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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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DropBox links are fine if you know how to use them. Click this ... nice, huh?

https://dl.dropboxusercontent.com/u/161473/Misc/QuakeStuff3.jpg 
 
"Why Wouldn't I Use Obnoxious Bloatware? "

DropBox? It's literally one of the most useful things I have installed on my machine. It's always the first thing that gets installed on a new machine because I store pretty much everything in there from app installers to settings to ... whatever! 
Weapon Bobbing 
Most people either love or hate this engine. Personally I hate it but I can't quit it ;)

The default weapon bobbing might be a tad too much motion (the tendency with a new feature). But like dwere, I am unable to duplicate the compass effect.

Kinn: Did this happen on a particular map or settings change?

Fifth: great shots. I am waiting patiently for the pack.

Classic settings: r_palette palette; fog 0; r_coloredlighting 0. Maybe a couple other tweaks to meet tastes. I likely won't do a menu preset due to lack of consensus... most existing users want a finer grain of control (cvars).

Fog: Imagine a world without fog, only well-composed lighting and textures to lend a sense of depth. As much effort was spent on fog as any other feature. Maybe that's why I feel burnt-out on this effect. Colored-lighting + fog +8bits = compromise, and there are many ways to slice it. Engoo has a different approach and aesthetic for fog and lighting as a comparison.

RRP burn: WTF? --> 'oh yeah...' --> LOL 
MFX X 2 
I was starting a vid of the OTHER mfx map, then decided to do something different, not realizing at first there were two.

For classic config, I might do a separate commented cfg file. Most users interested in that can handle cfg. 
Dropbox Is Pretty Cool 
Loads of free cloud storage! 
Why Would I Want To Store Clouds 
 
Qbism 
Cheers, sorry if I come across as harsh/unreasonable - many of us here are purists who roll our eyes at anything that deviates from the original aesthetic as laid down by WinQuake, although tasteful fog, and subtle coloured lighting (although my right eye does a little involuntary twitch at the mere mention of it), seems to have caught on around here in recent years.

When I get a moment i'll post some screens to illustrate what I mean by the "compass problem".

A "purist" .cfg file would be grand, thanks. 
I Think 
when it comes to "purist" engines we already have several that do an excellent job. I don't mind seeing other engines, I think at some point I need to configure Darkplaces to how Sock seems to use it because it looks nice. 
 
To be honest, qbism looks a lot more like how I remember Quake looking when I first played it compared to a modern OpenGL engine in high resolution. 
+1 
Pi"Quake"sso is the 1996 best game ! 
 
Why Would I Want To Store Clouds

For the same reason that you have a locker for your own personal rain of course. Because you can.

(rain locker = shower in case you didn't know that) 
 
when it comes to "purist" engines we already have several that do an excellent job

super8 does software rendering tho - this is important.

That said, if Quakespasm were to introduce some shader magic that truly emulated the look of software Quake...droooooooool 
 
Theres an engine for doom called Chocolate Doom that's very much a "pure" engine, we could do with a Chocolate Quake 
Chocolate Quake Already Exists 
It's called Winquake. 
Dwere 
well obviously WinQuake doesn't run maps with modern limits, bsp2 and all that bojangles. 
 
Hahaha... yeah I guess it does. :) 
 
Chocolate Doom also doesn't run maps with modern levels of detail. 
Sigh 
 
 
I wonder if there's an argument going on right now on the Chocolate Doom forums where people are saying "Over in the Quake community they've got this whole engine family called Fitzquake that plays modern maps with raised limits and levels of detail but visually stays true to the original aesthetic, why can't we have that?" 
Spirit Hits The Nail On The Head 
I ripped-off the trendy adjective 'meta-nostalgic' from a news post to differentiate from pure retro. Time candy-coats past game memory and dilutes it with MW3.

Kinn: No offence taken, candid first impressions are valuable. Sustaining the genuine feel of classic Quake while removing the burrs and sharp edges is a major historical preservation/ UI project on it's own.

Aside: The Requeim engine includes deep and subtle tweaks to improve gameplay of older maps and nasty old progs. This is code worth stealing. For example, the 'impulse 12' hack gives weapprev support to mods like Mexx.

Magic 8-bit shader: Everyone wants it. Is it even possible? Can the palette be shoved far enough upstream not to look like a downsampled fake? 
Doom Retro 
...is a limit-removing fork of Choco Doom, but demo recording is disabled.

Doomsday can be set up for classic aesthetic. The slick GUI provides amazing fine grain control but feels more like Doom3 than Doom. 
 
@qbism:
Regarding 8-bit gl shaders, try quakeforge's gles renderer which uses the colourmap and everything. 
Lunaran 
Fitzquake renders in OpenGL, so I doubt that it would be considered true to the original aesthetic by Doom community's standarts.

There are plenty of different Doom source ports out there. Most of them have increased limits, a lot of them have at least some additional modding capabilities, and it's not uncommon for them to preserve the software renderer. 
Spike 
Well tickle my ptarmigan - that's the first I've heard of quakeforge, and that looks awesome. Ok, we need that in quakespasm. 
@Kinn 
Doing it requires bumping the hardware requirements to something that supports fragment shaders and dependent texture reads, with good performance. Broadly equivalent to something that can run Doom 3.

Since this is something that the Quake community as a whole seems incredibly reluctant to accept, it's unlikely to happen in an engine like QS. 
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