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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Blog RSS Feed Report abuse Latest News: Dragonants

About TigerCake with 0 comments by TwinBeast on Nov 17th, 2014


Things changed a bit. The earlier flying things may just become flying enemies. I grabbed some character model I had done 2 years ago, tweaked it a little and tried it with some levels/textures I had done 1 year ago. I'm calling the character: Dragonant, because it looks like a combination of a dragon and a flying ant. It's got body parts that can detach for a short distance, which makes animating it and other similar style characters pretty easy.

The character starts with Claws in the arms, and the claws can change into other weapons when player has found some. I haven't decided yet if only the right claw changes or if both can be changed. It's easier to just change one weapon.. but if players can change both, then they can decide their own weapon/attack combinations.

There's currently these 5 weapons:
Claws: Short range, medium damage, fast
Sword: Little bit more range and damage, less speed
Machine Gun: Long range, accurate, low damage, fast
Tri-Gun: Long range, some scattering, medium damage, medium speed
Rocket Launcher: Long range, accurate, high damage, medium/slow speed


Dragonant Surprise Attack! Dragonant Surprise Attack! Dragonant Surprise Attack!

Dragonant Surprise Attack! Dragonant Surprise Attack! Dragonant Surprise Attack!

Dragonant Surprise Attack! Dragonant Surprise Attack! Dragonant Surprise Attack!

The game is still going to be some abstract style. The 13 shade filter is still used, although with the higher res textures it's not so obvious. It would also fit into the style that there would be no blood and gore in the game. Earlier I had made a feature that made the ships show their damage status with some dark smoke and fire. This could still fit and make it unnecessary to draw some bloody damage textures on the characters. The characters also show some "colorpunch" when they take a hit, it makes them brighter for a moment.

Today I made some sound effects, so the next video should have sounds. 2 years ago I had also another character model in this style, and as I'm making good use of my old stuffs, I'll do some little tweaks on it like I did on the Dragonant, and then have it ingame trying to destroy the player together with some of the flying things.

Games
TigerCake

TigerCake TigerCake

Updated 14 hours 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.

Fatal

Fatal Fatal

Updated 2 weeks ago TBD Single Player Adventure

Fatal is a surreal first-person exploration game placed in the deep space.

Citadel

Citadel Citadel

Updated 3 weeks ago Coming Dec 2014 Single, Multiplayer & Co-Op First Person Shooter

Citadel is a faithful remake of the original game System Shock created in 1994 by Looking Glass Studios. The game is set in the cyberpunk and not too...

Dark Revelations - Katharsis

Dark Revelations - Katharsis Dark Revelations - Katharsis

Updated 3 weeks ago TBD Single Player Stealth

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

Blaze

Blaze Blaze

Updated 2 months ago TBD Single Player First Person Shooter

Blaze is a first person shooter action game using the DarkPlaces Engine. There may also be an extra model pack for some Doom engine(s) later. It is heavily...

Post comment Comments  (0 - 10 of 25)
DPgames
DPgames May 11 2014, 11:35am says:

what happened to the games?

+2 votes     reply to comment
grabeskuehle
grabeskuehle 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

+4 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.

+3 votes     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.

+2 votes     reply to comment
Argoon
Argoon Aug 5 2014, 2:42pm 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, 3:25pm replied: +3 votes     reply to comment
XeonBoxStudios
XeonBoxStudios Mar 25 2012, 4:57pm says:

Where can I download this?

+3 votes     reply to comment
Noah.Klabo
Noah.Klabo Mar 4 2014, 12:58pm replied:

you have to swing by Lord Havocs site Icculus.org

+3 votes     reply to comment
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Platforms
Windows, Mac, Linux, PS3, X360
Contact
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Official Page
Icculus.org
Licence
GPL
Release Date
Released Mar 30, 2000
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9.6

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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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