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Making DarkPlaces look like software quake

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Making DarkPlaces look like software quake

Postby JasonX » Fri Sep 25, 2015 2:03 pm

I'm trying to make DP look a little more like software quake... Do you guys know any configurations that can help me use square particles, disable model interpolation, disable texture filtering, etc?
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Re: Making DarkPlaces look like software quake

Postby r00k » Fri Sep 25, 2015 3:15 pm

FTE has a preset in the cfg for that exact feature, though beyond gl_texturemode gl_nearest, I'm not 100% of the actual settings Darkplaces has.Yet using a custom particle font you can get square particles.
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Re: Making DarkPlaces look like software quake

Postby frag.machine » Fri Sep 25, 2015 3:38 pm

Code: Select all
gl_texturemode GL_NEAREST
r_particles_quake 1
r_lerpmodels 0


Try this with a low resolution (like 800x600 or even 320x200) and you're back to 1997. :)

Particles will look like stock GLQuake, for square particles I suppose you'll need a new particle font.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Making DarkPlaces look like software quake

Postby mankrip » Fri Sep 25, 2015 11:11 pm

The differences between the software and hardware renderers are much deeper than those.

For example, gl_texturemode can disable the texture filtering, but it doesn't disable the light filtering, and that alone makes a whole world of difference. Darkplaces will still look much more smoother than WinQuake.

I'd recommend using the software-rendered versions of FitzQuake, Mark V or Quakespasm instead.
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Re: Making DarkPlaces look like software quake

Postby JasonX » Sat Sep 26, 2015 12:46 am

QuakeSpasm doesn't have a software renderer. I wanted to use my version of WinQuake, but i can't make it work in 64-bit systems: viewtopic.php?f=3&t=5414

So i gave up and decided to fake the style using a modern engine. :(
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Re: Making DarkPlaces look like software quake

Postby mankrip » Sat Sep 26, 2015 2:19 am

Oh, Linux.

Too bad. 64 bit Windows can run them fine.

And I remember reading about a software version of QS, but it was probably something else then.
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Re: Making DarkPlaces look like software quake

Postby qbism » Sat Sep 26, 2015 3:53 pm

Latest quakeforge has a software appearance mode. The lighting is still a bit smooth, but it gives some of the artifacting that we like. The artifacts are noticable in darker areas if you zoom into a screenshot Image

Way back there was a thread called "make darkplaces look like crap" or something like that. But the word 'darkplaces' is ignored in insideqc forum search, even 'find all words'. Anyway, DP has additional forgotten settings that give the appearance of reduced colors at the expense of high contrast. Image
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Re: Making DarkPlaces look like software quake

Postby JasonX » Sun Sep 27, 2015 10:00 pm

Using a shader I can get affine texture mapping and other nice effects. Unfortunately, I discovered that DP is a pain to customize shaders and the overall pipeline. I'm sticking with QuakeSpasm because it's much easier to hook my own stuff.

At the cost of not having DP extensions, though. But, so far, it's working fine!
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Re: Making DarkPlaces look like software quake

Postby ceriux » Mon Sep 28, 2015 2:42 am

why not use engoo or super8 then?
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Re: Making DarkPlaces look like software quake

Postby JasonX » Wed Sep 30, 2015 2:52 am

No Linux support out of the box, too much DOS stuff.
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Re: Making DarkPlaces look like software quake

Postby Spirit » Thu Oct 08, 2015 5:41 pm

https://github.com/eukos16/NGUNIX is an Engoo port for Linux
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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