Quake > General Discussions > Topic Details
ebbigloo Aug 9, 2013 @ 11:18am
whats the difference? quake, quakeworld, glquake, glquake world?
hello! i would like to know the differences between these launch options?
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Jetairliner1987 Aug 9, 2013 @ 11:21am 
quakeworld is multiplayer only and glquake is a official quake sourceport
AN UPSET Aug 9, 2013 @ 12:28pm 
Quake - dumb client, the original game, no stinking "one" in there, multiplayer is decent... for LANs.
Quakeworld - reworked multiplayer protocol with prediction; dropped single player, dedicated clients and server binaries only
GLQuake - dumb client, the original game with less graphical features, the earliest accellerated opengl game for windows, and not very recommended
GLQuakeworld - same but the multiplayer

All four of these are the only official source ports.
Last edited by AN UPSET; Aug 9, 2013 @ 1:22pm
ebbigloo Aug 9, 2013 @ 6:52pm 
so which would be the best for the full campaign experience.. i might wanna play a game of multiplayer but only after i beat the game.. which would be the best option for me? i've been playing on just the regular "quake" launch option.. which is the option that is defaulted at start up.. source ports meaning it was ported with the source engine?
死EternallyAries死 Aug 9, 2013 @ 7:02pm 
To be honest. There no such thing as "Best option" But Darkplaces or Winquake and GLquake will give you the best experience. But Darkplaces can give you game breaking problems sometimes. like in the Mission Packs.
ebbigloo Aug 9, 2013 @ 7:49pm 
what is darkplaces and winquake? and how do they differ from glquake? i don't even know what glquake is :( lol!! what are the differences? higher resolutions? different maps? different enemies? higher difficulty? i'm really curious though and i don't wanna start messing around with someone i know nothing of..
AN UPSET Aug 9, 2013 @ 8:59pm 
GLQuake just takes advantage of hardware accelleration. However, it is a first generation product for that, and therefore are missing a few graphical features Quake had. You also can't control the brightness in GLQuake.
BloodShed Aug 10, 2013 @ 1:27am 
Originally posted by レイレイ:
You also can't control the brightness in GLQuake.

Yes you can.
ebbigloo Aug 10, 2013 @ 6:15am 
yeah i'm trying to change the resolution on gl quake.. and nothing.. it says the command doesn't exist.. so i understand there are better versions of quake out their.. i would mainly like to change my resolution to a higher one.. and have my hud be transparent on my screen.. i've seen videos of how it looks and it looks great but i have no idea how to get to that point.. i imagine i would have to download some version somewhere..
Bork Aug 10, 2013 @ 7:24am 
Just google "Ultimate quake patch" that improves the graphics, makes the hud large and transparent (in the original, higher resolution meant smaller hud, to the point where you can hardly see it if you use high res) also puts the music back in which the steam version lacks.
ebbigloo Aug 10, 2013 @ 2:55pm 
how do you apply the patch?
Bork Aug 10, 2013 @ 3:17pm 
Just download the file and it self installs.
AN UPSET Aug 10, 2013 @ 3:46pm 
Originally posted by BloodShed:
Originally posted by レイレイ:
You also can't control the brightness in GLQuake.

Yes you can.
No you can't. People tried many ways to get around this limitation for years (like that idGamma tool which generates new palettes). 3dfx users had it easy since the 3dfx MiniGL defaults the gamma to 1.7 on the hardware side - any non-3dfx GLQuake player were screwed.

This limitation was rendered obsolete as soon as some of the first source ports came out to rectify this (Quakeforge and Darkplaces being notably early ones with hardware color control)
Last edited by AN UPSET; Aug 10, 2013 @ 3:47pm
BloodShed Aug 10, 2013 @ 11:34pm 
Originally posted by レイレイ:
Originally posted by BloodShed:

Yes you can.
No you can't. People tried many ways to get around this limitation for years (like that idGamma tool which generates new palettes). 3dfx users had it easy since the 3dfx MiniGL defaults the gamma to 1.7 on the hardware side - any non-3dfx GLQuake player were screwed.

This limitation was rendered obsolete as soon as some of the first source ports came out to rectify this (Quakeforge and Darkplaces being notably early ones with hardware color control)

Whoa back up a bit!

Are we talking about the same thing?

You're suddenly talking about gamma control (which indeed does not exist in glQuake), where I was talking about (in response to your previous post) brightness control (which does exist in the options menu of glQuake).
Last edited by BloodShed; Aug 10, 2013 @ 11:34pm
negke Aug 11, 2013 @ 1:24am 
The brightness control in the options menu modifies the game's gamma cvar. In standard GLQuake, it's nonfuctional. There are modified versions of GLQuake where it's been fixed.
Last edited by negke; Aug 11, 2013 @ 1:24am
BloodShed Aug 11, 2013 @ 1:29am 
Originally posted by negke:
In standard GLQuake, it's nonfuctional. There are modified versions of GLQuake where it's been fixed.

I find that odd since it has always worked for me up to the point I made the switch to DarkPlaces.
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