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You can also tweak the graphics to make rockets have light sources, etc.
The default DarkPlaces installation is very vanilla.
- http://icculus.org/twilight/darkplaces/
- http://icculus.org/twilight/darkplaces/download.html
For Windows x64:
- http://icculus.org/twilight/darkplaces/files/darkplacesenginewindows64only20140513.zip
For all others:
- See the above two lines.
True, but sadly it's not that close to "Nearly". By that I mean the monsters act differently, Ogre can aim his grenades in a vertical way instead of only horizontal. Some monsters are tweak to move a tiny bit faster. The AI was improved quite a bit. Some guns we're also tweak.
These we're just tiny, VERY tiny little things that I pointed out. There way more that was changed compared too GLQuake alone. Even though we all can agree these are improvements. But if you want the true vanilla experience you would want to stick with GLQuake or in my personal opinion Software Quake aka WinQuake is the closes to DOS vanilla style look.
But besides all of that, another good engine (Can be consider a dead engine now) Is DirectQ. This engine is fantastic. Runs under Direct X. So if sadly if those who uses Linux or Mac, would have to use Wine or other means to get it running. But if you are interested and wanna try it out. Here the link to the archives.
https://www.quaddicted.com/files/engines/directq/
Sadly, the creator has been gone for quite a while from what I know of. It would be quite amazing if he showed up again with a brand new DirectQ release. haha.
That's the optional DPMOD, not the Darkplaces port itself.
quakespam is just an outdated fitzquake markV as quakespasm and most other engines have crashing due to low limits with custom maps / mods or they dont put out say fog correclty if at all
I want to play vanilla, or close to it. No mods and custom maps...
Thanks to all for suggestions!
they both look the same, have the same settings, but quakespasm has lower limitations than the newer fitzquake quakespasm crashes when trying to play some mods such as in the shadows and it doesnt even load fog on that mod and maps with large enemy counts such as unforgiven it will probably crash 1-3 times
and quakespasm isnt one file so its just taking up more room in your quake folder so you pretty much have to uninstall the game to get rid of it because good luck remembering the file names
More files, yes. A bunch of SDL libraries and stuff. Not really much of a problem imo, especially since you can basically delete everything else from the quake root folder. The advantage this brings is that QS runs on multiple platforms. But it's a matter of personal preference, of course.
Bottom line, though: they are both great and largely faithful source ports.... and they both have a working brightness slider unlike GLQuake.