I did some tests in using wqpro (Win ProQuake) and joequake (the non-GL version) to test some skins I was using to ensure that they functioned properly/looked right in WinQuake type clients.
I was testing it for this FBCAx package I made as an experiment.
(And if you haven't tried it, you should -- it kicks ass! It's a painless install with excellent shortcuts made, doesn't interfere with any of your existing setup in any way whatsoever)

Because it so fun to play, I found myself fighting the bots on DM6 --- where I could live, that map plus ArenaX --- for longer than I needed to for merely testing.
Getting to the point, I've heard some WinQuake diehards in the past insist WinQuake > GLQuake. I typically use GLPro myself (GLQuake upgrade, essentially), when not using JoeQuake GL or QRack.
I've haven't spent more than 15 or 20 minutes total using WinQuake style clients in the last 4 years. Once I went from DosQuake to GL ProQuake, there was no going back.
But after doing a lot of bot testing in software, I noticed it was smooth as silk. Playing with wqpro (ProQuake software renderer version aka Win ProQuake) made even GLQuake seem jerky, and I had never noticed any lack of smoothness before.
1. WinQuake is remarkably smooth. So smooth, you begin to realize a lack of smoothness in GL engines. How smooth is it? I turned on pq_showfps 1 in wqpro to see my FPS. It was a mere 60. I can't explain this, but the total smoothness of wqpro was undeniable. Maybe it isn't reflected in fps.
I was using 640 x 480 resolution.
2. Some of the lighting and Quake characteristics like the jerky motion when firing the lightning gun do NOT carry over to GL Quake. The atmosphere of WinQuake reminds me of when I first loaded Quake.
Somehow GL bleaches out something that removes the distinctiveness or does something to make the lighting bland. (I would add that to me the feel and lighting that DarkPlaces give to Quake in single player feels more Quake to me than GL Quake).
3. For practical, everyday and all purpose use Quake engines, the absolute best is Win JoeQuake. Has all of the outstanding JoeQuake enhancements like contrast control, maps menu, demos menu, command completion, many ProQuake improvements like double precision aim/longer mm messages, broadband modem/router fix, etc. The 2nd best being Win ProQuake of course (the numerous Quake bug fixes, broadband modem/router fix, better messagemode length, etc.)
4. There is another WinQuake style engine out there with some interesting features, called ToChris (http://hkitchen.quakesrc.org/) but I don't see a download link on that page presently. I've tried that engine before and it has some very interesting improvements. (I think I have it on my hard drive, if I turn more info, I'll post it).
I was testing it for this FBCAx package I made as an experiment.
(And if you haven't tried it, you should -- it kicks ass! It's a painless install with excellent shortcuts made, doesn't interfere with any of your existing setup in any way whatsoever)

Because it so fun to play, I found myself fighting the bots on DM6 --- where I could live, that map plus ArenaX --- for longer than I needed to for merely testing.
Getting to the point, I've heard some WinQuake diehards in the past insist WinQuake > GLQuake. I typically use GLPro myself (GLQuake upgrade, essentially), when not using JoeQuake GL or QRack.
I've haven't spent more than 15 or 20 minutes total using WinQuake style clients in the last 4 years. Once I went from DosQuake to GL ProQuake, there was no going back.
But after doing a lot of bot testing in software, I noticed it was smooth as silk. Playing with wqpro (ProQuake software renderer version aka Win ProQuake) made even GLQuake seem jerky, and I had never noticed any lack of smoothness before.
1. WinQuake is remarkably smooth. So smooth, you begin to realize a lack of smoothness in GL engines. How smooth is it? I turned on pq_showfps 1 in wqpro to see my FPS. It was a mere 60. I can't explain this, but the total smoothness of wqpro was undeniable. Maybe it isn't reflected in fps.
I was using 640 x 480 resolution.
2. Some of the lighting and Quake characteristics like the jerky motion when firing the lightning gun do NOT carry over to GL Quake. The atmosphere of WinQuake reminds me of when I first loaded Quake.
Somehow GL bleaches out something that removes the distinctiveness or does something to make the lighting bland. (I would add that to me the feel and lighting that DarkPlaces give to Quake in single player feels more Quake to me than GL Quake).
3. For practical, everyday and all purpose use Quake engines, the absolute best is Win JoeQuake. Has all of the outstanding JoeQuake enhancements like contrast control, maps menu, demos menu, command completion, many ProQuake improvements like double precision aim/longer mm messages, broadband modem/router fix, etc. The 2nd best being Win ProQuake of course (the numerous Quake bug fixes, broadband modem/router fix, better messagemode length, etc.)
4. There is another WinQuake style engine out there with some interesting features, called ToChris (http://hkitchen.quakesrc.org/) but I don't see a download link on that page presently. I've tried that engine before and it has some very interesting improvements. (I think I have it on my hard drive, if I turn more info, I'll post it).
Comment