yeah fte seems good. you’re right it’s not as nice as the single-player engines (definitely slower) and it has a few weird problems (can’t run full screen in lower than native resolution???) but it runs mods ok and has heaps of options. i even managed to get a co-op game of snack running, which is great! i didn’t have to do any fucking around! if i can work out the weird kinks (strange resolution settings across mods and a penchant for reducing the brightness back to zero every time the game is re-focused(? why)) then this might be the engine of choice.
I assume you mean from the console? Because everything should recognize it from the command line as it was originally a command line parameter in Quake itself.
ezquake’s front end (including the console) appears to be a shell. but ezquake in particular seems to be aimed at mega freaks who play competitive quake w not textures and everything set to fullbright
Yeah traditionally you’d launch glquake.exe or whatever with the -game ctf or whatever parameter to set what directory you’re using the modded progs.dat from. You’d use a launcher program (like Q launch or gamespy)or a batch file to do that.
Some engines like darkplaces let you set the game variable from the console in game, but thats kind of superfluous in most situations.
And the whole what is vanilla quake argument is kind of a misdirect because the game launched with the dos exe which supported full brights, water transparency, one method of water warping, and had unfiltered pixelated textures and gl quake which had texture filtering, no fullbrights or working water transparencies, but did have shadows and a less dramatic method of water warping.
Most engines will let you turn off texturing filtering which is 99% of what people seem to be talking about when they talk about the software rendering look or even “vanilla quake”
And who the fuck knows what verite quake looked like.
I personally used vanilla to mean “looks like the software renderer”
I think most people are striving for that software quake look because it really did look much better than glquake.
At least for me, what I look for in a source port is palettized colors, no bilinear blur, and that iconic underwater warp effect
me, age 15
so far ezquake has been the exception and i’ve been able to freely swap to and from game directories whenever i liked with only minor trouble (each directory gets its own config file lol) which has been a great convenience. when i settle on an engine for this year’s class i’d like it to be one that has a gui interface for changing directories but it’s not essential.
i agree that my internal interpretation of “vanilla” is the software renderer with all its wobbly vertices and uninterpolated animations. i think quakespasm and its ilk are still okay though, especially for my purposes, but it would be nice to expose the students to something which looks kinda weird and, to them, novel.
fte is so close to being what i want. its vanilla graphics settings are even ok, but it has a few quirks which might stop me from using it in class, namely it seems incapable of running in full screen at lower than native resolutions without, for some reason, having a complete hissy fit and failing to fill the screen fully, so it can only be run at native resolutions (which is 100% going to melt some poor student’s underpowered 4K laptop) or in windowed mode (which is no good when i want to play at good ol 640x480). i’m hoping that this is just a me problem and that all the machines at uni will be immune but we’ll have to wait and see.
What mapping program are you having them work in?
just trenchbroom + some gui compiler, not settled on which yet. last year we used something that i can’t remember the name of, something like ne_wc or sth. idk sorry i’m postin from woopwoop and have almost no net to check. i’m looking into whether there’s something a little more noob friendly. i might also provide them with progs dump or some other extras if i decide they’re unlikely to totally derail the students and stop them from learning level design hahaha
Did you have your phone’s SuperEagle2x filter on
no that’s the person’s stream?
wow i had no idea there was a 64x Trenchbroom client.
This changes things…
what does this mean? like 64 bit? or something un-bit-related?
Yep just a 64 bit version.
playing snack pack 2 this evening. so far: not as good as 1. maps are more combat-oriented in order to make them longer (i guess?). a couple maps have been all style and no level, and there have been no (positive) standout levels so far.
i shall return with more updates.
the other best part of vegas is how easy it is to drive someplace interesting from vegas