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Editing GLQuake
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|name=GLQuake | |name=GLQuake | ||
|author=[[id Software]] | |author=[[id Software]] | ||
− | |based-on=[[WinQuake]] | + | |based-on=[[Quake (DOS engine)|Quake]] or [[WinQuake]]? |
− | |first-release= | + | |first-release=? |
− | |newest-release= | + | |newest-release=? |
− | |website= | + | |website=? |
}} | }} | ||
− | + | [[id Software]] released this hacked version of Quake to work with OpenGL while it was constructing Quake 2. There are quite a few problems and differences that should be noted about GLQuake. First off GLQuake does not support [[fullbrights]] - this is a minor visual fault, but remember when working with new textures and graphics to always check to see how it looks in classic software quake as, due to poor error diffusion, your new textures may be bespeckled with fullbrights. GLQuake also doesn't support most [[sprite modes]]. Although sprites are frowned upon in Quake, as it's considered old tech, modders find sprites incredibly useful for special effects. Thirdly, and not really a problem, GLQuake supports [[r_wateralpha|translucent water]], but you need to use a special version of [[VIS]] to have it in your maps. And finally, GLQuake lacks [[overbright] lighting and gamma correction. Third party utilities to modify the palette to make GLQuake appear brighter have existed prior to the source code release. | |
− | GLQuake is | + | GLQuake is the base for most modern ports of the Quake engine. Check [[DarkPlaces]] and [[Tenebrae]] sources for heavily improved code. Check [[FitzQuake]] and the [[GQ]] engine for bug-free enhanced classic GLQuake play. Check [[Telejano]] and [[CheapHack]] for eyecandy enhanced GLQuake/[[TomazQuake]] code. |
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{{Engines}} | {{Engines}} | ||
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