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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The Team is here, a year later, to again wish you a Merry Christmas, and bestow an early Christmas present! After years of constant, grinding, development Chaos-Esque Anthology has reached version 100.



Since last year the Team has been working on many new additions to the game:

Point defenses can now be constructed, in addition to new furnishings and buildings.

Mounted weapon built as a point defense.

Improvements to the city generation and foliage subsystems have been steady with new trees and buildings being added.

View of new tower buildable.

Tank and new foliage

For a more RTS feel, the Towers and Hangars now require additional resources for the construction of their turrets and vehicles: these resources can be created by forges of various types that take the in-game ammunition as inputs.

There are a myriad of new weapons, including "Terminator" favorites such as the Spas-12 autoloading shotgun, and the AMT Hardballer 1911 with laser sight.

Autoloading shotgun

Additionally many WW1 weapons are now included; such as the Mauser pistol, the ChauChat machine rifle, and the MG 08/15. In total there are now over 130 weapons in the game.

Rolls of concertina wire can be laid out, however tanks and bulldozers can roll over these and other similar-class defenses.

Barbed Wire

Our resident mapper, MikeeUSA, has contributed a new map (with a backing track by Snabisch) for this release: Saffer's War. A fairly large map highlighting trench warfare. It has ample space for building towns and fortifications aswell: another goal of the map.

Saffer's War

Our project has expanded Xonotic's original cast of 18 weapons to over 130 weapons, has added new textures, and maps, aswell as a list of other features including: city generation subsystem (with interiors), building subsystem (build buildings, furnishings, doors, blocks, the buildings have interiors and function similar to RTS buildables), marshaling subsytem, foliage subsystem, aswell as mounted weapons and more vehicles. Additionally hand-to-hand fighting was added for those wishing for a Mortal-Kombat feel in a libre 3d video-game.

Enjoy Release 100!

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

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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
Windows, Mac, Linux, X360, PS3
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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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