icemann on 6/7/2016 at 05:14
Well those 2 steps I mentioned should do the trick. If not let me know and I'll check my Quake folder setup, as it's all just a matter of having the music in the right place once you have Darkplaces setup.
Once you have that setup properly you can delve into additional optional extras like texture and model upgrade mods etc.
I tried one for a while (didn't use it until I was through the vanila campaign and was starting on the first expansion). Certainly makes the game look better, though at the same time it's so much of a change that it doesn't look like "Quake" anymore. So I'm of 2 minds on the use of it.
Yakoob on 6/7/2016 at 07:01
Yea I do like the pixel feel of the original version, I agree the gl quake one just makes the low quality stick out more.
But after completing the first three levels it's not quite grabbing me. Doom felt more fun and immersive in comparison. I will try the dark places and see if the music makes a difference.
icemann on 6/7/2016 at 07:24
As I like to do a bit of retro gaming semi-often the pixel gfx didn't bother me. Just took me some time for the mind to re-adjust.
To go from Witcher 3 to Quake 1 is quite a bit of a downgrade :). Darkplaces btw at minimum will look like GLQuake, which as is looks good. Standard gfx Quake I didn't even play back in the day. Used to be GLQuake all the way.
Oh and just checked how I had the music setup in Darkplaces. Place the ogg files under "Quake\id1\music" and you should be good to go. For the expansions switch id1 to hypnotic etc etc.
Myagi on 6/7/2016 at 08:22
I don't play Quake SP, but I've played QuakeWorld now and then. GL version, but with point texture filtering while still having linear mipmap filtering enabled. Personally I find that combo often working quite nicely on old games made for SW or SW+HW rendering. "Crisp" retro look but reduced aliasing and no mipmap popping.
Jason Moyer on 6/7/2016 at 15:45
Darkplaces is worth it even if you turn down all the gfx options to GLQuake levels, simply because it fixes the awful choppy animations from GLQuake.
froghawk on 6/7/2016 at 16:19
Quote Posted by Yakoob
Yea I do like the pixel feel of the original version, I agree the gl quake one just makes the low quality stick out more.
But after completing the first three levels it's not quite grabbing me. Doom felt more fun and immersive in comparison. I will try the dark places and see if the music makes a difference.
The Trent Reznor soundtrack is absolutely essential to the atmosphere.
Zerker on 6/7/2016 at 20:46
Quote Posted by froghawk
This is going to sound contrarian, but - I vastly prefer the pixely original Quake look to the source ports. And I mean VASTLY - it just has so much more atmosphere that way to me. The source ports kill what makes it special to me.
I actually just play source ports with texture filtering turned off, and no custom redone lighting or other such. It looks somewhat similar to software Quake, but better resolution support and other advantages like playing the soundtrack from the HD.
For reference, to run a GL-based Quake without texture filtering, just add the following to autoexec.cfg (or run manually in the console):
gl_texturemode GL_NEAREST_MIPMAP_LINEAR
Yakoob on 7/7/2016 at 04:17
Wooo, finally got music working with DarkPlaces! Thanks icemann :) Looking forward to re-starting with the proper experience :D
demagogue on 7/7/2016 at 08:36
My friend bought (
https://www.youtube.com/watch?v=717j1N9pONI) Infinifactory and I was playing it with him earlier on his laptop. Fun game. It's like a revamp first-person version of Incredible Machine or Manufactoria, where you have a task and you have to assemble little machines in a sandbox assembly line to deliver whatever widgets, and then you get scored based on how well you optimized it (the footprint size, energy used, time taken for the line to finish), so like Manufactoria it plays with your inner perfectionist to keep tinkering even after you've solved a puzzle to optimize it to the barest bones you can.
Al_B on 7/7/2016 at 19:52
That pretty much echos (
http://www.ttlg.com/forums/showthread.php?t=136785&page=339&p=2292191&viewfull=1#post2292191) my opinions about the game :). The only issue I had with it longer term was the same problem that I had with spacechem. Later levels just get very fiddly to achieve what you want and there isn't always a clear route to the end goal. I enjoy problems where you have a rough idea on the direction to go even if you have to piece it all together. Some levels ended up being a lot of trial and error with no sense whether you're on the right lines or need to wipe everything and start again.
However, it's still a great game and one I intend to get back into when the mood strikes.