Just vote and tell me why you voted on that option. I voted on QRack not only because of it's graphics,but...it's strange,but I feel a better gameplay than the regular quake engines.
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Originally posted by joao93I don't think it makes any difference,since there are several versions of Quake in the market - from 1 to 4. And you didin't explain why did you pick DarkPlaces.
If you have to ask, you wouldnt get it anyway."It's called being awesome, maybe you should try it." -Bank
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Originally posted by Canadian*SniperProQuake all the way. Simplistic graphics is key. This game wasn't ment to be graphics intensive. All proquake does that makes multiplayer awesome is fix glitches and increase gamma. Now Baker will blert out 5 other reasons that were from his other thread
(A new player can move up from there if they choose, but I wouldn't recommend another engine to a new player because the other engines require setup and new players can mess it up. --- Notice the complete absence of ProQuake questions. It doesn't have any features so nothing can go wrong, hehe.
Players comfortable with Quake can then try the great things the other engines have to offer and either stick with ProQuake or switch to one of those.)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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I voted Darkplaces because:
It strives to maintain compatibility with old mods and maps
It possesses a rich library of tools for new mods and maps
It features a unified lighting system allowing the entire world to be lit appropriately as a whole and dynamically if the user so chooses
It has the original Quake lighting system as well
It can blend between these via rendering with alpha masking a layer of one over the other or the more subtle blend of simply enabling real time lighting on dlight entities
It supports more formats than you can name mods
It has an ingame browser of servers and supports connecting to Quake and QuakeWorld servers alike, thus helping to close the gap between communities
It has a dedicated programmer along with associate programmers who are on the job about any problems you may have and making sure things are done right without any hacks
It is the third fastest engine I have used and it easily outstrips the other two engines (ProQuake, FitzQuake) in capabilities which would excuse a much larger deficit in speed
It is easy to make standalone and thus is ideal for TC makers
It supports very advanced texture rendering techniques if they are so desired by content creators
It automatically precaches models and sounds for those of you who missed that bit in your code, and reminds you to do it in the code
It can connect to a server when you dont have the map so you can at least use the status info or ask a player so you know what file to download
It has smooth netcode which gives me better performance on shmack then Qrack or ProQuake
It actually can be alt tabbed out of without losing video information, supports a vid_reset if you manage to cause it to lose such, and runs just fine in a windowed mode
It has extremely increased limits in entities, brushes, etc allowing for insane numbers (such as 10,000 knights on screen at once)
It was created for mod makers by someone who is an avid player and mod maker and has made maps before as well
It can be used, and is used by me, for all the mods, single player maps, and multiplayer action I need
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