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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Time for the new super dev update!


First,we are very thankful for the good reception of this game,we have a very good feedback and people intrested in the game and we also had our first game expo showing this game! We where invited to show the game for the Expo Lúdica 2016,the first big game show that was made in La Plata (Buenos Aires,Argentina).

And of course,we take some pictures to show you the results:

01
Big game expo with a lot of people to do playtesting!


02

03
We were very focused in seeing how they escape from the real horror.

06 2

05 2
And I´m very sure that they took the frights of their lives!


---


That game expo was a great experience to showcase the game,do some playtesting and see the results of this hard working time in this proyect,lucky to us,the game had a good response from the people and it was very played in the expo,so we are very thankful to have the chance to show the game!

---


And now,talking about the new updates of the game,we made great new things and new mechanics and effects that make the game a very inmersive and terrifying experience to play,like new weather effects,a better ambient sound effects,new decal effects,and some new map details,in the pictures you will see some of the new things that we made in the game.

01 1

02 1

03 1Some nice weather and storm effects.


11
Film grain effects.


05 1Real time shadows and lighting.


08

And for the great finish, here is the first Teaser Trailer of the game, enjoy!



CatGazing Studios


Ico 2


P.S: We are now in Facebook too!

Facebook: Facebook.com


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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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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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