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Darkplaces and Nehglquake

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  • Darkplaces and Nehglquake

    For Darkplaces, I have the following settings in my autoexec.cfg

    cl_particles_blood_alpha "1"
    cl_stainmaps "0"
    cl_stainmaps_clearonload "0"
    gl_polyblend "0.200000"
    r_coronas "0"
    r_glsl "0"
    r_shadow_gloss "0"
    r_shadow_realtime_dlight "0"
    r_shadow_realtime_dlight_shadows "0"
    r_shadow_realtime_world_dlightshadows "0"
    r_shadow_realtime_world_shadows "0"

    Can somebody tell me how to recreate the following settings in nehglquake?

    I had always thought that Darkplaces was more demanding on the system than nehGlquake. But for some maps, Darkplaces fun fine with Dynamic lights on, but Nehglquake has low framerate. Thanks.

  • #2
    My guess in what would work fastest with Nehglquake. I would do this in steps:

    gl_flashblend 1 (gl_flashblend 0 tends to be slow with old computers)
    r_shadows 0 (if needed, doesn't render shadows)
    Maybe play with r_dyamic but I can't imagine it being helpful
    gl_polyblend 0 (I don't recommend this really, but if you need it ...)

    And really that should be it.

    Nehglquake doesn't have a ton of fancy lighting options and so forth and is similar to Enhanced GLQuake (same author).

    BUT:

    Before you do ANY of that ...

    Try starting Nehglquake with -gamma 0.65 in the command line. 0.65 isn't a magic number but using this should disable hardware gamma in NehGlQuake and with how sucky the Intel cards are, I bet this is very helpful. It will use Quake's palette'd approach to render graphics which by all accounts can be a lot faster.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      Thanks turns out all I needed was gl_flashbend 1 and r_shadow 0 and it runs fine.

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