#1 posted by Spirit
on 2010/02/18 17:19:48
Full- and overbrights: Of course!
Aiming ahead: Limited like in Quake
Textures/Content: Starbuck's debaser, nothing else.
#2 posted by spy
on 2010/02/18 17:54:28
gamma - 0.7
brightness - dunno
bpp - 16 :()
fov - 110
textures - an original quake texes
sv_color 1 4
Brightness: dunno but something low
Aiming: 90 degrees up and down
Replacement textures: None, ever
#4 posted by RickyT33
on 2010/02/18 18:37:08
everything default for FitzQuake
-width 1920 -height 1080 -bpp 32 -heapsize massive
er I use W,S,A,D, swim up is F, down is C, jump is [space], +mlook
textures are filtered
max angle i think is limited (metl?)
birghtness is lowest, gamma is default.
#5 posted by RickyT33
on 2010/02/18 18:38:04
I use Rygels pack :) I also use it in id1 and quoth and such, but oftenis makes stuff look worse because not all textures are hi-res, and having a mixture looks bad.
Same As Spirit Minus The Textures
#6 posted by negke on 2010/02/18 19:23:15
Pixelated filtering as in "gl_nearest_mipmap_linear", default brightness and gamma. Old CRT on default settings. Unmodified screenshots are too dark! :]
(Spirit, I assume you use a TFT? That could explain the differences)
#7 posted by rj
on 2010/02/18 20:15:06
gamma - 0.7, sometimes higher on dark maps
fov - 100
that's about it as far as custom settings so, use aguire's glquake which doesn't really have any fullbright/filtering options. and the aim is such that you fire a grenade at the highest angle possible and it lands at your feet, which is not completely up but a little moreso than stock quake. i have custom textures installed but rarely use them.. except skyboxes anyway, always add them in. sometimes fog too if the map suits it
i do have the default gun models offset to the right a little though, much prefer them that way
#8 posted by nitin
on 2010/02/19 01:33:46
fitzquake - gamma 1.2, starbuck's textures, standard FOV, screen adjusted brightness (not quake adjusted), IDgamma, overbrights, no fullbrights (I hate them), 32bpp, 16x anistropic filtering, 8x antialiasing.
aguire glquake - gamme 1.1, starbuck's textures, standard FOV, screen adjusted brightness (not quake adjusted), IDgamma, 32bpp, 16x anistropic filtering, 8x antialiasing.
#9 posted by Trinca on 2010/02/20 19:20:05
Oh oh finaly i found a way to fix my GL problems like this...
anyway my configs are
and it look like this!!!
#10 posted by spy
on 2010/02/20 19:52:57
once i'd set my fov to 110/120, my current fov setting) i can't back to 90 anymore. it looks so weird with 90 :)