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Go Back Home > Forums > Quake Help > Quake Clients > Quakespasm HD ? Search Forums

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Unread 07-30-2016, 02:20 PM   #1 (permalink)
Axe Man
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Quakespasm HD ?

Can I have install HD content in Quakespasm? Also how do I install it? I only find Darkplace stuff.
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Unread 07-30-2016, 09:18 PM   #2 (permalink)
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Quakespasm doesn't support model replacement textures.
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Unread 07-31-2016, 02:44 AM   #3 (permalink)
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... right !

... but Quakespasm supports maps' HD textures:
--> see for example : http://quakeone.com/forums/quake-mod...tml#post158799

In reality Quakespasm supports only .tga textures files (no jpg, gif ...)
The textures should be put in the "texture" folder of the relative mod/map folder.
The textures should be either uncompressed or contained in .pak file (Quakespasm does not read .pk3 archives).
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Unread 07-31-2016, 04:38 AM   #4 (permalink)
Ogre
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Randomquake,

I also suggest the Authentic Model pack, which works with all the ports, Quakespasm included:

http://quakeone.com/forums/quake-mod...tml#post164095

The pack includes Skiffy's shambler : http://quakeone.com/forums/quake-mod...tml#post163806

and many other models that look original but are a bit more high-poly.
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Unread 07-31-2016, 06:22 AM   #5 (permalink)
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When you say "any", do you mean even GLQuake can use this pack?
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Unread 07-31-2016, 08:41 AM   #6 (permalink)
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Izhido,

According to the readme file -->

"advanced engine needed : Any (tested on FitzQuake Mark V)"

I'm using it with Quakespasm and Darkplaces

Not tested with the new AfterQuake nor with GLQuake
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Unread 08-01-2016, 01:36 PM   #7 (permalink)
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Ok, thanks I will give them a try. Also Icaro, do you know if Quakespasm can imitate software look?
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Unread 08-03-2016, 02:33 PM   #8 (permalink)
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If you're talking about disabling texture-filtering to get the crisp pixelated look...

I think ever quake engine which is build on gl-quake should support gl_texturemode in console?

Setting it to gl_nearest_mipmap_nearest Will give you the look of software-quake

Last edited by talisa; 08-03-2016 at 02:43 PM..
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Unread 08-03-2016, 02:37 PM   #9 (permalink)
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Originally Posted by talisa View Post
If you're talking about disabliny texture-filtering to get the crisp pixelated look...

I think ever quake engine should support gl_texturemode in console?

Setting it to gl_nearest_mipmap_nearest Will give you the look of software-quake
Ok, thanks, Im sorry for asking too much questions, but do you know how to ue the shadows from Quakespasm in FTQuake? In Quakespasm they are just normal shadows but in FTEQUAKE they are only blob hadow, Im using r_shadows 1 command.
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Unread 08-03-2016, 02:55 PM   #10 (permalink)
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Sorry but im afraid not... I mainly use darkplaces engine myself.

I do use fteqw engine but only use it for hexen, not for quake....

.

But im sure spike (creator of fteqw) can prolly tell you
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