Zircon Beta is DarkPlaces Beta with all Zircon enhancements rewritten from the ground up and all DarkPlaces Beta bugs encountered were resolved (except a single Q3 shader issue for tcmod scale). Zircon Beta has an optional mouse driven menu, ALT-ENTER fullscreen/windowed mode switching and hundreds of user-interface and ease-of-use improvements. An included readme has a list of modifications.
Zircon Beta is DarkPlaces Beta with all Zircon enhancements rewritten from the ground up and all DarkPlaces Beta bugs encountered were resolved (except a single Q3 shader issue for tcmod scale). Zircon Beta has an optional mouse driven menu, ALT-ENTER fullscreen/windowed mode switching and hundreds of user-interface and ease-of-use improvements. An included readme has a list of modifications.
Pictured: Heptyl by Kleskby page = Moddb.com
So good, but still have some issues
Kleskby found a item placement issue (unlikely to affect Quake maps, but still super-important to fix.)
I discovered that "r_drawworld 0" is not always honored (fixed in next version). This is probably a DarkPlaces Beta bug, if so I should let them about it so they can also fix.
Kleskby noticed that I didn't compile with /MT, which reduces the dependencies of the .exe by increasing the binary size -- making life easier for everyone.
During typical "looking at issues", I need to add some sort of "teleport" command to Zircon. I did that for a previous engine.
Also, I have QuakeC that can mark a location to me find a spot in the map by drawing topmost a marker. I would like to have this just be an engine command.
TODO: Kleskby says the a func_door can be .obj ... I want to try this in Q1 or Q3 and see how the collision works.
Does it collide as a cube like .mdl / .md3 does --- or does it collide like a bsp submodel using actual surfaces?
tool_inspector 1 should distance sort the entities and draw the information honoring zorder so it is easier to read.
Works so far with Brutal Quake 1.5 awesome work dev
love it
Thanks!