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http://www.youtube.com/watch?v=sNAClnJ3xNo
http://www.jacqueskrige.com
Where's the source code for these binary-only releases?
Why is it using and relying on FmodEx?
Why do you need to distribute modified progs for id1, hipnotic and rogue?
Included is improved support for keypad portion of keyboards and fixing a odd crash that occurs when media is detected in optical drives as well as a host of minor tweaks.
http://www.jacqueskrige.com
I respect anyone who has slugged their way through the Quake codebase to create a workable engine. If you really would like to get other folks using it though, then IMO you should try to communicate the answer to that first question above. People aren't going to download your work in order to find out why they should download it. :-)
I've followed the link over to your site before, and I admit I was a little confused. Your description says that the purpose of UQE Quake was "to enable me to once again enjoy one of my most favourite games of all time without having to use DOS emulation software or an older version of Windows". But there's been a large number of other Quake engine projects; were you unaware of them, or did you try to solve some issue that none of them tackled?
And for anyone that is currently using Fitzquake or QuakeSpasm or DirectQ or DarkPlaces or ProQuake or Qrack or ezQuake or etc. etc. ... what have you got to grab their attention? Share the major distinguishing features of your project; you'll get more eyeballs and downloads that way than you will by just posting links.
Basically UQE Quake are for those players that finds the UQE Hexen 2 design direction appealing which are Quake fans as well. Most Quake community members typically would not be very much concerned about Hexen 2, but the inverse holds true.
UQE Quake are for them.
I've followed the same development direction for my Quake 2 engine mod.
UQE Doom 3 only adds native widescreen support, easily accesible through the menu system.
http://www.jacqueskrige.com
The list of video mode slots have been freed-up to allow the possibility to run at 4K screen resolution. The libraries exposing OpenGL 4.5 extensions were updated. There were various tiny NPOW2 flaws with model skin texturing that has been fixed. Some models and textures had issues rendering fullbright pixels properly with regards to animated skins and textures.
The ability to render the world in wireframe mode were added. It gives an interesting perspective on how the world is rendered on a more technical level by showing how geometry move, rotate and gets culled by the renderer based on the position and direction the camera is facing.
Functionality have also been added to enable the engine to load inflated versions of the original 8-bit low resolution textures to double their original size which in turn doubles the amount of texels on any given surface. This reduces the blurriness of textures to a comfortable midway point between the pixelated look of the original software renderer and the excessively blurred look of the hardware renderer. This produces a much smoother and sharper view of the world.
Some engine tweaks to ensure it properly runs on Windows 10 as well as removing the ancient assembler code from the engine and rather use standard C code instead. The assembler code was required on very old hardware to improve performance, which with today's hardware is unnecessary engine bloat.
The engine were compiled using Visual Studio 2015 Update 3 and should run great for old-school gamers running on modern hardware.
http://www.jacqueskrige.com/news/2016/09/uqe-quake-updated
I'll do some testing on this.
So basically... does the slider retain the value, yet the brightness doesn't change?
If you restart the engine, does it still retain the value you chosen?
If I understand correctly, the value is kept, yet the actual gamma ramp doesnt change?
Is the view you are getting very dark or very bright?
And what Windows version are you running?
If you used the previous version... did this issue crop up with the current release?
The gamma code UQE uses is ported from Q3A... if you own it, how does Q3A's gamma behave for you?
Soz all my questions. ;)
The slider seems to work, when I set it at a different point the "gamma" value changes accordingly. The lowest is "2.75", the highest "0.5". Yet, no matter what value it is, the game is just as bright as before. Generally it is very bright, comparable to WinQuake with the brightness slider in the middle (gamma 0.75). When I restart the game the brightness slider and gamma value are the same as before, but brightness still isn't changed.
Another problem I get is that the game crashes when I try to start using the 1920x1080 bat file ("Could not initialize GL [...]"). But that may be an issue on my part. I also can't use a higher resolution on vanilla GLQuake, and vanilla Quake 2 doesn't start at all. So, that may have nothing to do with your engine.
About the resolution issue... start the engine (and you could try on vanilla too) and go to the video mode menu and see if your desired resolution is in that list. UQE should have more relevant resolutions on the list than the vanilla engine. It only got a limited number of slots available. I've filtered out a real lot of the lowrez ones.
Also, since you are on the laptop, you may have a dedicated and a discreet GPU, see if you can force one or the other and see if that gives you the same or different results on the gamma and resolution issues?