3dfx owners -- read the 3dfx.txt file.
On a standard OpenGL system, all you should need to do to run glqwcl is put
glqwcl.exe in your quake directory, and run it from there. DO NOT install
the opengl32.dll unless you have a 3dfx! Glquake should change the screen
resolution to 640*480*32k colors and run full screen by default.
If you are running win-95, your desktop must be set to 32k or 64k colors
before running glqwcl. NT can switch automatically.
Theoretically, glqwcl will run on any compliant OpenGL that supports the
texture objects extensions, but unless it is very powerfull hardware that
accelerates everything needed, the game play will not be acceptable. If it
has to go through any software emulation paths, the performance will likely
by well under one frame per second.
At this time (march '97), the only standard opengl hardware that can play
glqwcl reasonably is an intergraph realizm, which is a VERY expensive card.
3dlabs has been improving their performance significantly, but with the
available drivers it still isn't good enough to play. Some of the current
3dlabs drivers for glint and permedia baords can also crash NT when exiting
from a full screen run, so I don't recommend running glqwcl on 3dlabs
3dfx has provided an opengl32.dll that implements everything glqwcl needs,
but it is not a full opengl implementation. Other opengl applications are
very unlikely to work with it, so consider it basically a "glqwcl driver".
See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
full screen, but you must still have your desktop set to a 16 bit color mode
for glqwcl to start.
We had dynamic resolution changing in glqwcl for a while, but every single
opengl driver I tried it on messed up in one way or another, so it is now
limited to startup time only.
This will start glqwcl in a window on your desktop instead of switching the
screen to lower resolution and covering everything.
glqwcl -width 800 -height 600
Tries to run glqwcl at the specified resolution. Combined with -window, it
creates a desktop window that size, otherwise it tries to set a full screen
The amount of textures used in the game can have a large impact on performance.
There are several options that let you trade off visual quality for better
There is no way to flush already loaded textures, so it is best to change
these options on the command line, or they will only take effect on some of
the textures when you change levels.
OpenGL only allows textures to repeat on power of two boundaries (32, 64,
128, etc), but software quake had a number of textures that repeated at 24
or 96 pixel boundaries. These need to be either stretched out to the next
higher size, or shrunk down to the next lower. By default, they are filtered
down to the smaller size, but you can cause it to use the larger size if you
really want by using:
glqwcl +gl_round_down 0
This will generally run well on a normal 4 MB 3dfx card, but for other cards
that have either worse texture management or slower texture swapping speeds,
there are some additional settings that can drastically lower the amount of
textures to be managed.
glqwcl +gl_picmip 1
This causes all textures to have one half the dimensions they otherwise would.
This makes them blurry, but very small. You can set this to 2 to make the
textures one quarter the resolution on each axis for REALLY blurry textures.
glqwcl +gl_playermip 1
This is similar to picmip, but is only used for other players in deathmatch.
Each player in a deathmatch requires an individual skin texture, so this can
be a serious problem for texture management. It wouldn't be unreasonable to
set this to 2 or even 3 if you are playing competatively (and don't care if
the other guys have smudged skins). If you change this during the game, it
will take effect as soon as a player changes their skin colors.
run time options
At the console, you can set these values to effect drawing.
Sets texture mapping to point sampled, which may be faster on some GL systems
(not on 3dfx).
This is the default texture mode.
This is the highest quality texture mapping (trilinear), but only very high
end hardware (intergraph intense 3D / realizm) supports it. Not that big of
a deal, actually.
This causes the game to not issue a glFinish() call each frame, which may make
some hardware run faster. If this is cleared, the 3dfx will back up a number
of frames and not be very playable.
By default, glqwcl just draws a shaded ball around objects that are emiting
light. Clearing this variable will cause it to properly relight the world
like normal quake, but it can be a significant speed hit on some systems.
Glquake uses a buffering method that avoids clearing the Z buffer, but some
hardware platforms don't like it. If the status bar and console are flashing
every other frame, clear this variable.
If you clear this, glqwcl will remove colinear vertexes when it reloads the
level. This can give a few percent speedup, but it can leave a couple stray
blinking pixels on the screen.
These are some rendering tricks that were easy to do in glqwcl. They aren't
very robust, but they are pretty cool to look at.
This causes every object to cast a shadow.
This sets the opacity of water textures, so you can see through it in properly
processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
(the default). Unfortunately, the standard quake maps don't contain any
visibility information for seeing past water surfaces, so you can't just play
quake with this turned on. If you just want to see what it looks like, you
can set "r_novis 1", but that will make things go very slow. When I get a
chance, I will probably release some maps that have been processed properly
This changes one particular texture (the stained glass texture in the EASY
start hall) into a mirror. The value is the opacity of the mirror surface.