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 Report abuse Latest News: We've Been Shocked! Citadel to Be Released Sometime in Spring 2015

About Citadel with 5 comments by JosiahJack on Dec 20th, 2014

Citadel Side View (In-Editor)

Due to personal constraints and lack of community support, Citadel will not be release on December 23,
unfortunately. I knew that without good help, I wouldn't be able to complete this in time for the 23rd. I'm estimating now that completion will be sometime in early Spring 2015.

But why?? you ask. This is a labor of love, taken upon by one man. As such, I have commitments to family, I'm working full time, and I'm currently enrolled in an online master's degree program. All of these have taken time away from Citadel in the past couple months. I have had some help here and there, but not much. I may have scared people off by having such a daunting deadline. To all those who want to help, don't worry about a deadline. I'd rather it be done right the first time, unlike the original that was released as two different versions.

Not to worry though! Citadel progress has been tremendously successful so far. I'm sure you will all rather have a polished game than something rushed at the last minute.

But, I don't always know what you want. Please take a quick survey to let me know some of your thoughts:

And check out this timelapse of working on the security level:


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Fatal Fatal

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Dark Revelations - Katharsis

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

Post comment Comments  (0 - 10 of 26)
Impossible_Man Dec 20 2014, 1:24pm says:

where the download link??!

+2 votes     reply to comment
DPgames May 11 2014, 11:35am says:

what happened to the games?

+2 votes     reply to comment
grabeskuehle Dec 12 2013, 8:34am says:

Best IdTech based engine ever, imo :D

+3 votes     reply to comment
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 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 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 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 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 May 19 2013, 3:25pm replied: +3 votes     reply to comment
XeonBoxStudios Mar 25 2012, 4:57pm says:

Where can I download this?

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

you have to swing by Lord Havocs site

+3 votes     reply to comment
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Release Date
Released Mar 30, 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, 7:56pm by numbersix

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