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Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
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This Bothers Me 
The original game displayed the view weapons slightly differently depending on the view pitch. I don't know if it was a feature or an oddity (it also strangely depended on the screen size), but I know enough games that do similar things deliberately (so it wouldn't look like the weapon is glued to the player's chin).

Looks like this effect was lost somewhere along the way. What I'd like to ask is why. 
 
Oh, and apparently I misremembered Fitzquake exhibiting the old behavior - I just checked and it doesn't. So it's not a Quakespasm change. 
 
There's a car to display weapons like winquake at least in markv 
My Fault Aftershock.., 
Just saw it now, I packed it with the wrong name. 
 
There's a car to display weapons like winquake

Yeah, it looks really cool! Rocket launcher example
Quick Question. Uh, Make That Two. 
Hey guys, I think I've read about it somewhere but I can't seem to remember or find the page again, so please clear something up for me: there's no RTlights support in QS, is there? And while we're at it, I'm looking for something similar to DP Pretty Water for QS. Do I have any chance of getting lucky? 
Mugwump 
As I understand it, QS is more about improving the engine within an acceptably Quakey aesthetic - stuff like RT lights and hi-res fresnel FX on water don't really mesh with the grungy pixel art look that was established in the original game. 
 
 
Eric is away this weekend, but he's working on a map with me ATM. 
Kinn 
Uhh... With all due respect, I don't condone this kind of backward thinking. Nostalgia is fine (I still play Quake, don't I?) but please don't be an ayatollah about it. Quake was no pixel art, it was downgraded art to circumvent hardware limitations of the time - like the sounds being limited to distorted 22kHz. I'm perfectly fine with pixel art and I've played great games that make use of it, but Quake being a highly immersive experience, it undoubtedly benefits from looking better. Take a look at the player model for example, it is very sketchy with parts of the texture shifting and trembling like jello in a decidedly unnatural way. That's not pixel art in any way whatsoever and I for once am very glad that HD content exists nowadays.

Oh well, at least I can still use hi-res textures and .lits... I just wanted to make QS as pretty as DP for the mods that I have trouble running in DP.

@Veyron, the link returns an error 502. 
Use DarkPlaces Then 
QuakeSpasm is for those who want the original look and feel as much as possible. 
Problem With Dp 
Is that it's no longer supported like the poster says. I'm sure other engines have added features like rt lights? 
Mugwump 
please don't be an ayatollah about it.

Lol, with "all due respect" I just gave a simple answer to your question. Not sure why you think I'm being all preachy about this. Then again we all love a bit of salty beef on these forums - keeps it interesting doesn't it?

I don't personally have anything to do with QS's development, but it is my preferred engine, and indeed the FitzQuake/QS/MarkV line of engines are overwhelmingly the engines of choice for the mappers and players on these forums. Not bad for such a "backward thinking" approach I guess. 
Part 2 
HD content will always look terrible in Quake unless all the art assets - including the detail of the level geometry - are upgraded to a consistent fidelity.

2048 pixel texture on a 300-poly monster? Looks like shite. Hi-res bump-mapped textures on ultra-low poly quake level brushwork? Looks like shite. etc. etc.

There has been no attempt to remake Quake in entirely HD content, but what you do get are quarter-arsed efforts that are essentially the quake equivalent of this:

http://i.imgur.com/q3GvKMr.png 
 
Quake being a highly immersive experience, it undoubtedly benefits from looking better.

Anything would benefit from looking better. But whether HD content and new effects make classic games look better is arguable.

In short, it's about the balance of elements. When you improve textures, they make the geometry look simpler. When you improve skins, you should also improve models (which is something I'm yet to see). And when the character models will be up to modern standarts, if will suddenly be discovered that the whole animation system needs to be reworked just to make them look natural.

Some people don't notice all of this, but some people do. I would really like seeing a modern-yet-faithful Quake reimagining, but I think it should be a standalone project on a new engine, or a very deep reworking of the whole game, which will most likely mean dropping mod support.

Special effects like real-time lighting are less harmful though. In this case I'm only concerned with the fact that the quality of static lighting improved considerably in the last few years, and I'm not sure that real-time rendering can do it justice. 
 
And let's not forget about the actual quality of the HD art assets that the fans produce. I think it got better with time, but it's still not exactly at the professional level. 
Kinn 
Well, talking about Quake (or any 20-year-old game for that matter) as, ahem, "pixel art" and saying stuff like "an acceptably Quakey aesthetic" sounds pretty preachy and rigid-minded to me. You know, "this must be that way and any divergence is intolerable". Words you can hear in the mouths of zealots and dictators. Just sayin'.

As for the discrepancy between the simplicity of the geometry and the level of detail of hi-res textures, that's a matter of taste. A nice texture will always look better to me on a simple surface than a mess of blocky pixels. I thought they looked like crap 20 years ago and I still do now, luckily now I can get rid of those. And normal maps help a lot in fooling the eye into thinking that what it sees is more than a flat wall. Sure, normals can look a little weird sometimes depending on the viewing angle, but most of the time they do their job very well. As for low-poly models, you're aware that they can be replaced with hi-poly versions, right? If you haven't seen Fredrikh's awesome shambler or those shader animated ammo boxes (the nailgun boxes for example have each individual nail modeled) you're in for a real treat! 
Dwere 
Yeah, a modern reinterpretation of the game would rock all kinds of awesome! Sadly, each and every TC nowadays seems to stall after a while. If we're lucky we can get one entire episode, like Classic Doom, but these projects never see completion anymore. Have you tried Shambler's Castle for Doom 3? It's quite short but it's most definitely a must-play. 
Shambler's Castle 
I have, and yes, while it has its problems, it's the direction I was talking about.

A nice texture will always look better to me on a simple surface than a mess of blocky pixels.
Again with the "good vs. low-res" attitude. Low-res can be good too, even if you don't understand it. 
Dis Gunn Be Good. 
 
Jesus Fucking Christ 
 
 
I do understand low-res when it's real pixel art and not due to hardware limitations like Quake. Wadjet Eye productions, games like Minecraft or Eldritch are prime examples. Eldritch even emulates by geometry the broken lines of the textures in early 3D games! Quake's pixels and muddy palette were only the best approximations id could offer at the time and it makes sense to update them when technology has caught up.

Anyway, as I said it's a matter of taste and neither option is wrong, contrary to Kinn's absurd claim. We're not gonna dwell on it forever, this is not the place for this discussion. I originally asked a simple question and never intended it to escalate into a full-blown argument. But what do you know, vanilla vs. enhanced seems to be a touchy subject for a certain kind of people...

I'm gonna finish with something I wasn't able to add earlier because of connection troubles: you may not be aware of it but the monsters from Shambler's Castle (vore, scrag, fiend) have indeed been ported to Quake. Check also Fredrikh's shambler as mentioned above, it's really a sight to behold - first time I saw it I went "holy shit!" You can find both types of knights, grunts, dogs, Ranger, there's a great model for Tabun's enforcer and more. There's even a hi-poly tarbaby! Plenty of detailed models to complement the fancy textures and lighting effects. Not to mention a fix for the shambler's lightning that makes it finally come out of his hands as it should instead of his belly. 
 
Pixel art exists due to hardware limitations of the past as well. So?

Then again, I'm one of those misguided individuals who still produce art that's neither pixel art nor "good" art. My motives in this conversation are pretty obvious. 
Just A Comment 
I did not grow up playing Quake DOS and the first time I did play Quake was the N64 version. I started messing with Quake PC last November and used the Epsilon mod. I originally enjoyed the flashy visuals and weather effects but eventually I transitioned to Quakespasm and never looked back. I am just putting this here as someone who isn't specifically biased to old school quake...ness.

Anyway, I would love to see weather effects in quakespasm/maps. I'd make every flipping one of my maps rain because I love rain in games. 
 
Sitting next to his partner Kevin Cloud, [Adrian Carmack] clicks his lightpen all day long, making minuscule adjustments, one pixel at a time, to countless texture tiles: lichened stone, pitted wood, corroded metal, viny corpuscular stuff. - Wired

vs

Quake was no pixel art, it was downgraded art to circumvent hardware limitations of the time - some fucking rando

Who do I trust?? 
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