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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Darkplaces Engine Darkplaces Engine Darkplaces Engine
Blog RSS Feed Post news Report abuse Related News: Bombs and Close-Range Combat

About TigerCake with 1 comment by TwinBeast on Apr 29th, 2015

New Abilities



Bomb Demo - Mod DB

Player can throw bombs with the left arm. They can be thrown varying velocity/distance by holding the throw button down. The bombs are thrown when the button is released. If the bombs have enough velocity when they hit a wall they explode. They also explode on contact with enemies and after 3½ seconds.

There are 3 different bombs with unique functions:
Dynamite: has a good old big red/orange explosion.
Poison Grenade: explodes into a cloud of poisonous acid.
Shock Bomb: the force throws the enemies into walls & each other and stuns them.

The claws also became a chargeable weapon. Quick tap on the attack button makes quick hits with the right claw. Medium charge hits with right and then left. Max power does a jump/pounce attack, which is also useful for moving around quickly and jumping higher than with the basic jump.

It may become possible to flip the bomb and weapon arms. At least the player models have animations both ways.

The armor points were removed. Thought player and monsters would have permanent armors with different protection against various damage types. The colors on the monsters may indicate some resistance to some damage type. Red colored monsters would be more likely to survive fire and explosions than green colored monsters, while the green ones would swim through acid and breath the poison fumes like fresh air. Player characters also have 5 different colors, which could also affect the armor, although they were meant to be team colors.

The monsters got some changes into their player detection ability. If they hear loud noise from weapons or player's movement, they can notice player. With the crouch/crawl mode, player could sneak right next to a monster from behind. They can also forget player if they don't see/hear him/her for a while. Don't know how useful feature this stuff is.


Graphics


Little Pit Screenshots Little Pit Screenshots

Little Pit Screenshots Little Pit Screenshots

These screenshots & the videos have "r_glsl_offsetmapping" turned on. Rocks and stuff can be more bumpy looking. I need to tweak the bump maps for other textures to work with the offsetmapping. Currently most of them are too low contrast/bright to have enough effect.

Picmip Retro Picmip Blur

Using "gl_picmip_world" and "gl_picmip_other" console variables the game can look something like my first ideas were for this game. The single color blur textures can be useful in serious deathmatch games or whenever texture details start to bother. As DarkPlaces engine allows different picmip settings for models and levels, the models can keep their color detail even if the level textures are total blur. The model textures are meant to be like the heavy blur textures anyway.

Add game Games
Decompositions
Decompositions

Decompositions

Updated 1 month ago Released May 4, 2015 Single Player Adventure

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

Doombringer
Doombringer

Doombringer

Updated 1 month ago TBD Single & Co-op First Person Shooter

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

TigerCake
TigerCake

TigerCake

Updated 3 months ago TBD Single, Multiplayer & Co-Op First Person Shooter

TigerCake is going to be some form of abstract styled first person shooter. May include some humor, so things aren't too serious.

RetroBlazer
RetroBlazer

RetroBlazer

Updated 6 months ago TBD Single & Multiplayer 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...

ChaosEsque:Anthology
ChaosEsque:Anthology

ChaosEsque:Anthology

Updated 7 months ago Released Sep 2013 Multiplayer First Person Shooter

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

Melatonin Man
Melatonin Man

Melatonin Man

Updated 8 months ago TBD Single & Multiplayer 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

Dark Revelations - Katharsis

Updated 9 months ago TBD Single Player Stealth

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

Hazard
Hazard

Hazard

Updated 1 year ago Released Jul 30, 2014 Single Player 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

Run Over

Updated 1 year ago Released Feb 28, 2014 Single Player 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

Black Days

Updated 1 year ago TBD Single Player 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 27)
Impossible_Man
Impossible_Man Dec 20 2014 says:

where the download link??!

+2 votes     reply to comment
grabeskuehle
grabeskuehle Jan 28 2015 replied: +2 votes     reply to comment
SupaCubis
SupaCubis May 11 2014 says:

what happened to the games?

+2 votes     reply to comment
grabeskuehle
grabeskuehle Dec 12 2013 says:

Best IdTech based engine ever, imo :D

+4 votes     reply to comment
Zimica
Zimica May 9 2013 says:

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

+4 votes     reply to comment
AaronGlazer
AaronGlazer Aug 19 2013 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 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.

+3 votes     reply to comment
AaronGlazer
AaronGlazer Jul 6 2014 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.

+2 votes     reply to comment
Argoon
Argoon Aug 5 2014 replied:

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.

+2 votes     reply to comment
st1x51
st1x51 May 19 2013 replied: +3 votes     reply to comment
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Platforms
Windows, Mac, Linux, X360, PS3
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Official Page
Icculus.org
Licence
GPL
Release Date
Released 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 by numbersix

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