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Error for 3dfx and Gl versions. Crash on start with window: Host_Error:R_UpdateTexture: texture has not been uploaded yet

How could it be solved?
You must give more details (Windows version, 32-bit or 64-bit, graphics card, driver version etc).
Windows 10 Home x64, Amd FX 8350, GForce 760 GTX, last video-drivers
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boomboris: Windows 10 Home x64, Amd FX 8350, GForce 760 GTX, last video-drivers
I take it the error is happening when using the standard engine, from a fresh GOG install?
Have you tried a source port instead? Quakespasm gives a very vanilla style of play and appearance, whilst DarkPlaces allows you to overhaul the graphics with higher poly counts and high res textures, should you so wish.
There seem to be some greater incompatibility issues with the original files on modern systems. But, as korell said, you can use a source port, which really isn't hard to do and can still play exactly like the original version of the game.

If you want Quake 1 to look and feel exactly or mostly like the original version, I recommend having a look at my little guide for that in the another thread (you can just compare the screenshots to see which suits you best regarding the visuals). I recommend the latest release of FitzQuake Mark V for the most "retro" experience, but Quakespasm also works well and can be finetuned just as much. Installation of these is easy, you only need to download the files, put them in the Quake 1 folder and start them :)
Post edited October 29, 2016 by Syrion
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Syrion: I recommend the latest release of FitzQuake Mark V for the most "retro" experience, but Quakespasm also works well and can be finetuned just as much. Installation of these is easy, you only need to download the files, put them in the Quake 1 folder and start them :)
I've never used FitzQuake. Does it have any particular features that would recommend it over using Quakespasm?

I'm also trying to find out if Quakespasm supports fullbrights and overbrights.

EDIT: Quakespasm does support fullbrights, as I tested some of the lit buttons on the first level. There are also options in the config file set as follows:

gl_fullbrights "1"
gl_overbright "1"
gl_overbright_models "1"

So yes, it does support both features. :D
Post edited October 29, 2016 by korell
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korell: I've never used FitzQuake. Does it have any particular features that would recommend it over using Quakespasm?
FitzQuake is the basis for Quakespasm as well as FitzQuake Mark V, so I think the "original" is outdated by now. Feature-wise they should be pretty similar, although FitzQuake Mark V includes a wealth of additional options in the menu, so you don't need to change every little thing using the console, which is very handy. The only major difference concerning the OpenGL version of FitzQuake Mark V I know is that the weapon should be aligned identically to the DOS version, whereas in Quakespasm unfortunately the weapon is much lower on the screen, which can't really be changed properly.
The main reason why I recommend FitzQuake Mark V is that the recent beta versions include a WinQuake port. It's the only software-rendered source port I've found that works flawlessly and includes proper brightness as well as contrast options :) It just looks a bit more special compared to OpenGL renderers, even though Quakespasm does come fairly close after adjusting some cvars. If only the weapon was aligned correctly...
Post edited October 29, 2016 by Syrion
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Syrion: The only major difference concerning the OpenGL version of FitzQuake Mark V I know is that the weapon should be aligned identically to the DOS version, whereas in Quakespasm unfortunately the weapon is much lower on the screen, which can't really be changed properly.
I'd never noticed that, but loading it up to take a look I can see now that it is indeed lower. There are a few options, though:

Increasing the FOV raises it, but Quakespasm already alters the FOV for the resolution chosen, so increasing it means it is going higher than what would be considered normal for the resolution.

Setting the status bar to fully opaque (scr_sbaralpha = 1.0) makes it so that the gun is positioned over the status bar, raising it to where I believe it should be. However, you then get no game view displayed on either side of the status bar, so unless you play with a full screen width status bar you end up with the brown background either side of it.

Reducing the viewsize lifts the weapon, but puts the brown background around all edges of the viewscreen, so this is the worst option.
I have experimented a bit with it for my guide. As I wrote there, instead of changing FOV you can also change the camera offset. I found the best setting in my opinion to be scr_ofsx -2.8.
This is what it looks like in comparison to DOSBox and standard Quakespasm with additional changed parameters, notably texturemode:
, [url=https://i.imgsafe.org/07f518d962.jpg]Quakespasm, Quakespasm with adjusted settings.
This isn't ideal as it changes the camera placement, but I still very much prefer it over the default setting.

I spoke with some developers about the issue of weapon placement and they might include a fix that has already been developed by someone else in the future.
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Syrion: I have experimented a bit with it for my guide. As I wrote there, instead of changing FOV you can also change the camera offset. I found the best setting in my opinion to be scr_ofsx -2.8.
This is what it looks like in comparison to DOSBox and standard Quakespasm with additional changed parameters, notably texturemode:
, [url=https://i.imgsafe.org/07f518d962.jpg]Quakespasm, Quakespasm with adjusted settings.
This isn't ideal as it changes the camera placement, but I still very much prefer it over the default setting.

I spoke with some developers about the issue of weapon placement and they might include a fix that has already been developed by someone else in the future.
Very interesting, I didn't know you could alter the position of the camera. I've compared it to changing the statusbar alpha setting and your method definitely shows more of the gun. Screenshot 0000 shows (what I think is the default), the sbaralpha being 0.75, so the gun is positioned from the bottom of the screen and so goes underneath the statusbar. Screenshot 0001 shows the sbaralpha being 1 (fully opaque) so it then alters the screen view to put the bottom of the screen above the statusbar. It is clear now that it isn't really re-positioning the gun, it just shows less on screen by pushing it upwards.
Attachments:
spasm0001.jpg (372 Kb)
spasm0000.jpg (363 Kb)
Post edited October 29, 2016 by korell
>Have you tried a source port instead?
Actually, I played DirectQ and it was nice. But I'd like to play vanilla game, that I bought on GOG.
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boomboris: >Have you tried a source port instead?
Actually, I played DirectQ and it was nice. But I'd like to play vanilla game, that I bought on GOG.
Then I can really recommend Fitzquake Mark V to you. While it is a source port, the WinQuake port is identical to vanilla Quake, only more compatible and with a few more options. Just download this file, extract it into your GOG Quake folder and start mark_v_winquake.exe for the Winquake version or mark_v.exe if you prefer OpenGL.
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boomboris: >Have you tried a source port instead?
Actually, I played DirectQ and it was nice. But I'd like to play vanilla game, that I bought on GOG.
It isn't always possible to play games 100% vanilla. For instance, 16-bit games when you have a 64-bit OS just won't run. So they either need emulating to allow vanilla play (like those pure DOS games needing DOSBox) or they need a source port to allow them to run on modern OSes and hardware.

When it comes to source ports, some are extremely faithful to the vanilla game, whilst others add lots of bells and whistles to modernize the game. For me, I've always found Quakespasm to be a very vanilla style port. Never tried Fitzquake so I can't comment on that, but as Syrion mentioned, Quakespasm and Fitzquake seem to be related.

Edit: Oh, and reading about Quake's history, GLQuake is a source port of sorts, but it also isn't a very good one as it doesn't support all of the game's graphical features (https://www.quaddicted.com/engines/software_vs_glquake) and getting it to run on modern machines can be difficult, if not impossible. Even back when I used GLQuake on a previous PC a good number of years ago, I always had to manually crank up my monitor brightness as GLQuake's brightness setting did nothing at all, regardless of where you positioned the slider, and this was a known bug.
Post edited November 02, 2016 by korell