The Necropolis LXIV (Quake on FTEQW)
Quake LXIV: https://kexquake.s3.amazonaws.com/testing/lxiv/lxiv.pak
FTEQW: https://www.fteqw.org/
Bandither: https://github.com/Immorpher/Bandither/releases/
Doom 64 Discord: https://discord.gg/Ktxz8nz
Quake LXIV is a work-in-progress project to port the colored-lighting and music of Quake 64 to the original Quake maps which have higher texture quality. It includes various improvements from Quake Copper, a re-rendering of the soundtrack, and additions from other mods. Effectively this is what Quake 64 could have been if it were not restricted to the 12 mb cartridge size. Future plans include the incorporation of the missing levels cut from Quake 64 (with new colored lighting), addition of the Quake 64 exclusive secrets, a remake of the Quake 64 bonus deathmatch level, and expansion of the Quake 64 soundtrack using the original methods and sounds.
This is being played on FTEQW using its real-time lighting option; basically ray-tracing! Quake defines light sources via entities, and these can be used as light sources for raytracing to produce real-time shadows during gameplay. FTEQW really demonstrates how this technique can be used to not only preserve the original lighting aesthetic but also enhance it! Here I am using my bandither shader for FTEQW (and other engines), to reduce the color output to 15-bit, like the original Quake 64. I enable a bit of dithering to it, not the same as the N64 "dither filter", but it's a bit sharper like the PS1 dithering.
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