I've uploaded four FitzQuake 0.80 shots of the classic kjsp1 map. The first set of two shots show the map using original 8-bit textures, lighting and palette with basically no engine configs loaded. The first shot is without overbright lighting (
gl_overbright 0) and the 2nd is with it enabled. Gamma is 1 in both cases.
http://user.tninet.se/~xir870k/fitz_orig_ob0.jpg
http://user.tninet.se/~xir870k/fitz_orig_ob1.jpg
The next set of two shots show the map using filtered tga textures (based off the originals), new lighting and idgamma palette (the latter being irrelevant here due to tgas, of course) with my std configs loaded. Again, the first shot is without overbright lighting and the 2nd is with it enabled. Gamma is 0.65 in both cases.
http://user.tninet.se/~xir870k/fitz_tga_ob0.jpg
http://user.tninet.se/~xir870k/fitz_tga_ob1.jpg
To me this shows terrible lighting saturation in the textures in both sets, which is also the expected result of the "overbright" lighting. The lighting is saturated already in the engine, which means that adjusting the monitor or other external tweaking is useless.
Maybe there's something wrong with my graphics card (Geforce3 Ti 200) or setup, but overbright lighting doesn't look very appealing to me. It instead reminds me of using the loudness button on HiFi equipment and claiming that the sound is then "better"
...
The above results are of course not FitzQuake specific; DarkPlaces and WinQuake has the same saturated look.