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Posted by Spirit [213.39.146.118] on 2010/02/18 17:18:09

I am interested what kind of settings you use for Quake. Not resolution, mouse sensitivity and the like, but:
-Gamma
-Brightness
-Fullbrights (bits on textures)
-Filtering
-FOV
-Does the engine let you look straight up ahead or does it limit the max angle like in stock Quake.
-Replacement textures
That's what comes to my mind right now, add what you think might be interesting to know for mappers and other people who try hard to give you a fun experience.

I'll Start
#1 posted by Spirit [213.39.146.118] on 2010/02/18 17:19:48
Forgot overbrights
Gamma 1
Fitzquake-ish contrast
Full- and overbrights: Of course!
Filtering: Pixelquake
FOV: 90
Aiming ahead: Limited like in Quake
Textures/Content: Starbuck's debaser, nothing else.
I'll Continue
#2 posted by spy [95.56.92.159] on 2010/02/18 17:54:28
gamma - 0.7
brightness - dunno
bpp - 16 :()
fov - 110
textures - an original quake texes
sv_color 1 4
vid_refreshrate 75
gl_max_size 512
gl_subdivide_size 2048
v_gunkick 0
Fitz 0.85
#3 posted by onetruepurple [89.75.203.25] on 2010/02/18 18:36:55
Gamma: 0.9
Brightness: dunno but something low
Fullbrights: True
Overbrights: True
Filtering: linear_mipmap_linear
FOV: 100
Aiming: 90 degrees up and down
Replacement textures: None, ever
#4 posted by RickyT23 [86.29.115.48] on 2010/02/18 18:37:08
everything default for FitzQuake
-width 1920 -height 1080 -bpp 32 -heapsize massive
er I use W,S,A,D, swim up is F, down is C, jump is [space], +mlook
textures are filtered
max angle i think is limited (metl?)
birghtness is lowest, gamma is default.
In DP
#5 posted by RickyT23 [86.29.115.48] on 2010/02/18 18:38:04
I use Rygels pack :) I also use it in id1 and quoth and such, but oftenis makes stuff look worse because not all textures are hi-res, and having a mixture looks bad.
Same As Spirit Minus The Textures
#6 posted by negke [88.70.78.64] on 2010/02/18 19:23:15
Pixelated filtering as in "gl_nearest_mipmap_linear&quo... default brightness and gamma. Old CRT on default settings. Unmodified screenshots are too dark! :]
(Spirit, I assume you use a TFT? That could explain the differences)
#7 posted by rj [86.0.165.149] on 2010/02/18 20:15:06
gamma - 0.7, sometimes higher on dark maps
fov - 100
that's about it as far as custom settings so, use aguire's glquake which doesn't really have any fullbright/filtering options. and the aim is such that you fire a grenade at the highest angle possible and it lands at your feet, which is not completely up but a little moreso than stock quake. i have custom textures installed but rarely use them.. except skyboxes anyway, always add them in. sometimes fog too if the map suits it
i do have the default gun models offset to the right a little though, much prefer them that way
#8 posted by nitin [203.202.43.53] on 2010/02/19 01:33:46
fitzquake - gamma 1.2, starbuck's textures, standard FOV, screen adjusted brightness (not quake adjusted), IDgamma, overbrights, no fullbrights (I hate them), 32bpp, 16x anistropic filtering, 8x antialiasing.
aguire glquake - gamme 1.1, starbuck's textures, standard FOV, screen adjusted brightness (not quake adjusted), IDgamma, 32bpp, 16x anistropic filtering, 8x antialiasing.
#9 posted by Trinca [85.138.48.167] on 2010/02/20 19:20:05
Oh oh finaly i found a way to fix my GL problems like this...
http://trinca.no.sapo.pt/joequake1...
Fix:
http://www.realtech-vr.com/glview/...
anyway my configs are
gl_gamma 0.7
gl_contrat 0.7
fov 90
and it look like this!!!
http://trinca.no.sapo.pt/joequake1...
#10 posted by spy [95.56.55.140] on 2010/02/20 19:52:57
once i'd set my fov to 110/120, my current fov setting) i can't back to 90 anymore. it looks so weird with 90 :)

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