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Engoo - engwin or engqsb

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  • #16
    Have you tried ezQuake with software renderer? Do they have that for Windows?

    As we started this discussion I've explored a bit of your stance, I even have ezQuake, but I'm on my Linux distro boot right now, which I used with .x11(software) instead of GL.

    I downloaded ezQuake for Windows and maybe I'll reboot and see... laterzzz!
    Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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    • #17
      I use ezQuake to play on QuakeWorld servers. I'm not sure if it has a software render. I'm more leaning towards it not having one. I can tolerate OpenGL when online, I would prefer to use OpenGL in a competitive online environment. But for single-player, I would want to play the game how its supposed to be played. Even if that means use software render lol. But for multiplayer I would use ezQuake or OpenGL. I used to use QuakeSpasm to play single-player Quake 1. But, upon hearing about the awesomeness of the software render and its cool effects, I had to switch to Engoo.

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      • #18
        Oh no.. it has one. Rather than booting into Win7 I virtual machined it. It's just how you want it, pixelated. There were other options that might conflict with your system but I just unchecked those. It was butter smooth even in software virtual machined!!!

        The installer ask if you want the software renderer. So go... check, check... check it out!

        Download ezQuake from SourceForge.net

        EDIT:

        I booted into Win7 and now... I'm back. Had no luck though, ezQuake software Crasssssssssssssssshed! My apologies if I gave you bad advice. It really does work while I'm in Linux environment though.
        I'll post up a screenshot...
        Last edited by damage_inc; 01-01-2013, 12:56 PM.
        Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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        • #19
          Its okay, I believe you. Well that's awesome, next time I play some MegaTF, i'll have to use the software render lol. You must be right because ezQuake comes with two executables. One of them is labeled "gl" at the end, so the other one must be the software render.
          Last edited by TempesT; 01-01-2013, 01:06 PM.

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          • #20
            Yeah, no piccie... the mouse and the VM and ezQuake were just not getting along, grrr... Anyway's, cool. Let me know how it goes for ya.
            Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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            • #21
              Axes was designed to chop down tree's, reckon you'd wanna try out your best Paul Bunyan pose before you realize a chainsaw was eaiser
              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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              • #22
                Originally posted by Mindf!3ldzX View Post
                Axes was designed to chop down tree's, reckon you'd wanna try out your best Paul Bunyan pose before you realize a chainsaw was eaiser
                Both the axe and chainsaw were designed to cut wood, so I would have to go with the chainsaw lol.

                Well, I just got back from playing around with the ezQuake render, and have to say its a really nice software port. One thing I don't like though is, the explosion effects have been changed in ezQuake. I can't seem to get the explosion effect to look like how it does in vanilla Quake with ezQuake. It does offer the choice of changing the explosion type. Too bad I couldn't find an setting that uses the vanilla Quake explosion effect. I will ask on the ezQuake forums about it.

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                • #23
                  Couldn't you just play REAL vanilla Quake? Use VirtualBox or VMware and play dos quake, original code and pixels? Or maybe even DosBox would work.

                  Then source port changes, which most want to do when they recode the engine, don't come into play. Just asking
                  Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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                  • #24
                    Winquake was the first software render I tried. I used it as a basis to compare other source ports. I'm just looking for a more modern software port. So far, Engoo is the best I've come by. If ezQuake adds a explosion type that is the original explosion effect, then it might be superior.

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                    • #25
                      I personally asked leileilol (the developer of Engoo) what the differences where in the engwin and engqsb executables, and he said that the QSB executable is experimental. It has higher map limits and stuff like that. It also has risks of crashing. So I'm going to stick with the engwin executable.

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                      • #26
                        That's cool man, I love it when you can actually get the answers you seek! Drives me crazy otherwise.
                        Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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                        • #27
                          What do you mean by "more modern"?

                          QuakeWorld has different physics, so don't use it to play singleplayer Quake if you want it faithful in gameplay.
                          Quake 1 Singleplayer Maps and Mods

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                          • #28
                            Modern as in, currently being developed or has more modern features, like HD resolution support above 1280x1024.

                            How does QuakeWorld change the physics? You mean add model interpolation? This is good to know because I was using the ezQuake software render recently, which would be a QuakeWorld client.
                            Last edited by TempesT; 01-02-2013, 09:06 AM.

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                            • #29
                              quakeworld player physics are just buggy tbh. It was meant to be identical...
                              instead there's walljumping differences, bunnyhopping differences, jump height differences, etc.
                              The fact that it uses prediction is technically just a placebo, but placebos are just as important when we're talking about the feel of things.
                              Some Game Thing

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                              • #30
                                Wow, I had no idea that much changed between the two clients. I'll stick with non-QuakeWorld based software render ports for single-player then.

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