![]() ![]() If you're not familiar with the available varieties of Quake engines - or even what "Quake engines" means - then you might want to take a look at this other guide first: Happy Quaking!įorum questions about Quake configuration have covered a lot of different ground in the past, so there's a lot of different topics to cover. Maybe someday I'll have the time and motivation to rewrite this stuff, but in the meantime there's plenty of other good resources out there. Sorry I'm not engaging with it these days, but that's life. In any case, thanks for the comments and other feedback over the years. So I can more easily poke at it occasionally to keep it up-to-date. That's a more focussed set of tools/docs that doesn't try to cover Every Quake Thing it's just about getting a good modern singleplayer setup going as fast as possible. I had some guides errata posted on the forum a while back, which might be interesting, although that's getting stale now too.Ī more up-to-date thing that might be useful/helpful for some of you is the Quake Singleplayer Starter Pack. Modern "Quake engines" like Quakespasm, Mark V, FTE, and ezQuake are still being developed though, and so the features and behaviors of the newest versions of these engines may be somewhat different than what these guides describe now. Since Quake is a classic game, a lot of the stuff in these guides doesn't need to change. Not a lot of game time, and what I do have goes into things other than guide-writing these days. Family stuff, etc., you know how it goes. I haven't maintained these guides in a while. I'm putting this generic update on all my Quake guides here on Steam, just as an FYI: my thinkpad sure as shit aint gonna wind up in a landfill, and i will do everything in my power to keep that machine going at least another 10 years, i hope more.Hey folks. a machine that can still perform its expected tasks, especially one that is wholly dependent on human input, is not obsolete until it is no longer functioning in any manner, and even then repair can mitigate that. ![]() with regards to technology in particular, the current idea of "obsolescence" is what needs to be deprecated. i could probably run crysis (not well) on that laptop, but not arcane dimensions? that is something that just makes me profoundly sad. i am but a longtime quake player and neophyte brush layer who just happens to be an owner and enjoyer of a computer with intel hd3000 graphics under windows 10. i promise that i'm not trying to be annoying by continuing to go off on true software rendering in quake, and i am sorry if that has ended up being the case. the abandonement and ignoration of software rendered, winquake engines en masse is directly antithetical to keeping quake running on as many machines as possible. I feel like a goal with quake going forward should be "keep Quake Now running on as many machines as possible, past and present", an ethos similar to how folks do what they can to run the dooms on whatever they can. it has winquake and glquake exes, for both netquake and quakeworld! i will be giving it a good run at some point in the next week. ![]() TyrQuake might be another potential option for those seeking a software renderer for whatever reasons, aesthetic or practical, which seems to be in somewhat active development. that would make sense in an environment where striving for creating "vanilla compatible" content is as valid a goal and challenge as it is in the dooms, but it seems not to be much of a concern with quake, which is totally fine! i have loved seeing the level of detail in brushwork increase throughout the ages. It does fix the issues with mouse input it seems (*feels* like 125hz polling but i didn't set that on my end?), but yeah the featureset has been scaled back even compared to what could have been done with mark v winquake. + High-quality emulation of software rendering features, resulting in a modern but faithful look and feel (Pictured) + Current community standard, resulting in high compatibility with modern releases It it is currently the most used source port within the wider community, and has many forks (engines that use QuakeSpasm as a base) that improve optimization, add new features, and generally have higher compatibility than this base version of QuakeSpasm.įeatures include a large set of graphical refinements that can help hardware rendered Quake look as faithful as it can to the original, emulating many software-only rendering techniques that were sadly left out of the original hardware rendered Quake, and has many modern comforts including support for high-resolutions, ultra-wide resolutions, Xbox controllers and numerous bug-fixes done to the vanilla engine. QuakeSpasm is a multi-platform engine that aims to be an improved successor to the original Quake engine, focused on keeping the classic gameplay and graphics. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |