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/vr/ - Retro Games


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File: 238 KB, 1600x900, quakeAD.jpg [View same] [iqdb] [saucenao] [google]
6295952 No.6295952 [Reply] [Original]

Hey Retro,

After playing GZDoom a long while with various wads and mods, I realized I haven't played through Quake in ages, and I never played the expansions. I'm looking for a source-port and any recommended mods to enhance the experience. I've got the Quake 1 collection from GOG, and found the soundtrack mp3s elsewhere.

Not necessarily looking for a vanilla play-through. I read Arcane Dimensions is a must play. I tried Quake 1.5 beta which I understand borrows from a couple different mods. Its enjoyable, but a bit buggy and I heard not a lot of people recommend the darkplaces port. I might dig into 1.5 later if its ported to something else.

Anything you'd recommend; port, mod, map or otherwise please let me know! If there's any nice frontend to help sort mods and such like ZDL for GZDoom that'd be awesome too. Thank you in advance! :)

>> No.6296002
File: 2.94 MB, 640x360, 1541624011221.webm [View same] [iqdb] [saucenao] [google]
6296002

>>6295952
Quakespasm Spiked is the best source port.

>> No.6296117

>>6296002
>Spiked
Quadpill us on that.

>> No.6296275

>>6295952
A nice vanilla-enhanced mod is Quake Copper, should be a quick google search away. It changes things like the Vore's projectile speed and shotgun damage without completely altering the experience like Quake 1.5 does, which is a little too flashy for my taste. And if the soundtrack ever starts getting repetitive, you could also check out the album Methods of Destruction by Sonic Mayhem, who would later make the stellar Quake II soundtrack. It's a lot more bombastic and aggressive, works well with the tech base maps.

>> No.6296308

>>6295952
Quakespasm is the best clean port. Make sure you turn of texture filtering in console it is enabled by default. It looks much better with it disabled.

FTEQW is another good port with highly customizable graphics options from classic looks to ultra graphics. I like to play with FTEQW quakespasm style with the bloom effects turned on, the game becomes very atmospheric with the glowing lights.

For both engines get the colored lightmaps pak files and drop it into your id1 quake folder for colored maps. This also makes quake look better.

Darkplaces sucks dont bother with that one.

>> No.6296316

Why the hate for Darkplaces? Technical reasons? UG drama? Aesthetics?

>> No.6296319

>>6296316
FTEQW does what Darkplaces can do and is a better port. Darkplaces never looks right and is a pain in the ass to configure. Colored lightmaps also dont render correctly, and other annoying technical issues.

>> No.6296326

https://www.moddb.com/games/quake/addons/quake-colored-lightmaps

Install instructions second to last comment on website.

>> No.6296329

Quakespasm is the best port with the least amount of configuration needed, just remember to turn of texture filtering.

>> No.6296336

>>6296326
These lightmaps also contain paks for both official mission packs btw.

>> No.6296347

Quakespasm also has native plug and play controller support if you want to play with a controller. Works well with xbox controller.

>> No.6296349

Aarcane Dimensions is like a new expansion for the game complete with a hub world. Easily the best mod for quake.

>> No.6296397

>>6296326
holy shit, I just tried this, makes the game look 20 times better holy fuuuuuuuuuck

>> No.6296415

is there a mod to have water reflections in quakespasm?

>> No.6296628

>>6296117
It's just Quakespasm but higher framerate doesn't break the physics. You can play well over 72fps and the physics will still work normally, which is unlike normal Quake. Playing at 120hz is great.

Btw make sure you have pr_checkextensions 0 put in your Arcane Dimensions config or autoexec file for QSS, otherwise you get these gross glowing bloom lights that follow your shotgun's projectiles. Idk if they removed it with the newer version, but the version I had did this. Entering this in console when in game didn't get rid of them -- you have to make sure it's already in your config/autoexec before you start playing.

>> No.6297208

I swear Arcane Dimensions is making me suicidal. Every map is 15 minutes of glorious architecture, exploration and combat followed by 5 hours of combing every last surface over with your axe trying to find the 800 trillion secrets in it.

>> No.6297415

>>6296002
This though I'm using vkQuake now, which is essentially the same, just uses Vulkan for rendering.

>> No.6297584

>>6295952
Quakespasm for GL
Mark V for DX or software
VkQuake for Vulcan
Darkplaces for "enhancements"

>> No.6297591

Dark places is a piece of fucking shit that fucks with the jump physics.

>> No.6297654

OP Here,

Wow, you guys kick ass!! Thank you for all the detailed information and links as well! I'm gonna get this all put together real soon! Hope y'all have a great day!

>> No.6297750
File: 64 KB, 561x750, 1530591392312.jpg [View same] [iqdb] [saucenao] [google]
6297750

>>6296628
>but higher framerate doesn't break the physics.
All I've ever wanted.

>> No.6297894

Also, for anyone in Quakespasm and it's derivatives, you can slap in a autoexec.cfg file in the folder for each game (Id1 for Quake, rogue and hipnotic for the expansions etc.) with any cvars you want. I prefer r_particles 2 for the vanilla style square particles and r_lerpmodels 0 with r_lerpmove 0 to disable interpolation.

>> No.6298020

>>6296319
In my opinion, Darkplaces should never be used unless it's the original episodes or maps specifically made for it. Darkplaces doesn't do well with any custom maps.

Darkplaces really wants to crank up Quake's atmosphere, but the game just runs counter to dulling the visuals to achieve that effect. Darkplaces would be great as its own special mod.

>> No.6298081

how do I use the normal particles in AD instead of the old ones? the ones when your shot hits a solid surface drops my fps to 15 everytime, quite unplayable

>> No.6298104

>>6298081
new*, sorry

>> No.6298724

>>6296628
Oh, nice. Cheers for the info bruv'nor. I do hate having to cripple my framerate to not break the game.

>> No.6299431
File: 2.14 MB, 1920x1080, spasm0006.png [View same] [iqdb] [saucenao] [google]
6299431

Quakespasm with mipmap turned off looks great.

>> No.6300796

>>6298020
>Darkplaces would be great as its own special mod.
Thats what quake epsilon basically is.
A ready to play modded quake, download and play without configuring anything.

>> No.6300803

>>6300796
Heres the link for anyone curious:

https://www.soulstudios.co.nz/epsilon/

>> No.6301363

>>6300796
I meant more in the sense of a gameplay mod. Like Darkplaces would be amazing with something that's a bit slower paced and methodical so you could take in the maps and really examine the detail in them. Quake itself really just leans towards tokenizing enemies and areas to move at a breakneck speed to clear them, combat moves so quickly that it's easy to really skim over all the details and just pull the geometry out for gameplay purposes.

The biggest trouble that Darkplaces faces is that it wants you to slow down and smell the roses so to speak to really get the atmosphere, while Quake veterans are used to blowing through the level as fast as possible. I believe the best you could do without an actual mod would be to focus on creating larger, labyrinthine maps with a lot of detail that encourages that slower play and discovery of details to proceed instead of having a clearly marked path forward at all times. Secrets, key hunts, hidden weapons, anything to make observation a greater focus.

>> No.6301423

>>6297415
A quick google search shows that vkQuake also has physics problems at high FPS, but the thread for it was two years ago. Was that fixed?

>> No.6301431
File: 1.33 MB, 1920x1080, quakespasm-spiked-win64 2020-03-30 23-14-55-656.png [View same] [iqdb] [saucenao] [google]
6301431

>>6296628
>pr_checkextensions 0
I added that, but am still getting this gaudy mess.

>> No.6301435

>>6295952
I like DirectQ, but Quakespasm and vkQuake are the go-tos. I zipped up all three the other night for anyone who wishes to get into Quake.

https://www.mediafire.com/file/mb7ln9anrw2shba/vkQuake.zip/file

https://www.mediafire.com/file/rwnufxz6q6p5npq/quakespasm-0.93.2_win64.zip/file

https://www.mediafire.com/file/pfnomu9oxpmiyeg/DirectQ.zip/file

They each come with Quake, the mission packs, and Arcane Dimensions.

>> No.6301760
File: 40 KB, 824x535, Capture2.png [View same] [iqdb] [saucenao] [google]
6301760

>>6301431
Sorry wrong command. You want pr_checkextension 0, NOT pr_checkextensionS (no S).

I have it in my autoexec file in the ID1 folder, nowhere else, try putting it there. And yes this is definitely Quakespasm Spiked, I just have it named Quakespasm.

>> No.6301807

>>6301760
That worked, but not for id1, but for ad. Thanks!

>> No.6301834

>>6296117
it adds ambient particles in ad

>> No.6301839

>>6301431
>round particles
r_quadparticles "1"

>> No.6301867

>>6296628
>>6301760
Is there any way to just get rid of the weird shotgun bloom? It actually adds lots of nice special FX to AD :(

>> No.6301884

>>6301867
Idk man. If you figure out how let me know though.

>> No.6302549
File: 1.11 MB, 1440x1165, Quake cinegrid.png [View same] [iqdb] [saucenao] [google]
6302549

>>6301435
Spiked, all packed up and ready to go.

https://www.mediafire.com/file/4ernb62k6g4upc0/Quakespasm_Spiked.zip/file

Like anon said, this is for players who wish to play above 72fps, as Quakespasm and other sourceports' physics break when you go beyond this.

>> No.6302847

>>6301435
>>6302549
Thanks anon. Did you include the colored lighting PAK files for Quake and the mission packs?

>> No.6302889

>>6302847
Not included in those, but I'll pack up all of those in a separate download.

>> No.6302908

>>6302847
Different anon, but you can find those here:

https://www.moddb.com/games/quake/addons/quake-colored-lightmaps

If you want separate vis/lit colored files, check here:

https://quakewiki.org/wiki/External_Lit_And_Vis_Files

>> No.6302932

>>6302908
Yeah keeping them separate is a good call.

>> No.6303393

what we really need is quakeworldspasm