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Which Quake do you use for multiplayer?
ProQuake 29%  29%  [ 5 ]
GLQuake, WinQuake or Quake.exe 12%  12%  [ 2 ]
JoeQuake 29%  29%  [ 5 ]
I split time between ProQuake and JoeQuake 12%  12%  [ 2 ]
XQuake or SonsQuake 12%  12%  [ 2 ]
Tenebrae, Telejano, Tremor, Darkplaces 0%  0%  [ 0 ]
Something Else 6%  6%  [ 1 ]
Total votes : 17
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 Post subject: Survey: What Quake Client do you use for multiplayer?
PostPosted: Sun May 22, 2005 5:21 pm 
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Survey: What Quake Client do you use for multiplayer play?

[I am going to guess that about 70% of players that use forums use either ProQuake or JoeQuake]


Last edited by Baker on Mon May 23, 2005 6:17 pm, edited 1 time in total.

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PostPosted: Sun May 22, 2005 9:55 pm 
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Proquake


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PostPosted: Mon May 23, 2005 5:36 am 
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Same here, ProQuake (3.50).

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PostPosted: Mon May 23, 2005 6:17 pm 
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I converted this to a poll, more efficient. 8)


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PostPosted: Tue May 24, 2005 10:14 am 
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I mainly use JoeQuake, but sometimes i use ProQuake and WinQuake. :)


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PostPosted: Wed May 25, 2005 8:07 pm 
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You can't go wrong with Ol' Proquake.

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PostPosted: Wed May 25, 2005 10:58 pm 
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I use Quakeforge [url]quakeforge.net[/url] though it is mainly tuned for Linux they have many Windows versions too which used to be the only binary I could run on my then otherwise unstable Windows machine which always managed to crash just as I approched 49 frags.
This post just reminded me that I have a Linux GL version of proquake which Slot was nice enough to have signed for me (by the proquake creator) some time ago in order for it to work with the cheat-free servers. I'll have to make it available for download for anyone wanting to try Linux because they only have sqpro available on the Proquake web site which is the graphics equivalent to MSDos Quake.


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PostPosted: Wed May 25, 2005 11:27 pm 
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Wow, you'll have to share your signed Linux GL ProQuake, that's a rarity.

Sometime you need to try JoeQuake, there is a Linux GLX version:

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Nice to see you again.


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PostPosted: Fri May 27, 2005 3:06 pm 
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I'd like to use an alternative but the only thing close to a decent Quake engine I've found for Mac OS X is GLQuake (ported by Fruitz of Dojo)

I have Tenebrae as well but when I try to connect to a server it throws an error saying I can't play online with that client....

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PostPosted: Fri May 27, 2005 3:50 pm 
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Hey Sabotage, are you a Mac Quake player?

Is this what you use? http://macglquake.sourceforge.net/

nm = you answered this is another thread but ...

What is the difference between the Fruitz of Dojo version versus the above link or are they the same thing?


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PostPosted: Fri May 27, 2005 10:57 pm 
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OK if anyone is interested here's the signed ProQuake Linux GLX binary http://fbody.kicks-ass.net:8000/glProQuake-signed.zip It was built from the 3.20 source.

BTW nice to see you around too Baker. Maybe someday I'll have time to actually play Quake again:)


MagnesiuM


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PostPosted: Mon May 30, 2005 1:24 pm 
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Baker wrote:
Hey Sabotage, are you a Mac Quake player?

Is this what you use? http://macglquake.sourceforge.net/

nm = you answered this is another thread but ...

What is the difference between the Fruitz of Dojo version versus the above link or are they the same thing?


The main difference is that Mac GLQuake was developped for OS 9, then ported to OS X using CarbonLib, which is kinda like emulating the old code in the OS X environment, whereas the Fruitz port is pure Cocoa (native OS X code)

I didn't see that much difference between both, since Quake isn't a highly processor-demanding game, but I always trust Cocoa apps more than Carbon for performance.

Plus, I tested it on Tiger (OSX 10.4) and Mac GLQuake wouldn't launch anymore.

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PostPosted: Mon May 30, 2005 9:47 pm 
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Thanks for info, I now a little more about the Mac and Quake.


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PostPosted: Wed Jun 08, 2005 8:05 am 
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MagnesiuM wrote:
OK if anyone is interested here's the signed ProQuake Linux GLX binary http://fbody.kicks-ass.net:8000/glProQuake-signed.zip It was built from the 3.20 source.

BTW nice to see you around too Baker. Maybe someday I'll have time to actually play Quake again:)


MagnesiuM


Mag, I just thought of this and hate asking because to some degree the answer is meaningless ...

why almost meaningless wrote:
cheat-free needs to be signed, and unless ProQuake can be used for cheat-free then a Linux user could use GLX JoeQuake and Joszef has added the most critical Proquake features long ago .... NAT router fix/high precision aim/MM = a lot of chars

Sputnikutah has made an even more ProQuake'd JoeQuake (pq_teamscores in status bar, say_team, iplog, etc.) but I don't know if he has a Linux build for it.


... but ... is the source code available? Somebody will probably bring that up.

Baker


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PostPosted: Wed Jun 08, 2005 5:25 pm 
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Mag, I just thought of this and hate asking because to some degree the answer is meaningless ...

why almost meaningless wrote:
cheat-free needs to be signed, and unless ProQuake can be used for cheat-free then a Linux user could use GLX JoeQuake and Joszef has added the most critical Proquake features long ago .... NAT router fix/high precision aim/MM = a lot of chars

Sputnikutah has made an even more ProQuake'd JoeQuake (pq_teamscores in status bar, say_team, iplog, etc.) but I don't know if he has a Linux build for it.


... but ... is the source code available? Somebody will probably bring that up.

Baker


I just built it from the ProQuake source. If I remember right I had to uncomment the options to build the GLX binary in the ProQuake makefile which was still there from the original Id source. I think the only other thing was to update the paths to point to the correct GL video headers because the original source had an outdated path leftover from older Linux systems. Of course my build wouldn't connect to the cheat free servers so Slot offered to build it himself to keep things fair and had it signed for me. If anyone is interested I'm sure I could figure it out again and send them the Makefile. Should also work with the 3.5 source too.

MagnesiuM


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