Main Features

Fully integrated per pixel lighting and shadowing technology (diffuse, normalmapping, specular lighting, with shadowmaps or shadow volumes supported), lightmapping and deluxemapping (directional shading for lightmaps, supporting full normalmap and specular features), and a variety of material effects fully integrated in one shader system that deals with all situations.
Variety of file formats supported (Quake1 and Quake3 file formats, skeletal models, various image formats, ogg vorbis support on all sound effects, and more).
Game logic scripting in QuakeC programming language.
Advanced networking designed to scale from dialup to broadband, with automatic distance-based prioritization for optimal close-range gameplay in a densely populated world.
Realistic global fog feature with height limit for seamless blending with sky.
ODE physics engine integration.
Per-polygon collision detection optimized for large static meshes, as well as Quake brush technology.
Background music support with sequential and random playlists and playlist switching (with resume), in ogg vorbis or wav format.
CD audio support.

Model formats

Quake MDL, Quake2 MD2, Quake3 MD3, DarkPlaces DPM (converters from SMD and MD5), DarkPlaces/Cube2 IQM (Blender exporter available, SMD converter available), UnrealEngine PSK, Wavefront OBJ, Quake1 BSP, Quake3 BSP.

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Read the article here:
Difficulties of [ volunteer ] open source project maintainers

Highlight:

Here’s to all the maintainers out there. To all the people putting in tireless, thankless work behind-the-scenes to keep code alive, to write documentation, to cut releases, to register domain names, and everything else.

If you are releasing anything for quake 1 - you are one of us.
As I read this article more things brought that "oh wow, me too" feeling.

I'll just highlight a couple here.

The problem is that it takes a huge amount of work to keep any momentum.

This is a well made point I have tried to articulate before. Sometimes life gets busy. I have to set the [ ever increasing ] complex quake c aside to deal with things. Sometimes for months, or even *shudder* years. Have to face hard facts - this makes me $0...I've never even been close to having game development as a career. The closest I came: "IT banking service & communications." Yeah, I know EBCDIC and a slew of other comms protocols.

Then I get personal time. I want to finish a mod or qc project. I open up scite, my source editor of choice. Load the code. My mind goes nowhere. Zip. Not inspired, not motivated, zero momentum.
I go do something else.

Periodically I read the .plan file. I look around at stuff I released, and other great quake releases.
Try to get inspired. Maybe play a game or two. Then it finally happens, and I'm rolling again with my favorite code base. Like meeting up with a great friend who has been far away for a long time.
Sometimes I even get lucky.

I just released this monster: Quake Hack beta 1.4.3

That is one of the most complex quake mods I have done to date. Required to do what it does: completely new quake c, reliance on extensions I've never used, engine side mods to handle map things, new map editor specifications, and all that tightly intergrated. This is literally bolting new tech onto the darkplaces engine. A while ago I abandoned a glquake / tenebrae engine mod for darkplaces. I decided I didn't want to maintain an engine mod along with quake c mods.

I'm on the 3rd tech build. That means it didn't work the first two times and I rebuilt it. Not all from scratch, but close. When you don't have a lot of personal time, it is very difficult to throw out months of dev. and just start over. That dreaded moment when you realize what you have does not work.

he/she has all these cool ideas, but as each get released there is a growing amount of noise to distract from future ideas.

I have more ideas than I can ever use. A mass of text files and paper notes. They detail mod plans, map designs, game ideas, and the list goes on. I just hope that by the time I retire and can focus 100% on these dreams that I still have the drive, focus, and will power to release more.

ChaosEsque Anthology Release 76
ChaosEsque:Anthology

ChaosEsque Anthology Release 76

ChaosEsque:Anthology 1 comment

The ChaosEsque team has been working this last week to bring you more building options (domes, more furniture, more stone types, etc) as-well as a new...

Videos of Quake related work

Videos of Quake related work

News 1 comment

Youtube Channel showing videos I have made just for Quake

ChaosEsque Anthology Release 75
ChaosEsque:Anthology

ChaosEsque Anthology Release 75

ChaosEsque:Anthology 0 comments

Greetings again from the ChaosEsque Team, in time for the beginning of the holiday season! It has been awhile since the last announcement, but in that...

Bombs and Close-Range Combat
TigerCake

Bombs and Close-Range Combat

TigerCake 1 comment

You have a problem? I got a bomb! I think they said it was called a Dynamite!

Add game Games
ChaosEsque:Anthology

ChaosEsque:Anthology

First Person Shooter

A standalone game based on Xonotic which included extended weapons, maps, vehicles, buildable buildings, mounted weapons, spell casting, monsters, player...

Diver

Diver

First Person Shooter

Take a plunge beneath the surface to discover a wondorous underwater world. Hunt fish and collect loot while avoiding predators and other dangers. Think...

Decompositions

Decompositions

Adventure

This is a project where I share experience. It's not really for players but for DarkPlaces developers mostly.

Doombringer

Doombringer

First Person Shooter

Doombringer is a first person action game predominantly inspired by old school shooters like Quake 1, Quake 3 and Doom.

RetroBlazer

RetroBlazer

First Person Shooter

RetroBlazer features elements prevalent in 2D games with a focus on classic running-and-gunning gameplay. You are challenged by a wide variety of enemies...

Melatonin Man

Melatonin Man

First Person Shooter

Say Goodnight. The Melatonin Man puts the Nazis to rest. This game is built on the Darkplaces engine (modified Quake 1) Melatonin Man will be a fast-paced...

Dark Revelations - Katharsis

Dark Revelations - Katharsis

Stealth

Katharsis is a first person gothic novel game with Stealth and RPG elements, based on the DarkPlaces engine.

Hazard

Hazard

First Person Shooter

Hazard. A love letter to Berzerk with just a dash of Tron. This is my second proof-of-concept project/game that I would like to remake in Unity.

Run Over

Run Over

Platformer

When you're ready... Start running. Run for your life in this unforgiving first person runner. This is a proof-of-concept project of a game I would like...

Black Days

Black Days

First Person Shooter

"Black Days" is a standalone game based on the Quake Engine aimed to make a fully new singleplayer campaign, featuring revamped graphics, new weapons...

Post comment Comments  (0 - 10 of 28)
mckaygerhard
mckaygerhard

the best id tech engine ever are gpl (open source code and free access to the work and changes), most commercial engines does not have the quality of the free software mades.. i love linux benefits

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Impossible_Man
Impossible_Man

where the download link??!

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SupaCubis
SupaCubis

what happened to the games?

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grabeskuehle
grabeskuehle

Best IdTech based engine ever, imo :D

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Zimica
Zimica

What does GPL mean ? I can use it but give it credit ? I don't understand

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AaronGlazer
AaronGlazer

You can use it but if you distribute it, you must make it open source. It allows you to sell it commercially but open source and commercial products aren't really compatible.

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Argoon
Argoon

AsronGlazer what you said is wrong GPL is totally compatible with commercial products, GPL only demands this, that you give access for free to the original engine source code and any modifications you do to it, if you don't modify the engine then you just need to give access to the original source code. GPL DO NOT demands you to release for free any of your ingame script code, models, textures, sounds, etc, etc, all assets of the game belong to you and you can lock them if you want, also any custom tools that you make to be able to use the engine source are also yours and you can decide to not release them.

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AaronGlazer
AaronGlazer

That's exactly what I meant.

> that you give access for free to the original engine source code and any modifications you do to it

Exactly. Any modifications you make must be made open source. And modifications are necessary because you'd have to modify the engine to make it load all of your assets and whatnot.

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Argoon
Argoon

You don't need to modify the engine to load assets if you only import assets already supported by the engine, and that is what everybody using any third party engine GPL or not does, that is why they use a third party and not make their own.

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Icculus.org
Licence
GPL
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Highest Rated (2 agree) 10/10

Engine of choice if you still dabble in quake one. What can it do? Ton of visual effects & rendering magic. It CAN load Quake 3 maps! Yes, quake 3. All shaders arent supported, but this is one heck of an achievement. Also loads half-life maps. Super customize quake-c code - create console vars on the fly, detect map information like texture names - there is a massive extension list in dpextensions.qc. Colored lighting for your maps. Dynamic lighting. This list goes on. Open source, so you could…

Aug 25 2011 by numbersix

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