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Goodbye Forever, WinQuake?

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  • Goodbye Forever, WinQuake?

    There is now a Direct3d build of Unofficial ProQuake 3.70:

    Download: Unofficial ProQuake 3.70 - Direct3D/DirectX version

    This Direct3D build appears just about the same as GLQuake, except that this should always work if you have DirectX 7.0 or higher no matter whether or not your OpenGL works fine or not.

    This should mean that unless someone has a completely obsolete computer, even if GLQuake doesn't work, this will.

    This means using WinQuake is never something on Windows someone has to do because they must, unless they really messed up their computer badly or prefer WinQuake for their own reasons.

    This needs testing. I have only tested it on a single computer.

    Functionality ported from D3DQuake (circa 2000).

    If you know someone who can't use anything except WinQuake, they hate WinQuake and they wish they could use GL, let them know about this.

    edit = Link didn't work --- fixed!
    Last edited by Baker; 06-19-2007, 09:59 AM.
    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 ...

  • #2
    I used to use d3dquake.exe when I had my old ATI RAGE 128 w/ 64mb ram that couldnt run GL. Looked exactly the same as GL, although I didn't think it looked any better than winquake. GL was more blurry, IMO. Good times...

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    • #3
      WinQuake looks rather pixelated and has distinct lighting.

      GLQuake really looks more bland than WinQuake in a lot of ways, but WinQuake has a lot of drawbacks including that you weapon model disappears if you use an FOV over 90 and you can't use transparent water. Also: WinQuake really can't do more than 72 FPS (or whatever refresh rate you are using), but I get 200 frames per second with this.

      Additionally, if you are one of the people that hates Quake's invisibility effect that not only blinds you with a white hue, but takes away your view weapon model, this will give you the option to avoid that if you go to Advanced Settings -> Draw Weapon = Always



      Back when I got this computer, the video card wouldn't do GL ProQuake, but did every other game. I tried D3DQuake and I preferred using it over WinQuake.

      /But eventually I bought a video card because D3DQuake wasn't very good compared to GLProQuake.
      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 ...

      Comment


      • #4
        FTEQW has awesome software rendering. The particles are a bit weird at my setup (maybe I forgot something) but the rest is just incredible. I'm not sure about the Netquake compatibility though. And of course FTEQW = always buggy.
        Quake 1 Singleplayer Maps and Mods

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        • #5
          I don't want to ever stop using winquake. I love pixels!

          Comment


          • #6
            Hey hey, are you saying winquake is Updated?

            OMG i so missed it's raw roughness.

            I should try this one out.

            I loved winquake for the fov 120 to hide the weapon, and then also, for the textures, i always felt the pixelated walls and floor was so much more detailed than that of glproquake.

            I got glproquake in a filter or render mode that r00k suggested to me, so it does look very close to winquake, but still it's different.

            I'll check this out. An yeah i know i do use R_drawviewmodel 0 for glproquake to hide the weapon.

            Comment


            • #7
              Originally posted by Spirit View Post
              FTEQW has awesome software rendering. The particles are a bit weird at my setup (maybe I forgot something) but the rest is just incredible. I'm not sure about the Netquake compatibility though. And of course FTEQW = always buggy.
              I got the idea of this (Direct3D version) from FTE. I know that FTE does 24 bit software rendering, Spike did a lot of groundbreaking things in FTE.
              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 ...

              Comment


              • #8
                First I can't adjust the client contrast, so I ended seen shit.

                Then I tried to alternate back to my desktop an I got this:



                an this:




                Config:

                Windows XP Professional - SP2 + April's AutoPatcher XP
                AMD Sempron 3000+ (Barton) - 1GB DDR333 - Radeon 9600 Pro GeCube
                PcChips M863
                F�rum QuakeBrasil

                Lots of Quake related stuff


                Comment


                • #9
                  Originally posted by vegetous View Post
                  First I can't adjust the client contrast
                  I need to fix the brightness slider. I noticed it wasn't working, should only take a few minutes to fix.

                  I get the error you have when ALT-TAB ing out of it. I'll look into it.
                  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 ...

                  Comment


                  • #10
                    Btw.: nice work Baker!
                    F�rum QuakeBrasil

                    Lots of Quake related stuff


                    Comment


                    • #11
                      Originally posted by vegetous View Post
                      Btw.: nice work Baker!
                      Thanks. The next thing I plan to implement is automatic international keyboard support. I could use some quick testing on that tomorrow to verify it works properly, if you want.
                      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 ...

                      Comment


                      • #12
                        He! ...seems that I rrrreally have to buy a Pentium now!

                        Note: just kidding

                        Comment


                        • #13
                          D3D winquake goes nuts on me. The weird thing is, when i recorded a demo and it crashed as i went through a (realm entrance portal), but when i went and ran the demo it took. In normal glproquake.

                          It looked completely normal. O_o

                          But from the screenshots you can tell, it wasn't normal while i was running around the start.bsp.

                          It probably is just some command, i don't remember for winquake that would resolve that issue, not sure.
                          Attached Files

                          Comment


                          • #14
                            Ah, that's too bad Lerster. Funny how video cards and OpenGL/DirectX are always the weak link.
                            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 ...

                            Comment


                            • #15
                              Looks like r_draworder 1 to me.

                              Comment

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