1
Quake / Need some R1GL help
« on: May 15, 2011, 01:35:02 PM »
I used to run KMQ2 but I could never get it to look pretty without my system running like garbage. So I just installed R1Q2 w/ R1GL. Here's my R1GL.cfg:
set gl_ext_texture_filter_anisotropic "1"
set gl_ext_max_anisotropy "16"
set gl_ext_multisample "1"
set gl_ext_samples "8"
set gl_modulate "2"
set gl_ext_nv_multisample_filter_hint "nicest"
set gl_ext_texture_non_power_of_two "1"
set gl_ext_occlusion_query "0"
set gl_zfar "8192"
set gl_hudscale "1"
set gl_noscrap "0"
set gl_doublelight_entities "1"
set gl_overbrights "1"
set gl_coloredlightmaps "1"
set vid_gamma "0.9"
set gl_texture_formats "png jpg tga"
set gl_pic_formats "png jpg tga"
set gl_dlight_falloff "0"
set gl_defertext "0"
set vid_topmost "0"
set vid_forcedrefresh "0"
set vid_optimalrefresh "1"
set vid_flip_on_switch "0"
set vid_nowgl "0"
set vid_forceheight "900"
set vid_forcewidth "1440"
set intensity "2"
I'm also running the high res packs found here: http://quake2lithium.com/forum/help/140-high-resolution-textures-skins-weapons
Now it's a definite improvement over the stock stuff, but I don't really dig the gritty software look a lot of the textures still have. I was hoping someone could take a quick look and maybe suggest some changes I could try to the cvar's. I read the thread in the stickies but I'm still not much closer to what I'd like... for example, a shot from the blaster just looks like a floating square. I tried running KMQ2 and it was definitely nice looking but sucked performance wise.
If it helps at all I'm running a 1.8 AMD Turion 64 Mobile w 2 gig RAM and dual Nvidia GeForce GO 7900 with SLI enabled.
set gl_ext_texture_filter_anisotropic "1"
set gl_ext_max_anisotropy "16"
set gl_ext_multisample "1"
set gl_ext_samples "8"
set gl_modulate "2"
set gl_ext_nv_multisample_filter_hint "nicest"
set gl_ext_texture_non_power_of_two "1"
set gl_ext_occlusion_query "0"
set gl_zfar "8192"
set gl_hudscale "1"
set gl_noscrap "0"
set gl_doublelight_entities "1"
set gl_overbrights "1"
set gl_coloredlightmaps "1"
set vid_gamma "0.9"
set gl_texture_formats "png jpg tga"
set gl_pic_formats "png jpg tga"
set gl_dlight_falloff "0"
set gl_defertext "0"
set vid_topmost "0"
set vid_forcedrefresh "0"
set vid_optimalrefresh "1"
set vid_flip_on_switch "0"
set vid_nowgl "0"
set vid_forceheight "900"
set vid_forcewidth "1440"
set intensity "2"
I'm also running the high res packs found here: http://quake2lithium.com/forum/help/140-high-resolution-textures-skins-weapons
Now it's a definite improvement over the stock stuff, but I don't really dig the gritty software look a lot of the textures still have. I was hoping someone could take a quick look and maybe suggest some changes I could try to the cvar's. I read the thread in the stickies but I'm still not much closer to what I'd like... for example, a shot from the blaster just looks like a floating square. I tried running KMQ2 and it was definitely nice looking but sucked performance wise.
If it helps at all I'm running a 1.8 AMD Turion 64 Mobile w 2 gig RAM and dual Nvidia GeForce GO 7900 with SLI enabled.