Source Ports Thread

I know a few Quakers who did a retro episode also were fans of Winquake Mark V.
If you want a port that supports modern maps and mods and still uses the old software renderer there's qrustyquake. However, I think anything that would look good on low res crunchy mode is already supported by Mark V. Still, it's worth a look.
As for vkQuake, if you like Arcane Dimensions, give it a spin on it I love the new particle effects.

Edit: Speaking of said episode, if you're looking for something to play with a retro aesthetic, Ritual was probably tested primarily on original Quake and Mark V Winquake.
vkQuake is really an enhancement over QuakeSpasms.

But I'm also glad that Mark V has features making it look like the original release. I could use DosBox Pure if I wanted something more authentic.

I'm mostly used to Doom sourceports but DarkPlaces is basically like GZDoom whereas QuakeSpasm is like PrBoom+? Is Mark V like Crispy Doom in term of "vanilla-ness"?
 
I'm mostly used to Doom sourceports but DarkPlaces is basically like GZDoom whereas QuakeSpasm is like PrBoom+? Is Mark V like Crispy Doom in term of "vanilla-ness"?
The thing is, the vast majority of maps and mods made in the last 15 years target QuakeSpasm, which is much more vanilla than something like GeeZusDoom is for Doom.

Mark V's Winquake is meant to be something like an enhanced software renderer, but it still has many non-vanilla features. I'd say that besides the absence of texture filtering, it's very similar to QuakeSpasm. Mark V d3d 9/OpenGL is a Fitzquake fork (like QuakeSpasm is) which adds features from Darkplaces and JoeQuake.

I don't know if it's comparable to anything Doom-related, but in the last however many years people have made hardware-rendered Quake engines that add back features of the original game, like the visual effects of software-rendered Quake, but still render at higher res and have anti-aliasing for instance.

Darkplaces was more similar to what GZ is in the past, but it hasn't been updated in a while and the majority of community content is not even tested on it. The community adopted QuakeSpasm as the standard at least over a decade ago and Quake mods seem to usually be much more conservative of the original's gameplay and feel than Doom's. This is my Doom outsider perspective.

I think FTEQW is the most comparable to GZ. Supports lots of extra features, both visual and scripting, and a few standalone games use it (I'm not involved with it enough to know them). Some of the mods that most modify Quake require it like top-down Quake, and Superhot Quake. However, in the Quake sinple-player scene, it's more of a niche engine.
 
The thing is, the vast majority of maps and mods made in the last 15 years target QuakeSpasm, which is much more vanilla than something like GeeZusDoom is for Doom.

Mark V's Winquake is meant to be something like an enhanced software renderer, but it still has many non-vanilla features. I'd say that besides the absence of texture filtering, it's very similar to QuakeSpasm. Mark V d3d 9/OpenGL is a Fitzquake fork (like QuakeSpasm is) which adds features from Darkplaces and JoeQuake.

I don't know if it's comparable to anything Doom-related, but in the last however many years people have made hardware-rendered Quake engines that add back features of the original game, like the visual effects of software-rendered Quake, but still render at higher res and have anti-aliasing for instance.

Darkplaces was more similar to what GZ is in the past, but it hasn't been updated in a while and the majority of community content is not even tested on it. The community adopted QuakeSpasm as the standard at least over a decade ago and Quake mods seem to usually be much more conservative of the original's gameplay and feel than Doom's. This is my Doom outsider perspective.

I think FTEQW is the most comparable to GZ. Supports lots of extra features, both visual and scripting, and a few standalone games use it (I'm not involved with it enough to know them). Some of the mods that most modify Quake require it like top-down Quake, and Superhot Quake. However, in the Quake sinple-player scene, it's more of a niche engine.
I use Darkplaces to try and run mods as a first point of call, and Quakespasm as the next. The results are massively variable in Darkplaces; some of the more mainstream content (X-Men, Malice etc.) tends to work ok, the more niche and user created stuff can either not load at all or loads with lots of broken textures.
 

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