Morenatsu.
Liturgist
I don't know what source ports do, I never use them and don't care. As for the original,When tuned properly you could make the difference between shadows and highlights be arbitrarily large or small, and how bright were the textures overall (excessive contrast). It looked good with stock textures like ~~q2dm1~~, q2duel8 and other maps like that.Maybe if you liked having all the texture quality obliterated by clamped brightness. Those settings were trash.Nogl_modulate
/intensity
and friends, they were more flexible than brightness/gamma alone.
Nowadays reshade does this but not in lightmap space. It could be adapted actually.
Code:seta vid_gamma 1 seta vid_hwgamma 1 seta intensity 1.25 seta gl_brightness .5 seta gl_modulate 1.25 seta gl_modulate_world 1.25 seta gl_modulate_entities 1.5 seta gl_saturation .6 seta gl_doublelight_entities 0 seta r_override_textures 1 seta gl_multisamples 0 seta gl_dotshading 1 seta gl_dynamic 0 // YMMV seta gl_dlight_falloff 1
Software, intensity 2 (default), intensity 1:
These settings change the brightness of the textures on upload, and then all rendering is done with those already brightened textures. The texture brightness gets clipped, and then reduced by the lighting, giving that kind of flat colour. Quake 2's colour palette is grey enough that there aren't many textures that suffer from it too much, and of course, it's doubled by default and is too dark without that, but it's a bad way of doing things even if it is standard behaviour. (gl_modulate does the same thing but with lightmaps, though they're so dark to begin with and lack fine detail anyway, so it's almost like they're designed to be brightened this way. But then it changes model lighting too much, I feel)
It's a meme to recommend changing settings randomly, but the result is always some garish abomination of super-brightness with no shadows. Fits in with the typical 'pro' inclination towards playing with no graphics, I guess.