Quake
Source-ports that are close to regular quake
Best soucre ports for quake, ones that are close to regular quake, I basically want mouse control and the soundtrack
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Showing 1-6 of 6 comments
Quakespasm
Chrome Ray Jan 16, 2017 @ 10:40am 
I asked the same question on reddit recently
FitzQuake Mark V Winquake - software 8-bit mode, supports soundtrack, nothing else,
Qbism Super8 - software 8-bit mode, has more modifications to look even more "retro"
JLaw Jan 16, 2017 @ 11:31am 
These answers are good; I'll just agree and add a few more details.

First of all, any version of Quake (including the original programs) support mouselook. You don't need a new Quake engine for that.

Using a new Quake engine is generally a good idea though, not just for soundtrack file support but also for easy widescreen support and the ability to play modern custom maps and other stuff. So:

Quakespasm is a great choice for singleplayer Quake if your idea of "regular Quake" means "GLQuake". You can also make Quakespasm look a little more like WinQuake as described in this thread: http://steamcommunity.com/app/2310/discussions/0/350542683187454090/

If you REALLY want WinQuake style though, especially the color palette limitations from the software renderer, then yeah Mark V or qbism Super8 are things to look into. (Mark V actually provides variants for both the GLQuake look and the WinQuake look.) Neither of these engines are quite as mature as Quakespasm yet IMO but they are both very nice products, and Mark V especially has various cool features and ongoing support/development.

Mark V is also a good choice for non-QuakeWorld multiplayer, as it has most (or all?) of the features from ProQuake rolled into it.

You can get the latest stable Mark V release from http://quakeone.com/markv/ . You can also follow the thread at http://www.celephais.net/board/view_thread.php?id=61375 for latest development builds and discussion.

If you want QuakeWorld multiplayer, that's a different discussion. There are a few different good clients for QuakeWorld multiplayer, although if your primary goal is an old school look then maybe give http://classicq.github.io/ (which uses the Fodquake client) a try.
Syrion Jan 22, 2017 @ 1:57am 
I investigated that same issue here with lots of comparison screenshots: https://www.gog.com/forum/quake_series/chunky_pixels_inside_making_quake_look_most_retro_on_source_ports
Basically my conclusion is what the others have already said, though, that Mark V is the best way to go for that. Personally I've played through Quake using the Mark V Winquake port, which can be made to look nearly identical to the DOS version, has several optional settings and plays music just fine. Highly recommended!
For mods like Arcane Dimension (also highly recommended!) it is probably advisable to use Quakespasm, though, as mods like it are are specifically tailored around that engine. But, using the recommended settings on the link I think it still looks mighty fine :)
Last edited by Syrion; Jan 22, 2017 @ 2:04am
Originally posted by Syrion:
I investigated that same issue here with lots of comparison screenshots: https://www.gog.com/forum/quake_series/chunky_pixels_inside_making_quake_look_most_retro_on_source_ports
Basically my conclusion is what the others have already said, though, that Mark V is the best way to go for that. Personally I've played through Quake using the Mark V Winquake port, which can be made to look nearly identical to the DOS version, has several optional settings and plays music just fine. Highly recommended!
For mods like Arcane Dimension (also highly recommended!) it is probably advisable to use Quakespasm, though, as mods like it are are specifically tailored around that engine. But, using the recommended settings on the link I think it still looks mighty fine :)

Great info. @Syrion

Originally posted by Johnny Law:
These answers are good; I'll just agree and add a few more details.

First of all, any version of Quake (including the original programs) support mouselook. You don't need a new Quake engine for that.

Using a new Quake engine is generally a good idea though, not just for soundtrack file support but also for easy widescreen support and the ability to play modern custom maps and other stuff. So:

Quakespasm is a great choice for singleplayer Quake if your idea of "regular Quake" means "GLQuake". You can also make Quakespasm look a little more like WinQuake as described in this thread: http://steamcommunity.com/app/2310/discussions/0/350542683187454090/

If you REALLY want WinQuake style though, especially the color palette limitations from the software renderer, then yeah Mark V or qbism Super8 are things to look into. (Mark V actually provides variants for both the GLQuake look and the WinQuake look.) Neither of these engines are quite as mature as Quakespasm yet IMO but they are both very nice products, and Mark V especially has various cool features and ongoing support/development.

Mark V is also a good choice for non-QuakeWorld multiplayer, as it has most (or all?) of the features from ProQuake rolled into it.

You can get the latest stable Mark V release from http://quakeone.com/markv/ . You can also follow the thread at http://www.celephais.net/board/view_thread.php?id=61375 for latest development builds and discussion.

If you want QuakeWorld multiplayer, that's a different discussion. There are a few different good clients for QuakeWorld multiplayer, although if your primary goal is an old school look then maybe give http://classicq.github.io/ (which uses the Fodquake client) a try.

This is also great info, as always. @Johnny Law
Last edited by Lone Wolfe (Hoover1979); Jan 22, 2017 @ 4:22am
the latest version of DarkPlaces is pretty much an exact duplicate of this game, but just done on a better engine
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Date Posted: Jan 15, 2017 @ 9:08pm
Posts: 6