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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Hey Guys! Today is a special day to us, we launch the first public beta of A Dark Place with the Source Code + Extras of the game development. Depsite of being cancelled, all the reviews and opinions are welcome because if the game had some good feedback it might had a chance to be finished.

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It contains a Beta Build + Source Code+Extras in a .rar format (you need WinRAR to unconmpress) that contains the follow things:

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  • Launcher with graphics options.
  • New Manin Menu with advance options.

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  • 4 dificulty levels.
  • First two levels totally playable.

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  • Save/Load game for the most scarry people.
  • New post process effect.
  • Optional download: Source Code of the game with some extras for the followers of the game.

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Beta Build:

A Dark Place (Beta Build)


engine 2017 03 10 14 44 43 96


Source Code + Extras:

A Dark Place (Source Code + Extras)


engine 2017 03 10 14 38 30 31


engine 2017 03 10 14 40 46 21

Thanks to all and enjoy!


ChaosEsque Anthology Release 100
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News and update about the new things that we are doing in the game,some exterior work,and some great and cool features.

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Big update with great news about the game and the new things that happen in this update time.

Introducing: A Dark Place

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This is the oficial introduction to A Dark Place, a survival horror adventure game from CatGazing Studios, powered by the DarkPlaces Engine in all his...

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Comments  (0 - 10 of 29)
President_Bagel
President_Bagel

DarkPlaces is an incredible engine, but there's still a lot of compatibility bugs (especially with Scourge of Armagon) that need ironing out. I hope there will be another release of DarkPlaces at some point.

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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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Platforms
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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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