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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About Chaos Archon with 0 comments by numbersix on Jun 23rd, 2014

Maps have been with games for a long time.

If you consider the playfield of pong a representation a ping pong table - technically that is a map.

We have come a long way - many games now come with a map.

What is a map?

En.wikipedia.org  - "A map is a symbolic depiction highlighting relationships between elements of that space such as objects, regions, and themes."


fig 1 - "Wizard's Crown"

This is from one of my favorite commodore 64 games - "Wizard's Crown".
Not the largest map - but it was very exciting.  Exploring new areas.  Discovering treasures.  Fighting evil things.  And the map area descriptions included a ton of detail.

What impressed me was how open it was.  You could literally travel anywhere on that map!

Many games of the time, from graphic to text adventures, arcade blasters, any game with a map had hard limits.  No matter what might be about you were trapped in your area.

That seems to have mostly stuck with FPS games.  From wolf 3D all the way to some current games.
You enter, follow the path you are led on to the conclusion.  Get weapons, keys, kill bad guys, etc.
Only in recent years have open map games come about.

Quake and its derivatives seem to be stuck in the old days.  Dont get me wrong - some of those maps are awesome.  However, you still have just whats in that map, no more.

I remember the first time I played doom.  And found the secret door to the outer courtyard on Hangar "e1m1" - I wanted to explore out there.  Sort of disappointing to discover all you saw from the window was all you got.

One day I got into map editing for a doom II project.  I found out why the maps were that way.  Such is the nature of the editor, map format and engine.  The entire creation and display process was limited on purpose due to the difficulties of rendering large open spaces on the hardware of the day.

So we were left with an illusion of space.  Until now.  Todays hardware is an age ahead of yesteryears.  If you were a gear head back in the day, what our systems can do now blows the mind.

Still there is a challenge: can there possibly be an open adventure quake game?

It is a sticky wicket to be sure. 


fig 2 - test map

When I came up with the original chaos mod it was little more than a play mechanic (morphing into monsters) and some rough story ideas.  I have had to discover everything else along the way.

Original map ideas:

Realms of Chaos (mk1 guesses)

  • Lower reaches
  • Upper reaches
  • Too Dark Park - graveyard
  • Fire swamp - you get one guess
  • Ruby's demise - gem of Wishmaster fame
  • Main hall (middle hell?)
  • Eastern Anarchy
  • M (Master?)

Why guesses?  A hard drive crash around '04 eliminated some data.

Several times I've had the idea to work an adventure type game into the single player.  I've set it aside every time.

My biggest foe is a component of the quake engine - qbsp.  In order to use a pentium 100 platform to display a complex polygon world, the progenitors of quake chose to pre-compile a bsp; pre-lit with a visibility matrix to limit total displayed objects.  The map is built of "brushes" in an editor.  Those brushes are compiled into a bsp file with collision hulls for solid surfaces.  That file has lighting data compiled, and visibility positioning calculated as well.

I have had a great amount of help from my quake engine derivative of choice - Darkplaces.
It has some great features - 32 bit color override, tons of lighting tricks, its fast - really a great engine...
But, could it overcome the bsp bound nature of quake 1 mapping?

I have a dream of an adventure game.  I will not let it go.


fig 3 - exploring around a bit

Archon map ideas:

  • Quaesitor Thaumaturge   -   "You will die in our care.  The method is left to you..."
  • Remorhaz Bane   -   "If you freeze, the faster Remorhaz will eat you..."
  • Vortex Litharge   -   "Dont slip, you might fall..."
  • Adepts Lament   -   "Leave hope behind, despair is your cibation here..."
  • Archon Radix   -   "Plan carefully, your next move is your last..."
  • Grimlock   -   "Affording you a fine selection of graves for your final destination tonight..."
  • Occlument Augury   -   "Portents indicate your immediate demise - the temple will show the path..."
  • Spectre Vitriol   -   "Your soul will be purified by fire, unfortunately your body will not survive..."
  • Killmoulis Arcana   -   "Once bright and airy, this forest is a death trap..."

I have made some interesting discoveries recently while coding.

You can use the ammo box method (a bsp map with just the box and lights) to compile map "chunks."
Those chunks can be loaded as entities and set to SOLID_BSP.  They are mostly just like map brushes.
So I have a floor and walls.

I'm still stuck building in a giant box if I want a sky right?
Heh heh.  I found out as long as darkplaces has a big enough bit of sky brush anywhere - the loadsky will load and display a complete skybox!

I coded up a dynamic mapper and had a walk around.
I know it doesnt look like much yet.  I only used 512 x 512 generic ruins chunks.
There are some minor glitches - but it freaking works.

So, new game plan - Chaos mod: Archon single player is NOT going to be a q1 rehash with better monsters, gfx, etc.

It is going to be some wicked awesome quake-hack adventure!

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Post comment Comments  (0 - 10 of 24)
DPgames
DPgames May 11 2014, 11:35am says:

what happened to the games?

+1 vote     reply to comment
DrWakey
DrWakey Dec 12 2013, 8:34am says:

Best IdTech based engine ever, imo :D

+3 votes     reply to comment
Zimica
Zimica May 9 2013, 11:36am says:

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

+3 votes     reply to comment
AaronGlazer
AaronGlazer Aug 19 2013, 7:58pm replied:

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.

0 votes     reply to comment
Argoon
Argoon Jul 6 2014, 1:26pm replied:

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.

+1 vote     reply to comment
AaronGlazer
AaronGlazer Jul 6 2014, 1:42pm replied:

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.

+1 vote     reply to comment
st1x51
st1x51 May 19 2013, 3:25pm replied: +1 vote     reply to comment
XeonBoxStudios
XeonBoxStudios Mar 25 2012, 4:57pm says:

Where can I download this?

+2 votes     reply to comment
Noah.Klabo
Noah.Klabo Mar 4 2014, 12:58pm replied:

you have to swing by Lord Havocs site Icculus.org

+2 votes     reply to comment
SiPlus
SiPlus Nov 18 2011, 11:34am says:

Does it support fullbright textures?

+1 vote     reply to comment
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Platforms
Windows, Mac, Linux, PS3, X360
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Official Page
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Licence
GPL
Release Date
Released Mar 30, 2000
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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, 7:56pm by numbersix

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