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Shpunk_Scrump

any "GZdoom" for quake ?

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34 minutes ago, Shpunk_Scrump said:

im on linux and im a poor fucker 

i followed this tutorial to play it https://www.addictivetips.com/ubuntu-linux-tips/play-quake-1-on-linux/

and it installed 3 way to play quake 

GLquake

WINquake

DOSquake

GLquake fucked my screen resolution and crashed 

DOSquake crashed 

only WINquake worked but there was no always mouse look option 

  • Quakespasm (Also mentioned by the website)
  • Darkplaces for the GZ thing (Visuals)
  • Otherwise FTE (Also visual wise)

DOSQuake is for DOS. WinQuake is Windows, so i guess that runs using Wine? And GLQuake is hella old.

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24 minutes ago, Redneckerz said:
  • Quakespasm (Also mentioned by the website)
  • Darkplaces for the GZ thing (Visuals)
  • Otherwise FTE (Also visual wise)

DOSQuake is for DOS. WinQuake is Windows, so i guess that runs using Wine? And GLQuake is hella old.

thanks 

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QuakeSpasm and QuakeSpasm Spiked are my personal favorites. In terms of the advanced lighting and features, it would probably fit the closest to the features you're looking for that come with GZDoom. You do still have to set the music/soundtrack up in the files which is a pain, but everything else is relatively simple. Def download Spiked over the normal version

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that tutorial, uh, isn't great. I'm going to be pedantic now and say that there isn't a gzdoom for quake, since gzdoom extends the possibilities of doom immensely and quake was already very moddable out-of-the-box and while some engines do extend this, it's all far more modest than gzdoom's improvements (all quake game logic is compiled and run using something called 'quakec' which is sort of like zscript, only from 1996 and more limited for reasons I am too stupid to understand).

 

anyway:

quakespasm is the obvious answer as it is the 'standard' port. In terms of presentation it's pretty old-school (no stencil shadows etc.) but basically every level set you'll see released in 2020, and those in the past few years too, has been built for and tested with quakespasm. Old shit will always work too -- at least in my experience. it also wins the dmdr award for wankiest website.

 

It is sort of like gzdoom in that the default config involves horrifyingly awful texture filtering that will make you feel like you're recovering from being pepper sprayed but you can turn that off by opening the console (press ~ in game) and typing:

gl_texturemode GL_NEAREST_MIPMAP_LINEAR

this will give you chunky pixels but with tasteful filtering of distant textures. use GL_NEAREST instead for no filtering at all, but I prefer mipmapping myself.

other cool console options for oldschoolness are:

r_scale <number>

this will render your screen at one-<number>th your usual resolution (eg. r_scale 2 for doubled pixels) but then scaled up using a nearest-neighbour algorithm that makes everything delightfully pixelly, sort of like 640x480 mode in Crispy/Doom Retro. An essential option so far as I'm concerned.

also:

r_lerpmodels 0

r_lerpmove 0

will make the enemy model animations or movement not-smooth, ie. not interpolated ('lerping'). This is authentic but not my preference (r_lerpmodels/r_lerpmove 1 to turn lerping back on again).

 

Read this too.

 

other stuff:

music can be downloaded here:

id1 (ie. the main campaign)

hipnotic (official expansion 1 or 2, I forget)

rogue (the other official expansion)

using these should be as simple as unzipping into your quake directory.

(these are quaddicted uploads so presumably legit)

 

coloured lighting and transparent water can be enabled by following this link and grabbing the relevant files (looks bad but judge for yourself, as per usual):

https://quakewiki.org/wiki/External_Lit_And_Vis_Files

 

thoughts on other ports I know of (nb. gl_texturemode should work with all of these, dunno about the other commands):

vkquake: quakespasm but with a vulkan renderer instead. Has the authentic software underwater warping effect which is awesome BUT the last time I tried it, it hadn't  implemented r_scale so UTTER SHIT, AVOID, unless the dev has implemented it in the meantime in which case IT TOTALLY RULES, USE IT EVERY DAY!!! (I love r_scale)

quakespasm-spiked: quakespasm, but has a few quakec extensions. I'm aware of no mods that use it though so mostly a curiousity at this stage

fitzquake mark v: haven't tried but seems like a popular alternative to quakespasm. it's descended from the same source port (fitzquake) so compatibility with custom stuff should be good.

tyrquake: probably the purest port, being an update of the original code. Compat seems ok from my very limited experience with it, but I've seen some visual errors in a few maps/mods.

directq: my fave windows port tbh, but I'm a linux guy too so I don't use it. Nice dynamic lights, runs fast as fuck. development has ceased unfortunately. 1.9.0 is the latest version for anyone who'd like to try it.

darkplaces: has many quakec extensions but I only know of one exclusive mod -- Quake 1.5, which is a sort of brutal doom thing that I'm not really interested in. That said, there are probably others that I don't know about, I don't pay that much attention. it does have dynamic lights and stuff in you're into that. I believe it's still being developed but the stable version is ancient, so you'll need to do the svn thing and compile it yourself if you want a newer one.

fte: some sort of megaengine supporting everything it's possible to support in terms of quake. haven't tried.

Edited by dmdr

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4 hours ago, dmdr said:

quakespasm is the obvious answer as it is the 'standard' port. In terms of presentation it's pretty old-school (no stencil shadows etc.) but basically every level set you'll see released in 2020, and those in the past few years too, has been built for and tested with quakespasm. Old shit will always work too -- at least in my experience. it also wins the dmdr award for wankiest website.

  

It is sort of like gzdoom in that the default config involves horrifyingly awful texture filtering that will make you feel like you're recovering from being pepper sprayed but you can turn that off by opening the console (press ~ in game) and typing:

 

Never forget: It just copies GLQuake's defaults, but this immediately gets my upvote! :D

 

 

4 hours ago, dmdr said:

r_scale <number>

this will render your screen at one-<number>th your usual resolution (eg. r_scale 2 for doubled pixels) but then scaled up using a nearest-neighbour algorithm that makes everything delightfully pixelly, sort of like 640x480 mode in Crispy/Doom Retro. An essential option so far as I'm concerned.

also:

 

 

Why is it "essential" for a true 3D game to degrade the image quality? It makes sense if your system isn't powerful enough, but Quake was a game that had high resolution support out of the box, despite the disclaimer about  computers being too weak.

 

 

 

 

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20 minutes ago, Graf Zahl said:

Why is it "essential" for a true 3D game to degrade the image quality? It makes sense if your system isn't powerful enough, but Quake was a game that had high resolution support out of the box, despite the disclaimer about  computers being too weak.

 

Good question, never saw the appeal in running games in abysmal resolutions/video modes either...

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As everyone who's seen a horror movie knows, a dude in a rubber mask just ain't as scary once you've seen the glue his prosthetics are stuck on with. The 'dude in a rubber mask' in this case is a 150-poly model -- Quake's monsters are, to some extent, better imagined than seen. And don't worry boys, I'm not gonna crawl through your window one night and mess with your id1 config.cfg, you don't have to use it if you don't want to.

 

11 minutes ago, boris said:

Probably the same reason why people still play Doom with keyboard only: nostalgia.

 

I played mouse only as a kid (yes really, as soon as I noticed the demos were recorded using mice), but kb-only now and the reason is simply that kb-only minimises hand and wrist movement and as a consequence is infinitely more comfortable for long-term sessions.

 

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On 8/20/2020 at 8:43 AM, Shpunk_Scrump said:

im on linux and im a poor fucker 

i followed this tutorial to play it https://www.addictivetips.com/ubuntu-linux-tips/play-quake-1-on-linux/

and it installed 3 way to play quake 

GLquake

WINquake

DOSquake

GLquake fucked my screen resolution and crashed 

DOSquake crashed 

only WINquake worked but there was no always mouse look option 

 

Fellow poor here, my option was to forgo the computer entirely, it was just a struggle and I didn't use it much as my phone took over most of my daily tasks.

 

There's an app for Android phones, called Quad Touch, that runs the full PC copies of Quake 1-3 using some of the above source ports.  It's an Android launcher for these and it's great!  Works with mouse and keyboard, controllers and touchscreen.  If you have a phone with HDMI out capability you can play just like on PC.

 

There's also one for Doom called Delta Touch, has a ton of source ports for mod and was compatibility and it's about to add Doom 3 to the list.

 

Just an option if you're like me and no longer use a PC from the last decade.

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Quakespasm Spiked also fixes the above 75 FPS frame rate physics "bug", for those who like to uncap their frame rate. I know "Slayer's Testament" mod requires Quakespasm Spiked for multiplayer because of its netcode improvements. And it's one of the few ports which is still being maintained.

FTEQW, I use this sometimes too, mostly to make fancy recordings. It has a lot of nice visual options. However my laptop is not the greatest so it takes a bit of fiddling to mix and match to get the visuals you want at the frame rate you would like.

I play with scale 2, nearest neighbor texture filtering, no mip-mapping, and no antialiasing. Despite being a big fan of the N64, I actually prefer pixel grittiness. Having "crunchy" visible pixels and the noisiness just gives me a nice feeling of a "corrupted reality". Sometimes I can even notice a FPS boost which is nice. I even tried to add noise and reduce the color depth using reshade, but I found it unstable. 

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41 minutes ago, Immorpher said:

Quakespasm Spiked also fixes the above 75 FPS frame rate physics "bug"

 

Mainline also fixed that a while ago.

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I use vkquake, is like quakespasm spiked but in quake, better perfomance

 

I use quakespasm spiked ONLY to play Slayer Testament

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14 hours ago, JuanchoES said:

I use vkquake, is like quakespasm spiked but in quake, better perfomance

 

 

 

i use them both, and i think performance doesn't make a visible  difference on modern systems (i saw them both running at hundreds of fps easily, although vkq was indeed a bit faster. i've capped it now at 240 fps).

but vkquake has more texture options in the graphics menu and, especially, the vanilla style warped, muddy water. which i like so much better than the clear version.

 

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You've basically gotten your answer, but for what it's worth, I've been using Quakespasm for a long time now. I recommend it. It has some bugs with multiplayer (dead ranger bodies always show default palette), but the gameplay is solid and playing the mission packs and getting the music working is very straight forward with this port.

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On 8/21/2020 at 3:08 AM, Graf Zahl said:

Why is it "essential" for a true 3D game to degrade the image quality? It makes sense if your system isn't powerful enough, but Quake was a game that had high resolution support out of the box, despite the disclaimer about  computers being too weak.

Speaking from personal preference, I find early 3D games (or pseudo-3D in Doom's case) tend to look worse when bumped up to high resolution, since the assets don't have the detail to stand up to scrutiny. I think it tends to look pretty weird when something far in the distance is able to be represented damn-near 1:1 while something right in front of you gets a 4x scale. I think playing these games at lower res can "even out" the level of detail across the whole frame. High resolution tends to be really unflattering to PSX games in particular.

I haven't played Quake since college, but I remember using Quakespasm back then. IIRC Quake doesn't have the same issues Doom has where different ports can have different enough feature sets to almost be different games, so any modern source port should do you just fine.

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6 hours ago, M_W said:

Speaking from personal preference, I find early 3D games (or pseudo-3D in Doom's case) tend to look worse when bumped up to high resolution, since the assets don't have the detail to stand up to scrutiny. [...] 

 

Yup. That's why I prefer qss / vkq over dark places / epsilon. Not saying that it's objectively better, just a matter of preference. But it breaks immersion for me seeing the textures in high-def and shiny and the architecture itself still low-poly as it was in 1996.

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I personally switched from Quaskespasm-spiked to FTE. If anything is the GZDoom of Quake this has to be it. Like GZDoom it has lots of options and can made to look like the the orginal DOS version or Quakespasm or with a lot of fancy graphic effects. I was happy with Quakespasm for the visuals but now the audio nut in me is happy with he higher quality sound mixing.

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As said by everyone else, Quakespasm is probably the best Quake source port out there, the only problem one could find is the lack of integrated music, but i personally feel it adds to the spooky and unnerving tone of Quake, hearing only gunshots and the screams of the Lovecraftian monsters around you, it's much more atmospheric than At Doom's Gate or stuff like that (although At Doom's Gate basically is "Adrenaline: The MIDI", which is perfect for Doom :P)

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2 hours ago, TheStupidestBeing said:

As said by everyone else, Quakespasm is probably the best Quake source port out there, the only problem one could find is the lack of integrated music, but i personally feel it adds to the spooky and unnerving tone of Quake, hearing only gunshots and the screams of the Lovecraftian monsters around you, it's much more atmospheric than At Doom's Gate or stuff like that (although At Doom's Gate basically is "Adrenaline: The MIDI", which is perfect for Doom :P)

It makes me very sad just about every official way to play Quake omits Trent Reznor's soundtrack :(

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