TenebraeQuake is an enhanced Quake client with more advanced graphic algorithms like stencil shadows and bump-mapping. It is much more hardware-demanding than the original Quake.
What's new in TenebraeQuake
Version 1.1.2:
Fixed a compatibility issue with Microsoft mice.
Fixed incorrect gamma if the gamma table is larger than 256 entries.
Join over 500,000 subscribers.
Subscribe for our newsletter with best Mac offers from MacUpdate.
This is pure scrap. It's slow like an old dog.
If you want to play Quake with all eye candies and a very nice set of features, just use QuakeSpasm, which is much more powerfull and extremely fast, even on my "old" Mac mini.
great release but i feel it could do with some tweaking here and there. Anyone got advice? Esp for third part maps where there are sometimes memory problems - how do u give more ram to the engine (hunkmegs / soundmegs /etc)
thx
According to the Read Me (that I'm sure almost no one read) TenebraeQuake requires VIS-patched mission PAKs. NO amount of CFG editing gets this game running much faster than ≈10fps so I'm assuming this is the problem. Following the instructions (downloading the id1.vis file, backing up the "id1" folder, running the CLI app seemed to run fine, running TenebraeQuake again after the fact produced errors that I think starting with a fresh Tenebrae CFG file MIGHT be able to resolve... but I screwed around with this a wee bit too much for me to attempt to start from scratch so I'm not bothering right now and I'm not going to score this port yet. Looked great, though... too bad quake 1 CFGs aren't as tweakable as a quake3.cfg type file...
Looks great, but dog slow. Running on a dual gig machine with GfT4 graphics card, I get 7 fps at 640 x 480 when starting a single player game (facing the 'difficulty' starting points). The frame rate jumps to 60 or 70 fps if I turn 180 degrees to face the wall. Is there something wrong with my setup, or are other people seeing this?
How would you rate TenebraeQuake app?
7 Reviews of TenebraeQuake
Most helpful