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LCDs are so bad at rendering dark environments, that modern gaming monitors include "nightvision" modes that boost the light levels in dark environments. It still hasn't been solved perfectly even to this day.
As such, monitors such as the one on my laptop cannot reproduce the dark areas as anything other than pitch black. The brightness is indeed broken, as it does not make dark areas visible at all. Gamma is probably necessary, but it wasn't a video option and I only now thought of checking to see if it's still a console variable. edit: Yes, but the intensity variable is missing.
There's another flaw in the new rendering engine, in that the original id games would always increase the lighting as you moved closer to an object to mimic natural eye sight, and this version does not do that. This makes it impossible to navigate dark corridors in secret areas.
As far as the new engine having specific lighting flaws, there is some incorrect lighting spots, like Door to Cthon, where there is a sqiggly platform above a drop that is supposed to disable the light so you fall in the pit without knowing where to step.
The remaster has been relit, so there are areas that both look better and worse, but overall it looks nicer than the original, which was never that great. The game is really best played with a source port that has had decades to fix all the problems, and not any of the original methods. Quake was such a mess that it broke up the original id team. It was really only playable on voodoo cards, because they had different lighting and contrast modes than other hardware, although the software effects were never ported correctly. People who played the old versions should remember the idgamma program. Yeah, it was never good. We're comparing rotten apples to rotten oranges with the lighting here.
Anything outside the flashlight radius is literally black.
Not dark. Not hard to see.
Black.
There is no visual information there.
This is what I was saying on here too.
The early GL version of Quake had blown out lighting, I remember thinking that when I first played it, but the resolution and performance was so much better that no one cared.
The GL version also had texture filtering and round particles which again, people just went along with. So for most, that IS what quake looked like, not the chunky pixelated look.
Other than the Dos version running in software mode, there is no "pure" way to play Quake. There are so many versions of Quake even after it came out. Companies literally created video cards with Quake 1 in mind. Versions of Quake with their own strengths and weaknesses.
Some had fancy 'underwater effects' while others couldn't render it, or it was some other method. Or like I said, the Lighting in general was ether darker or was blown out like the GL version.
So yeah, I think the NEX version is a very pleasant way to play Quake graphic wise. I really like the newer lighting system and whatnot. It makes the old textures feel new again. Everything just pops. It might not be accurate to the Software lighting but I still think it looks great.
Yeah, that's what the idgamma program was for. It fixed the "blown out" look, but the fullbright and water effects were never fixed outside of source ports.
https://www.quakewiki.net/archives/frib/glquake.html#Idgamma
You also had to make your own autoexec.cfg with all sorts of variables to fix the rest of it. Quake was an unfinished tech demo that worked good enough to get by, but it was never good at stock values and had to be tweaked.
It's decent, but could use work in some spots.
Any actual dark sequence in the original version of doom 3, the darkness was BLACK.
Not dark.
No light. Turn the gamma all the way the hell up and you still don't see anything.
It is literally black.
The GLQuake was just a quick project Carmack did to try OpenGL (I remember he praised it but he was dismissive of Direct3D) and it had many bugs and displayed some things wrong - for example it did not support fullbright colors/pixels, and also did not support overbright lightmaps, which made a lot of lighting really 'flat'. But Quake wasn't developed with OpenGL or that look in mind, while Quake II actually was (but it still has software mode as a remnant).
And yes I remember using tools like idgamma for GLQuake back then.
What I discovered is that func_trains are not affected by ambient lighting. They are initially set to a degree of brightness by their start up location(s), and remain this way, no matter where they are in the map. To get the Magma Trams, and 2nd set of fluoresents just right, I had to experiment with the luminosity, only in the beginning.
Func_trains function a whole lot better, when placed near the center of the map. My theory on this is, the Quake engine can keep track of things better when they are closer to "ground zero." So I tried a number of different light combos, and the end results speak for themselves. In my opinion, the brightness on both the trams and fluorescents, turned out perfect.
Brush entities use lightmaps as any other BSP surface, so their illumination cannot be dynamic. This applies to everything, like doors, trains and plats. All lighting is processed and baked in at compile time, and cannot be recalculated at runtime.
In fact, the lights entities you put in your map don't even exist in-game. MDL-modeled entitites for example (like monsters, powerups and weapon pickups) are lit according to the light level from the ground directly below them.
To sum it up: brush entities get lit at whatever position they are when you compile your map.
For trains, you can take advantage from the fact they can be put wherever you want in the map, and they'll be moved to the first path_corner position when the map starts, so you can put it in some spot that's better lit.
In case of doors, depending on the setup, you can use the "start open" spawnflag so it'll reverse its open/close positions in-game.
As for plats, the best strategy is to try tk have similar lighting setups at both the bottom and top areas, so the difference won't be jarring when the plat is at either position.