VOGONS


First post, by mockingbird

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I noticed that on this youtube video, looking at the bottom right corner, it indicates that it's using GLQuake 1.00 while the last official version I can find is 0.98.

https://www.youtube.com/watch?v=n6AWKXx25GA

Does anyone have this 1.00 version? Perhaps it comes with the GOG or Steam release? I'd appreciate it if someone could upload it.

Thanks

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Reply 2 of 15, by mockingbird

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GL1zdA wrote:

I haven't had 1.00, never seen it, but I've used 1.13 several years ago:
http://www.falconfly.de/patches-quake.htm

I've tried 1.13 but it will not work with my PowerVR. It is in order of magnitude newer than 0.98 and thus implements newer calls which cause it to crash upon loading:

Bump mapping support Slipgates are mirrored brushes Smoother model animation ARB Multitexture Bug fixed shadows OpenGL fog Dista […]
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Bump mapping support
Slipgates are mirrored brushes
Smoother model animation
ARB Multitexture
Bug fixed shadows
OpenGL fog
Distance attenuated flares on torches
Console variables for controlling new features
Options menu has been revised
Increased particle density
Various fixes to the original source code
MSV6 Project Files
Revised source directory

I have contacted leileilol, as he's an active member here on this forum. I'm still waiting for him to chime in.

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Reply 3 of 15, by Tertz

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mockingbird wrote:

I have contacted leileilol, as he's an active member here on this forum.

Hyperactive sometimes and may to be 'she'.
For exotic 3D accelerators ports there is special theme by vetz.

DOSBox CPU Benchmark
Yamaha YMF7x4 Guide

Reply 4 of 15, by mockingbird

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Let me answer my own question:

The glquake "1.00" in question is just GLQuake32.

It wouldn't originally run for me in 98, but either installing IE6 SP1 or KernelEx makes it run, so I was able to see the "1.00" version identification, and that is what leileilol was using.

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Reply 5 of 15, by leileilol

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Wrong

I simply compiled myself GLQuake from q1source.zip since I didn't want to deal with the GLQuake installer, where it's GL 1.00 already. Compile it yourself and you too can have this "rare" GLQuake v1.00

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Reply 6 of 15, by mockingbird

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leileilol wrote:

Wrong

I simply compiled myself GLQuake from q1source.zip since I didn't want to deal with the GLQuake installer, where it's GL 1.00 already. Compile it yourself and you too can have this "rare" GLQuake v1.00

Thanks.

I think that author of GlQuake32 already used the GLQuake 1.00 sourcecode, so I'll just use his executable rather than re-compile.

I wonder why ID never released it, when it is there in the source...

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Reply 7 of 15, by dr.zeissler

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glquake 0.97 seems to be faster on my PII then 1.13, even with deactivated features.

Retro-Gamer 😀 ...on different machines

Reply 8 of 15, by leileilol

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Because 1.13 didn't compile assembly routines - which are still used for GLQuake with the sound system. Low performance is often a risk you take with source ports as very few care to retain the assembly.

Also a reminder that 1.13 is not a quake patch and does not represent Quake by default - it gets lumped up with patch pages because it is simply called GLQuake

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Reply 9 of 15, by Gamecollector

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IIRC GLQuake 0.97 have the broken gamma support (gamma slider in options does nothing).
What about 0.98 and 1.00 versions?

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Reply 10 of 15, by dr.zeissler

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set the gamma in the autoexec.cfg

Retro-Gamer 😀 ...on different machines

Reply 11 of 15, by leileilol

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GLQuake 1.00 has the terrible Quake2 method (increase intensity of palette). Set by command-line parameter -gamma, base default value 1.0, lower is brighter. The engine defaults this to 0.7 on 3dfx instead.

Most source ports have proper screen/buffer gamma implemented - and not this trash:

The attachment glq1gammasucks.jpg is no longer available

fun fact: the source has commented out lines to set device gamma, and they do nothing but cause stutter. so they opted for the preprocessing hack instead

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Reply 12 of 15, by mockingbird

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leileilol wrote:

Most source ports have proper screen/buffer gamma implemented - and not this trash:

Great info leileilol.

Which port do you recommend over the others? And are there any newer ports that will work with the PowerVR SGL?

So far I've been playing around with ProQuake, but horizontal panning is jittery, as if the VSYNC implementation isn't working properly.

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Reply 13 of 15, by leileilol

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mockingbird wrote:

And are there any newer ports that will work with the PowerVR SGL?.

Not many, and most of them implement brightness/gamma in different ways that wouldn't work with the PowerVR due to blending modes or shaders.

One port that's great with PowerVR SGL is MHQuake6 though. It has a vertex lighting implementation which converts all lightmaps to vertex lighting leading to a much faster framerate on PCX2, and the lighting looking more proper than the alpha blending way it does 😀

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Reply 14 of 15, by mockingbird

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Can you please upload a copy as an attachment here?

The author of MHQuake took down his blog and I'm finding it impossible to track down a version of it.

Thanks

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