 24h server now up too: fate-873.dyn.ml.org:26010 .

(11/21)
Someone reviewed AirQuake at: http://www.members.south.networx.net.au/~kane/index.html.

Here are some help for GLQuake users:
"First of all, set gl_subdivide_size to 4096. Set gl_polyblend to 0. Set gl_flashblend to 1. This improves speed enormously. The only problem is that on levels with an especially long viewing range(air3) there is a Hall of Mirrors-like effect at the extreme end of your vision."
Thanks Phoenix.

There are two new user-made levels for AirQuake available at: ftp://ftp.cdrom.com/pub/idgames2/levels/airquake/.
The names are Uberoil and AirDM1. Uberoil is a nice dark naval level with oil rigs and stuff, AirDM1 is a simple deathmatch level that unfortunately has some bugs (Quark has problems with boolean operations?)

(11/14)
Check out "other news" at: http://www.planetquake.com/guild.

There's now a mirror for AirQuake files at: ftp://www.cornfed.questgate.net/Quake_Files/Air_Quake/.

(11/5)
There's a new AirQuake clan called 58th airquake squadron "wildcards". their homepage is at: http://www.algonet.se/~tony-h.

Somebody has put up an AirQuake page at: http://www.geocities.com/timessquare/battlefield/6701/index.htm. Go check it out!

A guy called Lingo is advertising AirQuake at his page: http://www.yoda.com/~lingo/html/.

Old news archive.

AirQuake features

These are the currently planned features for AirQuake. (*) Means it is not yet fully implemented (or used..).

- Easy controlling of otherwise complicated flying physics.
- Chase cam.
- Hud-like targeting system to show locked targets.
- Several different planes.
- Helicopters.
- Different weapons in different planes.
- Ground vehicles - tanks, mobile SAM launchers, etc.
- AA artillery - static SAM's, AA cannons.
- Radars linked to SAM sites.
- Team game with bases to be destroyed.
- Destroyable buildings.
- Cool death section for planes.
- A lot of cool maps. (*only 4 so far)
- Various mission types for single player / co-op. (*not yet in levels)
- Drone fighters for target practise.
- AI fighters for single player / co-op.
- "Cutscenes" for single player to show the mission target before each mission. (*only in aircity)

Extra statistic features:
- More QC code than in original Quake
- More models than in original Quake
- More more more ;-)

So.. It seems It'll need some more work. While the most important parts are ready, I need levels, levels, and more levels. And an AI for enemy planes. This is probably the hardest thing to code in the world... Getting a practically BLIND bot fly safe in limited space with high speed... (QC is not suitable for making this at all, but.. I can't write as good poly engine as Quake by myself. If you can, please tell me!)

There will positively be NO PEOPLE walking around in the game. It's impossible to do. Don't send me email about that!

AirQuake instructions

Installing AirQuake:

1. Create a subdirectory under Quake. For example, type "md airquake" while in Quake directory.
2. Unzip AirQuake files (Airq100.zip, airq101.zip, airlv1.zip) into the new dir.
3. Start game by typing: "quake -game airquake +map air1". This starts the example level.
4. After you've got enough of that level, type into console: "map air2" to see the better one. ;-)
5. Type "demos" into console to see two demos... The second is a landing course.

Playing the game

The autoexec.cfg that is included in AirQuake, has a key setup that has all controls bound to keyboard and mouse. In these instructions, I'll refer to the keys in this configuration file, AND to what commands they perform (so you can set up your own autoexec.cfg if you need). For example:
Key W (+freelook)
means the key W, that is bound to command "+freelook" in the autoexec.cfg. You can bind keys by typing for example:
bind x "+lookleft"
in the console. Press the tilde key (~) to get into console. In the autoexec.cfg, the same line would be:
bind "x" "+lookleft"

Plane controls:

Mouse (+mlook is on by default):
Move your mouse to look around. The pilot (your alter ego) will turn the plane where you look. Simple, isn't it? The left mouse button (+attack) fires your current weapon, and the right mouse button (+jump) uses the "special ability" of your plane. The "special ability" is plane spesific, it may be afterburner or stealth mode or whatever.
Helicopters move a bit differently. Simply, when you tilt the chopper with mouse, it moves... Right mouse button is used for moving while in freelook mode.
Number keys 1-4 (impulse 1 - impulse 4):
These select your weapon. The weapons with lowest numbers are smaller, and the ones with higher numbers are bigger. (From autocannon to mavericks for example)
Key 5 (impulse 5): Drop a flare. For incoming missiles...
Key 6 (impulse 6): Toggle weapon model big/small/off.
Key 7 (impulse 7): Decrease throttle.
Key 8 (impulse 8): Increase throttle.
Key 9 (impulse 9): Toggle Missile camera.
Key 0 (impulse 10): Change vehicle when stopped at rearm/repair spot with 100% health.
Key W (+freelook):
Makes your plane fly straight and level, while you look around. This can be efficiently used in firing missiles to ground targets below (or air targets on your sides), if your plane is equipped with "helm sight" system. Also, the tank's turret turns where you look at with freelook...
Key A (+lookleft): Looks left until you release the key.
Key S (+lookback): Looks back until you release the key.
Key D (+lookright): Looks right until you release the key.
Key Z (+cczoomin): Zoom in the chase camera.
Key X (+cczoomout): Zoom out the chase camera.
Key Q (liftcam): Move the camera upward. 5 different positions.
Key E (lockturret): Locks the turrets etc to the current direction... Useful for screenshots. ;-)

Other keys:

While you're dead or before you start, you can press numbers to select a new plane. Pressing special button (+jump) restarts with the selected plane. You can't select vehicles that are not available in the map's player starts. Fire button changes the view to look at your teammates. The view change doesn't work in non-teamplay deathmatch.

AirQuake screenshots

Here are some screenshots I have taken from testing/developing AirQuake...

Level screenshots:
AIR1 AIR2 AIR3 AIRCITY

AirQuake TC 1.01 download

This is the very last update, and only fixes a slight bug in deathmatch play, that made people lock their weapons into buildings instead of enemies...

There's an old text file in the airq100.zip telling I want people do models and stuff for AQ... But since AirQuake is finished now, please ignore that file...

Download Airq100.zip (3M) or read airq100.txt
After getting/installing 1.00, download and install Airq101.zip to patch to the final version.

If this is your first download, you also need Airlv1.zip (1.2M) which contains levels.

AirQuake map files are available here. Only use them to help making your own AirQuake levels. (Updated 12/20)

AirQuake .QC source is available here. You may only use it for uncommercial purposes. This is very unsupported piece of data, since understanding the .QC code requires a lot of knowledge and I won't be able to give technical support in coding questions.

If you are making AirQuake maps, you might want to get a modified version of Light.exe for better outdoor lighting effects. Download it at Utils page. It's for DOS, and based on source code included in "QUBE" by Sean Werkema. I don't know if it works in other OS's or not, and I won't give technical support for it.

The current airquake texture wad is now downloadable here. It will always have the same filename, I don't bother to number every new version with one or two new textures.

This downloading directory is updated once a hour, so if you have problems in downloading, try again later. You might also want to check out the Mirror sites of Quake archive (When you get into one, go to directory planetquake/ikq/), and somebody told me that http to ftp.cdrom.com works faster... (Notice that mirror sites are often updated with a delay of even several days.)

AirQuake servers

Here's a list of current AirQuake servers.

tyr.greywolves.org:260000 - A Finnish server, Linux/pentium, T1.
airquake.skinner.net:26000 (24.0.187.26:26000) - moved from mark.atmnet.com, works better now!
airquake2.skinner.net:26000 (207.67.252.148:26000) - by the same guy as above.
208.203.72.254 - Check the web site for port number if default doesn't work.
fate-873.dyn.ml.org:26010 - PPro150/90M/Linux, should be fast.

Please don't email me about servers not being up. If you want to set up a server for AirQuake, contact me! What I'm seeking for, is a server that's up all the time, and has a fast connection. I want these all around the world :-)

Known bugs

AirQuake doesn't anymore have any bugs I'm aware of. Some map design problems still exist however. For example in Air2, the radars may behave oddly when they try to respawn in team DM when the HQ under them is destroyed.

If you want to send me comments or suggestions, Do it!

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