For those that are more purists in Quake ... original physics (not QW), standard and unaltered look and feel (no DP, QRack, etc.) there are 2 and only 2 preferred engines:
1. ProQuake - old skool multiplayer engine of choice
In all ways old-skool, no fancy graphics, almost the same as GLQuake except with bug fixes, NAT/broadband router fix, the substantially trustworthy cheat-free mod, modest set of multiplayer improvements.
2. FitzQuake - old skool single player engine of choice
Increased entity capacity, rendering improvements, some nice small touches for more enjoyable single player (onscreen messages go to console, etc.) and some enhancements that assist in map development.
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If there were to be a Quake version 2 style engine that was solely old skool, would this be the ultimate Quake?
And although JP Grossman hasn't worked on ProQuake in a few years, it has only be a couple of years since he worked on CRMOD. I think he was still tweaking it in 2004.
Last I heard, Grossman was working on adding 32 player support, automated map download, blended cheat-free mode allowing other engines to connect but indicating players who passed the cheat-free scan with an "*", and probably some improved netcode.
Just for conversation's sake, what would be the best features to add into ProQuake 4.0?
Support for all the keys on the numeric keypad? Ability to lock your config?
1. ProQuake - old skool multiplayer engine of choice
In all ways old-skool, no fancy graphics, almost the same as GLQuake except with bug fixes, NAT/broadband router fix, the substantially trustworthy cheat-free mod, modest set of multiplayer improvements.
2. FitzQuake - old skool single player engine of choice
Increased entity capacity, rendering improvements, some nice small touches for more enjoyable single player (onscreen messages go to console, etc.) and some enhancements that assist in map development.
---
If there were to be a Quake version 2 style engine that was solely old skool, would this be the ultimate Quake?
And although JP Grossman hasn't worked on ProQuake in a few years, it has only be a couple of years since he worked on CRMOD. I think he was still tweaking it in 2004.
Last I heard, Grossman was working on adding 32 player support, automated map download, blended cheat-free mode allowing other engines to connect but indicating players who passed the cheat-free scan with an "*", and probably some improved netcode.
Just for conversation's sake, what would be the best features to add into ProQuake 4.0?
Support for all the keys on the numeric keypad? Ability to lock your config?
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