with regards to technology in particular, the current idea of "obsolescence" is what needs to be deprecated. i could probably run crysis (not well) on that laptop, but not arcane dimensions? that is something that just makes me profoundly sad. i am but a longtime quake player and neophyte brush layer who just happens to be an owner and enjoyer of a computer with intel hd3000 graphics under windows 10. i promise that i'm not trying to be annoying by continuing to go off on true software rendering in quake, and i am sorry if that has ended up being the case. the abandonement and ignoration of software rendered, winquake engines en masse is directly antithetical to keeping quake running on as many machines as possible. I feel like a goal with quake going forward should be "keep Quake Now running on as many machines as possible, past and present", an ethos similar to how folks do what they can to run the dooms on whatever they can. it has winquake and glquake exes, for both netquake and quakeworld! i will be giving it a good run at some point in the next week. TyrQuake might be another potential option for those seeking a software renderer for whatever reasons, aesthetic or practical, which seems to be in somewhat active development. that would make sense in an environment where striving for creating "vanilla compatible" content is as valid a goal and challenge as it is in the dooms, but it seems not to be much of a concern with quake, which is totally fine! i have loved seeing the level of detail in brushwork increase throughout the ages. It does fix the issues with mouse input it seems (*feels* like 125hz polling but i didn't set that on my end?), but yeah the featureset has been scaled back even compared to what could have been done with mark v winquake. ![]() + High-quality emulation of software rendering features, resulting in a modern but faithful look and feel (Pictured) + Current community standard, resulting in high compatibility with modern releases It it is currently the most used source port within the wider community, and has many forks (engines that use QuakeSpasm as a base) that improve optimization, add new features, and generally have higher compatibility than this base version of QuakeSpasm.įeatures include a large set of graphical refinements that can help hardware rendered Quake look as faithful as it can to the original, emulating many software-only rendering techniques that were sadly left out of the original hardware rendered Quake, and has many modern comforts including support for high-resolutions, ultra-wide resolutions, Xbox controllers and numerous bug-fixes done to the vanilla engine. Extensive modifications to KEY files can create entirely new motions for characters, though in some cases an enemy's KEY files and the player's KEY files are not interchangeable.QuakeSpasm is a multi-platform engine that aims to be an improved successor to the original Quake engine, focused on keeping the classic gameplay and graphics. KEY files are animation definitions, as every frame of the player's and enemy's animation sequences, as well as sometimes even ships' flight paths' are defined in these files. Although they share the same tag as Windows' registry, they are far different. The 3do models' animations come from files called KEY files. Since merging all of the textures into one file was very much not feasible (until more recent methods of assigning textures to fan-made 3do models were discovered) each individual body part has a different texture. ![]() These bitmaps can only be rendered in perfect squares dividable by 8. MAT files are converted 256 color bitmaps. Each one contains texture definitions (called MAT files), and text that details mesh names, vertices, faces, how they are shaded, and the like. Though this caused no problems in gameplay, more modern computers tend to play on-screen weapon animations too fast, due to the fact that they are much more powerful than their 1997 counterparts.ģdo files are the 3D models used in the basic Sith engine. The background would run at 30 FPS, whereas the gun would render with no framerate cap. It renders with ease, however, though the background environment and the gun in the first person view tend to be on entirely separate rendering layers. It does not support per-color transparency, and has a Nintendo 64 level of anti-aliasing. It was also imported to Grim Fandango, as a part of the GrimE engine. Updated and altered versions of the engine can also be seen in Star Wars: DroidWorks, Star Wars: Episode I The Phantom Menace video game, and Indiana Jones and the Infernal Machine. The game Star Wars: Jedi Knight: Dark Forces II was based on that engine, and its expansion, Star Wars: Jedi Knight: Mysteries of the Sith, on a slightly updated version. The Sith Engine was a game engine developed by LucasArts.
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