The quake engine source port tree is so fascinating. From Quake, To Half Life, to Call of Duty, to even Apex Legends. Hell, even Half Life Alyx is running off Source 2, which can be traced all the way back to the quake engine. You have to respect quake, not just for helping to define the Arena FPS genre, but for defining PC FPS gaming for the next decade.
Valve completely rewrote the Source 2 engine, it shouldn't have any Source or Quake code in it anymore. I'm not a 3d expert nor a game engine guru, but probably every 3D polygon game has some Quake DNA.
@@PaintsAreOp They didn't rewrite the engine.. Source 2 is basically an upgraded CSGO branch Source. Very upgraded, mind, but it still shares a lot with Source. Quake has been ported to GoldSrc, Half-Life was officially ported to Source, and Dota 2 was officially ported to Source 2. The last one just wouldn't have happened if S2 was made from scratch. Think of all the games that went from Unity to Unreal and vice versa; it's a messy process and always ends up with things differing in a subtle but very noticeable manner. That wasn't the case with Dota 2. And no, there were 3D engines made without Quake code, and there are even more of them nowadays. Most AAA ones are descendants, yes, but not all.
Romero thought Mouse Aim was "too advance" for the average player, so it was disable by default and later on patched to always be available from start.
A lot of people also acted towards the mouse as people do towards VR today, no joke. Keyboard only was still the preference back then - Quake and Half-Life etc broke that "habit".
The id philosophy of releasing their source code still seems to me to be something that the rest of the games industry should have followed, certainly those who believe they made a product that people would like to preserve and enjoy long into the future. I know it's a geeky thing but Carmack did something amazing there. To hand these pioneering games over to the community to do with what they may has ensured his games will be enjoyed long past their initial groundbreaking releases. I was big into Quakeworld and Q3A in the 90s and early 00's and it's pretty amazing that these games - 24 and 21 years old now are still somewhat alive, certainly Quake 1 seems more alive than ever with all the source ports and amazing expansion packs like Arcane Dimensions coming out.
There was really only Quakeworld & CTF with mods like grapling hook for multi-player. The rest were trash. Qspy...I think I have an old computer with that still on it somewhere!
It would have certainly made things easier for future generations to do modern source ports... or to better preserve the games in the rather tragic examples of Final Fantasy (VII-IX) and Blade Runner (1997) (which both needed their source codes to be reversed engineered).
The difference is that id implemented and owned all their code and libraries as everything was built in-house, so licensing wasn't an issue for open source release. This is not true for most games and engines these days (or even back in the day, like GoldSrc/Half-Life). They often use proprietary or libraries and code which have different licenses and permissions. They'd have to acquire those permissions to distribute source code. Even worse, they'd have to release under a license which wouldn't be very permissible for open source, since different libraries and code can have different licensing that often conflict with one another. But couldn't they just rip out that code? Well, sure, but who's paying them to do that? They've got other things to work on. Even if they did, they'd have to release a broken piece of software with holes in it which just isn't worth it. I'm totally on the side of open sourcing your software and share your works, especially when they are ancient. But this is not a perfect world.
@@dealloc yea that caused Jedi Academys source code to get removed after like a day of being released. Not sure if anything cool ever came out of the release
I marvel at the tech (I started with game programming on PC right around 1998) But it's so ugly to me that I've never really been able to bring myself to play it. And that's an Aesthetic choice they made, not any technical issue. The grandfather of the 'brown shooter' style seen for like a decade in the 2000's....
It's funny, I don't find it ugly at all - I think it matches the aesthetic id were going for really well. Brown yes but it's a dark game, dark theme. You're not alone though, lots of people didn't like how Quake looked. I was always very impressed by it and for a 1996 release it's a really good looking game imo and of course technologically impressive - blew basically everything else away in the way id liked to do.
FPS Fanatic Honestly, I never liked Quake. Granted I played it long, long after it came out and was a technical marvel of it’s time. And I don’t care about that stuff anyway. The weapons, enemies, levels, and music all felt very generic and boring to me.
KuraIthys I actually think that Quake was the most realistic id game ever. Quake 2 was more like Doom: more sci-fi, more action, more metal soundtrack. The sound and music in Quake is like no other, it was a real horror game.
Epic Typhlosion The steam version unfortunately lacks NIN’s score, which adds so much to the game’s atmosphere. I ended up getting it on GOG just to have the amazing music.
jay sullivan I’m not sure, since I play it with QuakeSpasm. I recommend playing it with a port for more customization options, honestly. The main advantage of GOG’s version is that it contains the soundtrack in OGG format.
"Tenebrae" port is another interesting one. It uses some of the Doom 3 lighting code and some fog/lightray/mist/smoke effects to give original Quake a really good grim and moody atmosphere, where as Darkplaces looks more colorful and cheerful by comparison. I remember liking it a lot more than any other port. Don't know if you'd be able to run it now though since development stopped a while ago.
Tenebrae was brilliant but even a Geforce 2 Ultra struggled to keep up on some of the larger maps with lots of lights. It looked amazing, especially the custom maps the creators made to showcase the new effects. Reminded me of Butcher Bay. Shame they didn't do more with it.
Perfect timing. After my marathon of Doom mods, and my foray of going back into Heretic thanks to this channel, this was my next step since people were talking about Quake 1.5. So yesterday I was thinking hmmm, what should I consider running Quake on? Suddenly, video. He's in my head!
Mark V is a relatively new-ish source port and it's unique for having a software renderer, something you don't see too often anymore since most source ports use hardware acceleration. It's nice to have for graphics accelerators with shitty hardware feature sets and poor OpenGL support (I'm looking at you, Intel) or devices that lack 3D graphics acceleration altogether. What's cool about most of these source ports is that they're using the same base netcode, so you can have cross-platform cross-architecture multiplayer across multiple devices (such as computers, Macs, single board computers like the Raspberry Pi and Android devices). Speaking of which, there's another video idea for you if you ever get around to making it. There's quite a lot of mobile source ports of these id Tech based engines. I really enjoy these videos about source ports; it gives a unique look at the many characteristics and ways to play these old games.
Yeah, but the only bad thing is that it changes a lot the lightning or at least compared to the default settings of both versions. With the gamma and contrast lowered to the minimun is a bit closer but not accurate. Unless there is something im missing.
I wonder if you're gonna give the good old duke the same treatment. It would be nice to see a subjective look at duke ports made by you. (even though there aren't many)
@@Cyclobomber there's actually a lot more, they are just generally not that well known: you have chocolate duke 3d (self explanatory), raze (done by graf, which aims to later bring zscript and a new map format with no limits to dn3d), and jfduke3d (really old, but still worth counting as that was arguably the most vanilla like port until rednukem and choco dn3d), megaton comes with a fuckton of skips exclusive to it (and I think there's a fork/patch for it called pk3d because of how popular it is with speedrunners) and lastly world tour which comes with its own brand of exclusive content. after that you have the mp dedicated ports like rduke, xduke, hduke and lastly netduke32 (eduke32 used to have the oldmp fork as well which was the last eduke32 where mp worked for it) There is actually quite a bit to say tbh. Not as much as with doom, for example, but still.
Missed out on a one really big and important one: FTE Quakeworld (FTEQW) is the main project of the guy who forked QSS (Spike) and it's been in active development for who knows how long. I know it says QW in the title but it can run regular quake and pretty much all its mods too, plus a bunch of more advanced mods and total conversions that require FTEQW to run because if it's really amazing features for developers. It has tons of graphics options to run any resolutions and framerates, you can make it look like software quake or darkplaces-like with fancy real time lighting, or anything in between. Some people like being able to play quake with quakeworld physics as well, makes it feel more fluid to move around. Personally I use it as my game engine of choice to make small completely standalone games that don't really look or feel like quake in any ways, it goes a long way to show how powerful it is for developers/modders, and many of the advanced stuff you can do with the more advanced engines originate from FTEQW
I did almost all of my original Quake playing without realizing that mouselook was even a thing. The game would aim assist vertically like DOOM did, and I would use the A and Z keys as needed to point up and down. Yes, I even did multiplayer this way. It was fine. We were all terrible and playing on modems back then after all.
Never played Quake, and Quake is older than me as I was born in 2001, yet, it got me hooked to playing it, I think Quake still holds up to this day along side Doom & Doom 2. Thank you for comparing the source ports cause I was looking for a source ports that was close to the vanilla game
There's a command (similar to the mount command) which can be used to mount a cue/bins and isos as cds in Dosbox, and this was used in the steam version of One Unit Whole Blood to add the music into the game. I'm sure this same concept can be used for the Dos version of Quake, run in Dosbox.
It also works with actual CDs. I have a CD of US Navy Fighters and I can just pop it in the CD drive and mount it. Although you use the normal mount command for a CD instead of imgmount for ISOs. Alternatively you can have Windows mount the ISO and then use the normal mount command too.
I really like these videos that you have done for far. I started watching your channel with doom soruce ports. As someone who does not even have a PC as I am still a console player. Though I remember playing this and doom with my dad when I was young. I like the info you give since I will be getting a PC sometimes in the future. So seeing how easy a certain source port is to install and a how faithful it is to the original. You explain things well and I look forward to other videos from you in the future with this series
for those in 2022, some new information: i love mark v, which is not without its own set of issues. it is likely to never be updated again. for those looking for a software rendered, crusty port for your older computers and beyond, someone has made a fork of mark v called chadquake, which is based on mark v winquake with some adjustments, most noticeable to me being that mouse input seems to have been fixed. i just found out about ironwail this week, which showed up in late 2021. based on quakespasm, with the framerate fixes and a very nice set of 8bit palletization shaders that bring the software aesthetic to a quakespasm compatible, opengl port. vkquake also got its own 8bit rendering emulation a few weeks ago as of posting this! darkplaces made my geforce 2 hit single digit framerates back in like 2006
I used to play on darkplaces, but I noticed some problems, such as Fiends tending to get stuck on level geometry after landing their jumps. I've since switched over to Quakespasm and am fully satisfied with that decision. I can't wait for this video's sequel, as well as the source port video on Quake II.
Having the Varghskelethor mushroom appear while talking about how not to save with 5 hp with projectiles flying at ya was hilarious and it made me die of laughter cause of i just watched one of Joel's old They Hunger streams where he did exactly that XD. Anyways, I think Darkplaces is one of my favorite quake source ports, mainly cause of quake 1.5, it's an amazing mod! Quakespasm is also amazing, but i think the Remastered version is a lot better for more "Casual" play (It even has bot support for deathmatch, now if only it had Quake 3 styled hitsounds, not sure if there's a mod for it tho)
joequake.runecentral.com/about.html www.speedrun.com/Quake/guide/s25n6 it was developed by a speed runner with the rest of the community checking that only fair changes were made. Some quality of life looks and improved demo playback
Say, have you ever seen Tenebrae? It's bonkers. 3:29 Oh, my gosh, I haven't seen the warpy water effect since my childhood! I've missed it! I should probably switch away from DarkPlaces...
coming from QSS, vkQ's better performance makes the experience much better for me especially in overly heavy custom maps like Tears of the False God, raven keep, and ad_sepulcher (i barely got 70ish fps playing those maps and vkQ handle 200+fps just fine). cheers for the great video!
Don't know if it's just so well optimized or is it Vulkan doing some special magic but it's amazing how fast vkQ is. Kind of makes me wish it would support at least some of those fancy visual mods from Darkplaces, maybe it wouldn't chug as much as DP does.
The Quake CDis one of my most prized possessions, getting the music to run on source ports without it can be a bit weird at times, some days it'll work some it wont, but the CD will work, at least from my experience Arcane Dimensions is the thing I point to when talking about how great modding is, just sooooo damn good, mixed with soul crushing difficulty and some really wonderful architecture its my second favorite mod after Total Chaos for Doom II which is just 100% black magic Quake to this day is still my favorite fps, something just really clicked with me on it
Slapping HD textures on top of an old game usually makes it look worse (and even more outdated), which is why I am not a fan of HD texture packs. But adding 3D mdoels to a sprite game - that's even worse :P
man. not trying to be rude. but i'm surprised that Dwars actually agrees with the F word being in a comment. ah whatever. (edit: this is to bandit keith btw.)
One thing I always have when it comes to source ports is the fact if they could play mods and go and do multiplayer like in QuakeWorld servers. It is really odd considering that basically I play with Darkplaces as it has been abandoned for some reason ever since December of 2018, has its own section of multiplayer servers with maybe one or two fellows on a server only in the maybe 10 servers there, and a downside though is that I have seen a color pallet errors with some models in the Team Fortress mod, I mean Quakespasm and Mark V are not bad alternatives for playing mods that is using the game command, but the only multiplayer I can really play with those are via the connect command in both ports. If only they supported it I would drop Darkplaces for ether of them or some port that may take my offers.
Makes you think that the ammount of source ports and how active they are is connected to how much stuff (mods, levels, etc) people created (and still do) and also how easy is to accomplish it. Quake 2 engine has some new features compared to the original but it is harder to mod and people preferred to recreate some of them back to that instead of using it (plus not caring for that universe as much and details like how you move or attack). Even the Hexen 2 variant of the engine isn't used outside content for that game, never understand if there are some feature that could be useful. A bit sad that it's quite a downhill from here with the source ports, Quake 2, Quake 3 still have some decent stuff, Doom 3 much less, then basically we have a toolkit for Rage no one ever used it (re-installed some time ago, interesting but it creates huge files even for small stuff).
The true pro Quake experience is running the game straight from Steam and putting up with the color bugs from running it above the intended color depth Also congrats on the 3k!
The only true way to play Quake is on a retro Pentium 1 / 2 machine in DOS (or via WinQuake if you have the CPU time). As long as you can stay north of 40fps theres no excuse to take a single bit of damage on a nightmare run!
@@TheVanillatech Totally agree, since a Pentium or Pentium II will not consistently get over 40 fps in software even rendering a stock demo, let alone in nightmare. My P166MMX got something like 30 fps in 320x240 in the days and maybe 20 fps in 640x480 during medium level single player gameplay.
@@hansfm2032 My friend had a P166MMX. When he bought it, the fastest MMX CPU for sale here in our city. A very expensive pre-built system. We were expecting great things from this "MMX" technology, and it was a lot faster than my Pentium 75. His PC ran Quake in DOS very smoothly, compared to what we were used to. Timerefresh in console at the start map gave around 17fps, but thats a very demanding scene. Actual gameplay throughout the episodes ranged from 25-55fps, depending on the map. I ended up stealing a Pentium 200Mhz (non-MMX) from a computer shop that had ripped me off a year earlier, and I was shocked that it beat his MMX PC. Didn't know back then, that MMX was basically for multi-media. Not for FPU improvements! My P200 hit 21fps in Timerefresh on start map, and stayed north of 30fps at all times, even in the most demanding maps. In deathmatch maps, which are smaller, I was hitting 75fps consistently. That was the first "smooth" Quake I'd experienced. At least, at that time. Quake was pretty demanding. Me having that P200 really pissed my friend off. So he immediately went out and bought a Pentium II motherboard with a P2 300Mhz, which blew the socks off my machine. Double the performance in 320x240, and triple in SVGA mode. I still beat him 20-0 in deathmatch! XD
I bought an original copy of the game for DOS on CD-ROM and tried getting it running using DOSBox, but ran into weird bugs. In some cases Scrags were replaced with other game objects, or remained static. In other cases, platforms that should raise and lower failed to do so, making the game unplayable without turning clipping on and off. Fortunately, these bugs failed to repro when using DOSBox-X. I was forced to play the game at its lowest resolution, but otherwise it ran flawlessly, and I even got the music to play by mounting a BIN/CUE of the original disk
Really good video! I started watching your channel recently and I’m really enjoying your content! I much prefer this style of video. The walkthrough are still great though! Keep up the good work!
Been using Quakespasm since I first started playing Quake early last year. But I do enjoy having insight on the other sourceports I may use in the future.
It was a hell of a time to be a PC gamer in the mid to late 90s. Retro pixel is now way more acceptable now, but at this time computers were doubling in speed every 16 months and the games were matching it. There's just a 2 year difference between Doom 2 and Quake, and look at the tech. Online gameplay was just blossoming and had a humongous advantage over consoles.
I didn't even realize you could use the mouse to aim until i downloaded the infamous Killcreek vs Romero demos to watch. I was wondering how they were turning and moving around so fast. Before that I was using the keyboard to move and aim lol.
To use quakeworld go to your console, and type in the ip address or website url **without https bullshit** and port. Use the connect command to do this
So glad you mentioned Dark Places. That has to be my favorite source port for running on modern systems. You mention Quake for DOS does not run well in DOSBox (but like you said, who wants to play it that way, anyway?), but WinQuake still runs on modern computers... My experience has been the complete opposite; DOS Quake has always run quite nicely in DOSBox (particularly 32-Bit DOSBox - *DO NOT* use 64-Bit DOSBox!) While WinQuake has proven to me to be unusable while the game runs waaaaayyy too fast on modern machines (including older Pentium III systems) with random speedups and slowdowns, too... @1:08 You can legally download the shareware version of Quake... I really did enjoy how many of these source ports you covered! It also helps in case one of them gets dropped and one may need to look for an alternative. Good stuff!
Just so you know, an engine called Ironwail came along, and it has many features similar to Mark V. Like it renders the cool underwater warp effect, and has a mod and map browser. It uses OpenGL 4.3, and the advantages are enormous performance and compatibility with mods.
I've only ever played the shareware version of quake. I was a console boi then all gaga over jrpgs. But I have been curious. In a perfect world the old gods would create a source port compatible with multiple old id tech engines. Tear ass through quake 1 and 2 or even doom 3 with gun caster or heretical doom.
Remastered Quake is now available! And it's by Nightdive! Looks like us casuals don't have to find the source ports & just play Quake in better graphics straight away!
for a true vanilla experience i recommend WinQuake, or FitzQuake software mode, for GL mode and if you wanna run some custom maps (some wont work like Arcane dimensions for DirectQ) i recommend DirectQ sourceport.
Anyone remember the "Horror Quake" mod? It was released in 1997 I believe, along with some strange buggy "racing Quake" which I remember more vaguely. Horror Quake was a 1v1 MOD set on a map that was a big dark house. One player was the axe murderer, the other was the unarmed victim. As the killer you hid under a staircase, in the corner of a room etc until the victim walked past then you axed them to death while they screamed and dropped the keyboard. Then the players switched roles. It was hilarious.
FTE/AfterQuake I've found to be really good, it's super customisable and feels very good. You can get it very close to a software rendered appearance with square particles and such, while also having dynamic lighting and a vulkan backend
After literally playing web qauke (A free version of quake you used to be able to find through the google web store) for years and beating it on hard, I finally bought it through stream a few days but was a little disappointed once I realized all the ports existed Thankfully I got used to even Winquake and now I just want to get GLqauke up and running correctly I don't mind quakespasm, it does feel really modern and nice, I just prefer glqauke the most as it looks and feels like webqauke. Plus the fact that the gun in quakespasm looks smaller compared to other versions bugs me. Thanks for covering all the ports
Glquake has dynamic lighting, it is just that it is disabled by default because of how taxing it was for graphics cards of that era. It can be enabled from the console.
When you brought up Darkplaces I was surprised you didn't mention Wrath: Aeon of Ruin, a new game that recently entered Early Access on Steam that uses the Darkplaces version of the Quake engine (and it's published by 3D Realms). You can even customize it to make it look like software rendered Quake 1 with centered weapons, no animation interpolation so you get the choppy animations of vanilla Quake 1, software mode color pallet, and up the pixel scaling so it looks super chunky (with max pixel scaling making the game look like the SNES port of Doom). Personally though I'm so spoiled by Quakespasm and Darkplaces for Quake 1 that for Wrath I keep interpolation on at all times, I just like the smoother animations more.
9:30 dark places is outdated and not currently being updated. Its sad though, it made quake lighting look very realistic 10:27 hey what about ironwail ? Or was it not released when the video came out ? Just curious
To my knowledge there aren't any source ports dedicated to that, but they all have settings to create a vanilla experience if you so choose. Vkquake does, I know that much
I'm a big fan of the colored lighting in quakespasm/vkquake, looks like it's mapped to all the same areas as Quake 64. Quake 64 also had the same underwater screen filter as the software-rendered ports.
The first time I played quake it was through winquake, and I didn't know you could look around smoothly so the first time I beat quake I played it as if it were doom. Second time around I figured out you have to time "+mlook" into the console every time you start the game, then I beat the game again normally. Finally I heard of Mark V and that is what I currently use.
I've been following your great Quake videos on TH-cam for a while now and I'm really impressed with your knowledge and experience. I'm especially interested in your mods for the game. I'm a huge Quake fan. I recently came across a very old source port of this game - Quake Tenebrae, which I'd like to install, but I'm having a lot of trouble - Tenebrae hasn't been updated for years. Could you help me out and give me instructions on how to properly install this port? I'd really appreciate any help and tips. I'd like to be able to compare Tenebrae with darkplace, quakespasm and Epsilon
Hey, the Source Engine was originally a modified version of the Quake Engine, right? Has anyone ever backported Quake to the Source Engine? Because that would be amazing. The Source Engine is really timeless and versatile.
I played through most of Quake on GLQuake, and "technically playable" is an accurate description. It refused to use any 16:9 resolution, and the brightness slider did not work at all. I switched to Quakespasm when I came back to it, and finished the game. I'd like to see a video like this about Quake 2 source ports.
as far as im concerned Yamagi is the best vanilla styled port for Q2, though if you have RTX cards playing that game with RTX support is actually pretty cool (though for some reason i need to use mouse smoothing in that one because otherwise turning around is pretty jerky). I'll have to check vkQuake 2 to see if Q2 with Vulkan support is worth playing through that way.
@@OmegaCoolsterDX Agreed, Yamagi is good. It's what I've been using to play Quake 2. I started with it this time, since I knew about Quake source ports by then.
I use Darkplaces for regular play and Quakespasm when I make maps. The more advanced lighting of Darkplaces makes it harder to optimize lighting in the map but it is nice to have when replaying the original with graphics mods. That and Quake 1.5 kicks ass.
I'll probably be covering that in another video! Mark V is descended from DirectQ, and is still in development, so it's got that going for it. Likewise I'll have to cover FitzQuake too, and maybe certain other ports like Tenebrae.
I still use it, honestly. I also run an OS that's roughly 20 years old (hint: it ain't XP) and most of the hardware is close to that age in my PC as well but even if I were running the latest model e-peen rig I'd still play Quake in DirectQ.
Now that the remaster has been released there's something I've been wondering. Mods and the extra expansions aside, is there any reason to use the other source ports? I imagine there is, but I just don't know what they'd be outside of mods.
Most interesting Quake port, at least for me, is for Nintendo DS, called QuakeDS. Running Quake on such a low powered handheld, is a truly amazing experience.
The quake engine source port tree is so fascinating. From Quake, To Half Life, to Call of Duty, to even Apex Legends. Hell, even Half Life Alyx is running off Source 2, which can be traced all the way back to the quake engine. You have to respect quake, not just for helping to define the Arena FPS genre, but for defining PC FPS gaming for the next decade.
decades*
Almost every big 3D game can trace some small part of its DNA back to Quake.
Valve completely rewrote the Source 2 engine, it shouldn't have any Source or Quake code in it anymore. I'm not a 3d expert nor a game engine guru, but probably every 3D polygon game has some Quake DNA.
@@PaintsAreOp no they didn't lmao
@@PaintsAreOp They didn't rewrite the engine.. Source 2 is basically an upgraded CSGO branch Source. Very upgraded, mind, but it still shares a lot with Source.
Quake has been ported to GoldSrc, Half-Life was officially ported to Source, and Dota 2 was officially ported to Source 2. The last one just wouldn't have happened if S2 was made from scratch. Think of all the games that went from Unity to Unreal and vice versa; it's a messy process and always ends up with things differing in a subtle but very noticeable manner. That wasn't the case with Dota 2. And no, there were 3D engines made without Quake code, and there are even more of them nowadays. Most AAA ones are descendants, yes, but not all.
Romero thought Mouse Aim was "too advance" for the average player, so it was disable by default and later on patched to always be available from start.
weird since when Doom64 dev team visited id, the mouse aiming in Doom was a revelation for them, since they all played keyboard only.
A lot of people also acted towards the mouse as people do towards VR today, no joke. Keyboard only was still the preference back then - Quake and Half-Life etc broke that "habit".
@Lava Croft oh hey I found you! You're in the new blood discord server lmao
Romero never played Marathon I guess
What we (the players at the time) was the we added +mlook to our cfg-files.
The id philosophy of releasing their source code still seems to me to be something that the rest of the games industry should have followed, certainly those who believe they made a product that people would like to preserve and enjoy long into the future.
I know it's a geeky thing but Carmack did something amazing there. To hand these pioneering games over to the community to do with what they may has ensured his games will be enjoyed long past their initial groundbreaking releases.
I was big into Quakeworld and Q3A in the 90s and early 00's and it's pretty amazing that these games - 24 and 21 years old now are still somewhat alive, certainly Quake 1 seems more alive than ever with all the source ports and amazing expansion packs like Arcane Dimensions coming out.
Honestly I feel like releasing the source code for software that's no longer maintained should be required by law
There was really only Quakeworld & CTF with mods like grapling hook for multi-player. The rest were trash.
Qspy...I think I have an old computer with that still on it somewhere!
It would have certainly made things easier for future generations to do modern source ports... or to better preserve the games in the rather tragic examples of Final Fantasy (VII-IX) and Blade Runner (1997) (which both needed their source codes to be reversed engineered).
The difference is that id implemented and owned all their code and libraries as everything was built in-house, so licensing wasn't an issue for open source release.
This is not true for most games and engines these days (or even back in the day, like GoldSrc/Half-Life). They often use proprietary or libraries and code which have different licenses and permissions. They'd have to acquire those permissions to distribute source code. Even worse, they'd have to release under a license which wouldn't be very permissible for open source, since different libraries and code can have different licensing that often conflict with one another.
But couldn't they just rip out that code? Well, sure, but who's paying them to do that? They've got other things to work on. Even if they did, they'd have to release a broken piece of software with holes in it which just isn't worth it.
I'm totally on the side of open sourcing your software and share your works, especially when they are ancient. But this is not a perfect world.
@@dealloc yea that caused Jedi Academys source code to get removed after like a day of being released. Not sure if anything cool ever came out of the release
"Thanks to the release of the source code almost 20 years from now..."
See you in 2039, my friends.
LMAO
What
@@sillyfella2009 Sorry, you're 17 years too early still.
Is that when Doom Eternal and 2016's source code will be released?
20 years from now... backwards. I mean, still technically correct, just not how one normally uses that phrase.
>vargshroom
ah, i see you're a man of culture
@Tw1st3dG4m3r Wasnt there a clip of him saving while being burned to a crisp by his favourite enemy?
Quake is truly a timeless classic. Its visuals are remarkable even to this day, Great video.
I marvel at the tech (I started with game programming on PC right around 1998)
But it's so ugly to me that I've never really been able to bring myself to play it.
And that's an Aesthetic choice they made, not any technical issue.
The grandfather of the 'brown shooter' style seen for like a decade in the 2000's....
It's funny, I don't find it ugly at all - I think it matches the aesthetic id were going for really well. Brown yes but it's a dark game, dark theme.
You're not alone though, lots of people didn't like how Quake looked. I was always very impressed by it and for a 1996 release it's a really good looking game imo and of course technologically impressive - blew basically everything else away in the way id liked to do.
FPS Fanatic
Honestly, I never liked Quake. Granted I played it long, long after it came out and was a technical marvel of it’s time. And I don’t care about that stuff anyway. The weapons, enemies, levels, and music all felt very generic and boring to me.
ADRIAN ROMERO THE GOD
KuraIthys I actually think that Quake was the most realistic id game ever. Quake 2 was more like Doom: more sci-fi, more action, more metal soundtrack.
The sound and music in Quake is like no other, it was a real horror game.
Wrath: Aeon of Ruin is built on DarkPlaces so while it's not an official port it's kinda it's own game engine now.
Me when I first got Quake: "Are there any source ports for this?... Eh, I'll just run it from Steam."
Epic Typhlosion The steam version unfortunately lacks NIN’s score, which adds so much to the game’s atmosphere. I ended up getting it on GOG just to have the amazing music.
matternicuss, does the GOG version have the ability to turn off mouse acceleration?
jay sullivan I’m not sure, since I play it with QuakeSpasm. I recommend playing it with a port for more customization options, honestly. The main advantage of GOG’s version is that it contains the soundtrack in OGG format.
@@matternicuss , okay, thanks.
@@matternicuss So do you have any idea on how to play music in QSpasm? Tried the Steam forum instructions but didn't work so I used Mk V til now?
"Tenebrae" port is another interesting one. It uses some of the Doom 3 lighting code and some fog/lightray/mist/smoke effects to give original Quake a really good grim and moody atmosphere, where as Darkplaces looks more colorful and cheerful by comparison.
I remember liking it a lot more than any other port. Don't know if you'd be able to run it now though since development stopped a while ago.
Thanks! I’ll try to remember playing this after some of the more traditional ports.
Sadly it’s kinda abandoned and lags a lot to this day but it has a some sort of historical value
Gordan Freemen oh well
Tenebrae was brilliant but even a Geforce 2 Ultra struggled to keep up on some of the larger maps with lots of lights. It looked amazing, especially the custom maps the creators made to showcase the new effects. Reminded me of Butcher Bay. Shame they didn't do more with it.
Unless you're 20 feet tall and throwing lighting...or a rabbit talking about sourceports then you can face me
Fancy Quake Champions reference
Perfect timing.
After my marathon of Doom mods, and my foray of going back into Heretic thanks to this channel, this was my next step since people were talking about Quake 1.5.
So yesterday I was thinking hmmm, what should I consider running Quake on?
Suddenly, video. He's in my head!
Mark V is a relatively new-ish source port and it's unique for having a software renderer, something you don't see too often anymore since most source ports use hardware acceleration. It's nice to have for graphics accelerators with shitty hardware feature sets and poor OpenGL support (I'm looking at you, Intel) or devices that lack 3D graphics acceleration altogether. What's cool about most of these source ports is that they're using the same base netcode, so you can have cross-platform cross-architecture multiplayer across multiple devices (such as computers, Macs, single board computers like the Raspberry Pi and Android devices).
Speaking of which, there's another video idea for you if you ever get around to making it. There's quite a lot of mobile source ports of these id Tech based engines. I really enjoy these videos about source ports; it gives a unique look at the many characteristics and ways to play these old games.
As someone with a dinky Intel notebook, Mark V is a godsend.
Yeah, but the only bad thing is that it changes a lot the lightning or at least compared to the default settings of both versions. With the gamma and contrast lowered to the minimun is a bit closer but not accurate. Unless there is something im missing.
I wonder if you're gonna give the good old duke the same treatment. It would be nice to see a subjective look at duke ports made by you. (even though there aren't many)
Isnt Eduke like the only Duke3D port?
@@fojisan2398 There is also RedNukem (a fork of sorts) and BuildGDX, as far as I know). Not much to say indeed.
@@Cyclobomber there's actually a lot more, they are just generally not that well known: you have chocolate duke 3d (self explanatory), raze (done by graf, which aims to later bring zscript and a new map format with no limits to dn3d), and jfduke3d (really old, but still worth counting as that was arguably the most vanilla like port until rednukem and choco dn3d), megaton comes with a fuckton of skips exclusive to it (and I think there's a fork/patch for it called pk3d because of how popular it is with speedrunners) and lastly world tour which comes with its own brand of exclusive content. after that you have the mp dedicated ports like rduke, xduke, hduke and lastly netduke32 (eduke32 used to have the oldmp fork as well which was the last eduke32 where mp worked for it)
There is actually quite a bit to say tbh. Not as much as with doom, for example, but still.
From what I understand, Wrath: Aeon of Ruin runs off of a modified version of dark places. Kinda like how Ion Fury runs off eduke.
Missed out on a one really big and important one: FTE Quakeworld (FTEQW) is the main project of the guy who forked QSS (Spike) and it's been in active development for who knows how long. I know it says QW in the title but it can run regular quake and pretty much all its mods too, plus a bunch of more advanced mods and total conversions that require FTEQW to run because if it's really amazing features for developers. It has tons of graphics options to run any resolutions and framerates, you can make it look like software quake or darkplaces-like with fancy real time lighting, or anything in between. Some people like being able to play quake with quakeworld physics as well, makes it feel more fluid to move around.
Personally I use it as my game engine of choice to make small completely standalone games that don't really look or feel like quake in any ways, it goes a long way to show how powerful it is for developers/modders, and many of the advanced stuff you can do with the more advanced engines originate from FTEQW
I did almost all of my original Quake playing without realizing that mouselook was even a thing. The game would aim assist vertically like DOOM did, and I would use the A and Z keys as needed to point up and down. Yes, I even did multiplayer this way. It was fine. We were all terrible and playing on modems back then after all.
Never played Quake, and Quake is older than me as I was born in 2001, yet, it got me hooked to playing it, I think Quake still holds up to this day along side Doom & Doom 2. Thank you for comparing the source ports cause I was looking for a source ports that was close to the vanilla game
There's a command (similar to the mount command) which can be used to mount a cue/bins and isos as cds in Dosbox, and this was used in the steam version of One Unit Whole Blood to add the music into the game. I'm sure this same concept can be used for the Dos version of Quake, run in Dosbox.
It also works with actual CDs. I have a CD of US Navy Fighters and I can just pop it in the CD drive and mount it. Although you use the normal mount command for a CD instead of imgmount for ISOs. Alternatively you can have Windows mount the ISO and then use the normal mount command too.
*Joel!?*
*Joel!?*
*Are you saving at 1% health again Joel!?*
Rest in peace, Tenebrae Quake.
And now we have IronWail. Probably the most impressive port made so far.
Can’t wait to hear your thoughts on the remaster
I really like these videos that you have done for far. I started watching your channel with doom soruce ports. As someone who does not even have a PC as I am still a console player. Though I remember playing this and doom with my dad when I was young. I like the info you give since I will be getting a PC sometimes in the future. So seeing how easy a certain source port is to install and a how faithful it is to the original. You explain things well and I look forward to other videos from you in the future with this series
vQuake for Rendition Verite? It was official port afaik.
Erm where's the 2024 edition of Quake Source Ports HUUUUUUUH?!
Quake is really a good demonstration of how games has got to this time
for those in 2022, some new information:
i love mark v, which is not without its own set of issues. it is likely to never be updated again. for those looking for a software rendered, crusty port for your older computers and beyond, someone has made a fork of mark v called chadquake, which is based on mark v winquake with some adjustments, most noticeable to me being that mouse input seems to have been fixed.
i just found out about ironwail this week, which showed up in late 2021. based on quakespasm, with the framerate fixes and a very nice set of 8bit palletization shaders that bring the software aesthetic to a quakespasm compatible, opengl port. vkquake also got its own 8bit rendering emulation a few weeks ago as of posting this!
darkplaces made my geforce 2 hit single digit framerates back in like 2006
Is there any software sourceport for quake that can run at high FPS without breaking physics?
@@juanchol21 not that i'm aware of unfortunately
I used to play on darkplaces, but I noticed some problems, such as Fiends tending to get stuck on level geometry after landing their jumps. I've since switched over to Quakespasm and am fully satisfied with that decision. I can't wait for this video's sequel, as well as the source port video on Quake II.
Having the Varghskelethor mushroom appear while talking about how not to save with 5 hp with projectiles flying at ya was hilarious and it made me die of laughter cause of i just watched one of Joel's old They Hunger streams where he did exactly that XD.
Anyways, I think Darkplaces is one of my favorite quake source ports, mainly cause of quake 1.5, it's an amazing mod! Quakespasm is also amazing, but i think the Remastered version is a lot better for more "Casual" play (It even has bot support for deathmatch, now if only it had Quake 3 styled hitsounds, not sure if there's a mod for it tho)
So glad to see this channel growing, glad to see the content vary as well.
i've been loving all of these videos. i got really excited when i saw this in my sub box. good work my guy
FTEQW is another great source port that I personally enjoy playing
One issue with GLQuake is that, because it ignores the palette colormap, it doesnt support fullbright pixels. Like the little lights on health packs.
dude i'm gonna be honest, i absolutely adore your coverage. great voice, great topics that scratch my shooter itch. keep it up!
Joequake/neaquake are the only accepted ports for speed running.
Who's JoeQuake?
joequake.runecentral.com/about.html www.speedrun.com/Quake/guide/s25n6 it was developed by a speed runner with the rest of the community checking that only fair changes were made. Some quality of life looks and improved demo playback
@@TimDoherty joe mama
i only played the game through joequake so i was surprised it wasn't mentioned here
Agustín Ariel ask in here discord.gg/WN56b7e
Not sure why you talk like anisotropic filtering is a bad thing, it prevents textures from getting horribly undetailed at a distance.
Say, have you ever seen Tenebrae? It's bonkers.
3:29 Oh, my gosh, I haven't seen the warpy water effect since my childhood! I've missed it! I should probably switch away from DarkPlaces...
I would like to see a port with the features of QS and DarkPlaces in one.
coming from QSS, vkQ's better performance makes the experience much better for me especially in overly heavy custom maps like Tears of the False God, raven keep, and ad_sepulcher (i barely got 70ish fps playing those maps and vkQ handle 200+fps just fine). cheers for the great video!
Don't know if it's just so well optimized or is it Vulkan doing some special magic but it's amazing how fast vkQ is. Kind of makes me wish it would support at least some of those fancy visual mods from Darkplaces, maybe it wouldn't chug as much as DP does.
I'd love to see a review of the Nightdive/Kex Engine remaster of have it included in a second video
I second this notion
The Quake CDis one of my most prized possessions, getting the music to run on source ports without it can be a bit weird at times, some days it'll work some it wont, but the CD will work, at least from my experience
Arcane Dimensions is the thing I point to when talking about how great modding is, just sooooo damn good, mixed with soul crushing difficulty and some really wonderful architecture its my second favorite mod after Total Chaos for Doom II which is just 100% black magic
Quake to this day is still my favorite fps, something just really clicked with me on it
Dwars: I don't care about fancy graphics
50% of the quake 2 sourceports and mods: (silence)
those look god awful too, even the RTX looks like fucking garbage, nice shiny graphics but does not mesh with the art style at all
Slapping HD textures on top of an old game usually makes it look worse (and even more outdated), which is why I am not a fan of HD texture packs. But adding 3D mdoels to a sprite game - that's even worse :P
AlexeiVoronin *doomguy has PTSD flashbacks*
man. not trying to be rude. but i'm surprised that Dwars actually agrees with the F word being in a comment. ah whatever. (edit: this is to bandit keith btw.)
Brody Olsen oh no cursing what ever will we do. Someone think of the children
Nice vid, good to know about the other engines out there, and I appreciate the details you covered for each!
QuakeWorld probably requires you to find a server via a modern website and connect to it with a command or another menu
The day has finally come. I've been waiting for this one for a while now.
One thing I always have when it comes to source ports is the fact if they could play mods and go and do multiplayer like in QuakeWorld servers.
It is really odd considering that basically I play with Darkplaces as it has been abandoned for some reason ever since December of 2018, has its own section of multiplayer servers with maybe one or two fellows on a server only in the maybe 10 servers there, and a downside though is that I have seen a color pallet errors with some models in the Team Fortress mod, I mean Quakespasm and Mark V are not bad alternatives for playing mods that is using the game command, but the only multiplayer I can really play with those are via the connect command in both ports.
If only they supported it I would drop Darkplaces for ether of them or some port that may take my offers.
Makes you think that the ammount of source ports and how active they are is connected to how much stuff (mods, levels, etc) people created (and still do) and also how easy is to accomplish it. Quake 2 engine has some new features compared to the original but it is harder to mod and people preferred to recreate some of them back to that instead of using it (plus not caring for that universe as much and details like how you move or attack). Even the Hexen 2 variant of the engine isn't used outside content for that game, never understand if there are some feature that could be useful.
A bit sad that it's quite a downhill from here with the source ports, Quake 2, Quake 3 still have some decent stuff, Doom 3 much less, then basically we have a toolkit for Rage no one ever used it (re-installed some time ago, interesting but it creates huge files even for small stuff).
The true pro Quake experience is running the game straight from Steam and putting up with the color bugs from running it above the intended color depth
Also congrats on the 3k!
The only true way to play Quake is on a retro Pentium 1 / 2 machine in DOS (or via WinQuake if you have the CPU time). As long as you can stay north of 40fps theres no excuse to take a single bit of damage on a nightmare run!
@@TheVanillatech Totally agree, since a Pentium or Pentium II will not consistently get over 40 fps in software even rendering a stock demo, let alone in nightmare. My P166MMX got something like 30 fps in 320x240 in the days and maybe 20 fps in 640x480 during medium level single player gameplay.
@@hansfm2032 My friend had a P166MMX. When he bought it, the fastest MMX CPU for sale here in our city. A very expensive pre-built system. We were expecting great things from this "MMX" technology, and it was a lot faster than my Pentium 75. His PC ran Quake in DOS very smoothly, compared to what we were used to. Timerefresh in console at the start map gave around 17fps, but thats a very demanding scene. Actual gameplay throughout the episodes ranged from 25-55fps, depending on the map.
I ended up stealing a Pentium 200Mhz (non-MMX) from a computer shop that had ripped me off a year earlier, and I was shocked that it beat his MMX PC. Didn't know back then, that MMX was basically for multi-media. Not for FPU improvements! My P200 hit 21fps in Timerefresh on start map, and stayed north of 30fps at all times, even in the most demanding maps. In deathmatch maps, which are smaller, I was hitting 75fps consistently. That was the first "smooth" Quake I'd experienced. At least, at that time. Quake was pretty demanding.
Me having that P200 really pissed my friend off. So he immediately went out and bought a Pentium II motherboard with a P2 300Mhz, which blew the socks off my machine. Double the performance in 320x240, and triple in SVGA mode.
I still beat him 20-0 in deathmatch! XD
I bought an original copy of the game for DOS on CD-ROM and tried getting it running using DOSBox, but ran into weird bugs. In some cases Scrags were replaced with other game objects, or remained static. In other cases, platforms that should raise and lower failed to do so, making the game unplayable without turning clipping on and off. Fortunately, these bugs failed to repro when using DOSBox-X. I was forced to play the game at its lowest resolution, but otherwise it ran flawlessly, and I even got the music to play by mounting a BIN/CUE of the original disk
VINESAUCE JOEL reference very appreciated ♥
Really good video! I started watching your channel recently and I’m really enjoying your content! I much prefer this style of video. The walkthrough are still great though! Keep up the good work!
How will Joel ever recover?
"Oh Dios Mio..."
Been using Quakespasm since I first started playing Quake early last year. But I do enjoy having insight on the other sourceports I may use in the future.
It was a hell of a time to be a PC gamer in the mid to late 90s. Retro pixel is now way more acceptable now, but at this time computers were doubling in speed every 16 months and the games were matching it. There's just a 2 year difference between Doom 2 and Quake, and look at the tech. Online gameplay was just blossoming and had a humongous advantage over consoles.
0:54 bro kept struggling with that jump and didn't even cut it from the video 😭😭♥
amazing evolution between doom and quake engine:
you can look up
and down! :0
literally the difference between 2.5D and *real* 3d space.
@@agnel47 yeah plus you can already stack rooms and jump in the doom engine if you know what you're doing
You can do that in Hexen.
I didn't even realize you could use the mouse to aim until i downloaded the infamous Killcreek vs Romero demos to watch. I was wondering how they were turning and moving around so fast. Before that I was using the keyboard to move and aim lol.
Well, lucky for you, the steam version has been updated. It's been fully remastered in the KEX engine!
To use quakeworld go to your console, and type in the ip address or website url **without https bullshit** and port. Use the connect command to do this
So glad you mentioned Dark Places. That has to be my favorite source port for running on modern systems.
You mention Quake for DOS does not run well in DOSBox (but like you said, who wants to play it that way, anyway?), but WinQuake still runs on modern computers... My experience has been the complete opposite; DOS Quake has always run quite nicely in DOSBox (particularly 32-Bit DOSBox - *DO NOT* use 64-Bit DOSBox!) While WinQuake has proven to me to be unusable while the game runs waaaaayyy too fast on modern machines (including older Pentium III systems) with random speedups and slowdowns, too...
@1:08 You can legally download the shareware version of Quake...
I really did enjoy how many of these source ports you covered! It also helps in case one of them gets dropped and one may need to look for an alternative. Good stuff!
I use Mark V Winquake. I like to play old games as close to what they were back in the 90s.
But that Darkplaces sourceport looks amazing!
Thanks a lot. I was so lost in the millions of existing engine ports, not knowing what to play.
Im using MarkV to play and sometimes host a server.
Just so you know, an engine called Ironwail came along, and it has many features similar to Mark V. Like it renders the cool underwater warp effect, and has a mod and map browser. It uses OpenGL 4.3, and the advantages are enormous performance and compatibility with mods.
I've only ever played the shareware version of quake. I was a console boi then all gaga over jrpgs. But I have been curious. In a perfect world the old gods would create a source port compatible with multiple old id tech engines. Tear ass through quake 1 and 2 or even doom 3 with gun caster or heretical doom.
We need a a Subjective look at MORE quake sourceports, also, you forgot one of my favorites, DirectQ
Mark V is the successor to DirectQ.
Remastered Quake is now available! And it's by Nightdive!
Looks like us casuals don't have to find the source ports & just play Quake in better graphics straight away!
for a true vanilla experience i recommend WinQuake, or FitzQuake software mode, for GL mode and if you wanna run some custom maps (some wont work like Arcane dimensions for DirectQ) i recommend DirectQ sourceport.
Quakespasm is how I played it for the first time, but now with the NightDive studios official re-release... it satisfies all my wants.
Anyone remember the "Horror Quake" mod? It was released in 1997 I believe, along with some strange buggy "racing Quake" which I remember more vaguely. Horror Quake was a 1v1 MOD set on a map that was a big dark house. One player was the axe murderer, the other was the unarmed victim. As the killer you hid under a staircase, in the corner of a room etc until the victim walked past then you axed them to death while they screamed and dropped the keyboard. Then the players switched roles. It was hilarious.
My Father played Quake 3 back in the day he loved it.
Tell your father it is still alive online. And free to download.
=]
@@MrDo0bie Thanks but Hes to busy with Family but i will Tell hin Thanks!
I played Quake when it was brand new. Both software and later on GLQuake and of course Quakeworld and Team fortress etc. Amazing memories.
Good work documenting a subject I've always been interested in. You've earned a sub from me!
FTE/AfterQuake I've found to be really good, it's super customisable and feels very good. You can get it very close to a software rendered appearance with square particles and such, while also having dynamic lighting and a vulkan backend
After literally playing web qauke (A free version of quake you used to be able to find through the google web store)
for years and beating it on hard, I finally bought it through stream a few days but was a little disappointed once I realized all the ports existed
Thankfully I got used to even Winquake and now I just want to get GLqauke up and running correctly
I don't mind quakespasm, it does feel really modern and nice, I just prefer glqauke the most as it looks and feels like webqauke.
Plus the fact that the gun in quakespasm looks smaller compared to other versions bugs me. Thanks for covering all the ports
Glquake has dynamic lighting, it is just that it is disabled by default because of how taxing it was for graphics cards of that era. It can be enabled from the console.
Are you planning on talking about the latest quake re release any? Love to hear your thoughts on it.
Nice! Can't wait for DirectQ episode.
A subjective look on Rise of the Triad port would be really short and depressing.
A little less depressing now with ROTTexpr.
Even better.
2:19 now the default is the remaster
What about the quakeRTX port? It has raytracing among other things
When you brought up Darkplaces I was surprised you didn't mention Wrath: Aeon of Ruin, a new game that recently entered Early Access on Steam that uses the Darkplaces version of the Quake engine (and it's published by 3D Realms). You can even customize it to make it look like software rendered Quake 1 with centered weapons, no animation interpolation so you get the choppy animations of vanilla Quake 1, software mode color pallet, and up the pixel scaling so it looks super chunky (with max pixel scaling making the game look like the SNES port of Doom). Personally though I'm so spoiled by Quakespasm and Darkplaces for Quake 1 that for Wrath I keep interpolation on at all times, I just like the smoother animations more.
thank you so much for that joel roast
9:30 dark places is outdated and not currently being updated. Its sad though, it made quake lighting look very realistic
10:27 hey what about ironwail ? Or was it not released when the video came out ? Just curious
And what is the sourceport who comes close to chocolate doom to say an example? One that maintains accurate but with easier setup.
are there quake purists out there? I've never seen one
@@thisname5ucks Im not purist, but i think it wouldnt be bad to have a sourceport like that.
To my knowledge there aren't any source ports dedicated to that, but they all have settings to create a vanilla experience if you so choose. Vkquake does, I know that much
I'm a big fan of the colored lighting in quakespasm/vkquake, looks like it's mapped to all the same areas as Quake 64. Quake 64 also had the same underwater screen filter as the software-rendered ports.
The first time I played quake it was through winquake, and I didn't know you could look around smoothly so the first time I beat quake I played it as if it were doom. Second time around I figured out you have to time "+mlook" into the console every time you start the game, then I beat the game again normally. Finally I heard of Mark V and that is what I currently use.
autoexec.cfg will blow your mind
I really miss John Carmac being incharge of ID and making and releasing engines
okay and what about ezQuake, fuhQuake... and all that? MQWCL?
what about peepeepoopooquake which was the most historical source port?!
Maybe a Quake II source ports video sometime in the future? The CoopOrDie world server mod needs to be mentioned!
I've been following your great Quake videos on TH-cam for a while now and I'm really impressed with your knowledge and experience. I'm especially interested in your mods for the game.
I'm a huge Quake fan. I recently came across a very old source port of this game - Quake Tenebrae, which I'd like to install, but I'm having a lot of trouble - Tenebrae hasn't been updated for years. Could you help me out and give me instructions on how to properly install this port?
I'd really appreciate any help and tips.
I'd like to be able to compare Tenebrae with darkplace, quakespasm and Epsilon
I would love to see Quake 2&3 source ports. These videos are incredibly interesting.
Hey, the Source Engine was originally a modified version of the Quake Engine, right?
Has anyone ever backported Quake to the Source Engine? Because that would be amazing. The Source Engine is really timeless and versatile.
Quake maps have been ported to Sven Coop, and at least one video shows a proof of concept for a gmQuake mod.
@@Dwars So you're saying it's definitely possible?
Thanks for bringing up Quakespasm-spiked, I've been looking for a port that supports high framerates.
I played through most of Quake on GLQuake, and "technically playable" is an accurate description. It refused to use any 16:9 resolution, and the brightness slider did not work at all. I switched to Quakespasm when I came back to it, and finished the game.
I'd like to see a video like this about Quake 2 source ports.
as far as im concerned Yamagi is the best vanilla styled port for Q2, though if you have RTX cards playing that game with RTX support is actually pretty cool (though for some reason i need to use mouse smoothing in that one because otherwise turning around is pretty jerky). I'll have to check vkQuake 2 to see if Q2 with Vulkan support is worth playing through that way.
@@OmegaCoolsterDX Agreed, Yamagi is good. It's what I've been using to play Quake 2. I started with it this time, since I knew about Quake source ports by then.
thx for clearing this up. if you're this late to the party, that stuff can be really confusing
I use Darkplaces for regular play and Quakespasm when I make maps. The more advanced lighting of Darkplaces makes it harder to optimize lighting in the map but it is nice to have when replaying the original with graphics mods. That and Quake 1.5 kicks ass.
Hey dwars happy to see you hitting 3k
No DirectQ? Used it for quite some time until I switched to Quakespasm/VkQuake
I'll probably be covering that in another video! Mark V is descended from DirectQ, and is still in development, so it's got that going for it. Likewise I'll have to cover FitzQuake too, and maybe certain other ports like Tenebrae.
I still use it, honestly. I also run an OS that's roughly 20 years old (hint: it ain't XP) and most of the hardware is close to that age in my PC as well but even if I were running the latest model e-peen rig I'd still play Quake in DirectQ.
Now that the remaster has been released there's something I've been wondering. Mods and the extra expansions aside, is there any reason to use the other source ports? I imagine there is, but I just don't know what they'd be outside of mods.
Most interesting Quake port, at least for me, is for Nintendo DS, called QuakeDS. Running Quake on such a low powered handheld, is a truly amazing experience.