20 years later Tenebrae may not be the best looking Quake source port but sure as hell remains the most stylish. Hard shadows and wet glossy stone naturaly emphasize the cold gritty aestetics of Quake.
This particular version was released on Sept 26, 2002 and was supposed to imitate the look of Doom 3. (Further releases looked like they tried to imitate Halo 2.)
It turns out Tenebrae 1.02 is just the best Tenebrae, fastest, best looking, and most compatible to preceeding hardware.
These are the bare minimum reqs to run Tenebrae:
PIII 600
64 Mb RAM
Geforce1
Quake1 (shareware works!)
Water vissed mapsRecommended is a faster processor and a geforce4 / radeon 8500 class 3d card.
-The following 3d cards should work with tenebrae:
Nvidia: Geforce1, Geforce2, Geforce4 Mx, Geforce3, Geforce4 TI
Ati: Radeon 7000, 7200, 7500, 8500, 9700
From worst to best per vendor.
May not run on something "modern" like 750Ti with 368 driver. You can use QIndieGL (with -no8bit in console and only if you want to take a look, it lags) or use older driver like 1xx or 2xx. No idea for AMD, sorry.
Or you can fix it in source code. I can't be sure this source code is 100% from v1.02 but it was on CVS the next day after release. (cvsroot is :pserver:a.cvs.sourceforge.net:/cvsroot/tenebrae)
Tenebrae-specific console variables:
gl_watershader gl_watershader 1 //PENTA: water shaders ON/OFF
sh_lightmapbright sh_lightmapbright 0.5 //PENTA: brightness of lightmaps
sh_radiusscale sh_radiusscale 0.5 //PENTA: brightness of lightmaps
sh_visiblevolumes sh_visiblevolumes 0 //PENTA: draw shadow volumes on/off
sh_entityshadows sh_entityshadows 1 //PENTA: entities cast shadows on/off
sh_worldshadows sh_worldshadows 1 //PENTA: brushes cast shadows on/off
sh_showlightnum sh_showlightnum 0 //PENTA: draw numer of lights used this frame
sh_glows sh_glows 1 //PENTA: draw glows around some light sources
sh_fps sh_fps 0 // set for running times - muff
sh_norevis sh_norevis 0 //PENTA: no recalculating the vis for light positions
sh_nosvbsp sh_nosvbsp 0 //PENTA: no shadow bsp
sh_noeclip sh_noeclip 0 //PENTA: no entity/leaf clipping for shadows
sh_infinitevolumes sh_infinitevolumes 0 //PENTA: Nvidia infinite volumes
sh_noscissor sh_noscissor 0 //PENTA: no scissoring
sh_nocleversave sh_nocleversave 0 //PENTA: don't change light drawing order to reduce stencil clears
sh_bumpmaps sh_bumpmaps 1 //PENTA: enable disable bump mapping
sh_colormaps sh_colormaps 1 //PENTA: enable disable textures on the world (light will remain)
sh_playershadow sh_playershadow 1 //PENTA: the player casts a shadow (the one YOU are playing with, others always cast shadows)
sh_nocache sh_nocache 0
sh_glares sh_glares 0
mir_detail mir_detail 1 ,true //PENTA: the player casts a shadow (the one YOU are playing with, others always cast shadows)
mir_frameskip mir_frameskip 1 ,true
mir_forcewater mir_forcewater 0
gl_wireframe gl_wireframe 0
r_norefresh r_norefresh 0
r_drawentities r_drawentities 1
r_drawviewmodel r_drawviewmodel 1
r_speeds r_speeds 0
r_fullbright r_fullbright 0
r_lightmap r_lightmap 0
r_shadows r_shadows 0
r_wateralpha r_wateralpha 0.5 //PENTA: different default
r_dynamic r_dynamic 1
r_novis r_novis 0
gl_finish gl_finish 0
gl_clear gl_clear 0
gl_cull gl_cull 1
gl_smoothmodels gl_smoothmodels 1
gl_affinemodels gl_affinemodels 0
gl_polyblend gl_polyblend 1
gl_flashblend gl_flashblend 1
gl_playermip gl_playermip 0
gl_nocolors gl_nocolors 0
gl_reporttjunctions gl_reporttjunctions 0
gl_doubleeyes gl_doubleeys 1
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Was just thinking about this Source Port a few weeks ago. I'm surprised it took this long for someone to post something like this.
Probably wasn't popular enough, for example I know about it because a certain gaming magazine made an article of it.