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: Katharsis Alpha 0.1 is out. Get it!

About Dark Revelations - Katharsis with 4 comments by grabeskuehle on Oct 20th, 2014

Finally it's out the door: the Katarhsis alpha 0.1 demo. Get it, as long as it's still hot!

Katharsis alpha preview 0.1

Katharsis is a gothic novell stealth game about a Vampire on his way to enlightenment.
In this first sneak preview you can explore a mystical abbey in the mountains.
Enjoy the calming atmosphere and great graphics of this mystical place!

Also i am proud to announce collaboration with the OSFPS project: Sourceforge.net

You are very welcome to ask questions, give feedback and input here!  :)

PS: QuakeC coders wanted! Interested? Drop a pm here on moddb.

Graphical Updates
Graphical UpdatesGraphical Updates

Recomended system specs:
3ghz Dualcore CPU
4gb Ram
HD59xx or GTX57x GPU with 1,5 gb of ram

Installing:
Just extract the archive onto a place on your harddrive.

Default keybindings:
WASD or Arrows: Walk
Space or Mouse 2: Jump
Strg or Mouse 1: Shoot
9: activate ghostlight

There are several dev options on the numerical keypad:
KP_INS: Editlights Mode
KP_END: Show tris
KP_DOWNARROW: Toogle lightmaps
KP_PGDN: Show fps
KP_LEFTARROW: Toogle bw/colour rendering
KP_5: Toogle Vampire sight
KP_RIGHTARROW: shows date
KP_HOME: toogle alcohole mode
KP_UPARROW: lsd mode
KP_DEL: show name of texture within crosshair
KP_MINUS: capture video
KP_PLUS: zoom in
KP_ENTER: restart level
PAUSE: toogle bullettime
INS: spawn light if you are in editlights mode
DEL: delete light if you are in editlights mode

Starting:
To start the game please use the katharsis.bat which is in the same folder as darkplaces.exe, or create a shortcut to darkplaces.exe with the parameter "-game darkrevelations".
If you start darkplaces.exe directly you will end up inside OpenQuartz.
In the main menu, simply start a new singleplayer name, or go into the console via pressing ESC inside the menu, then type map start and press Enter.
To access the console inside the game, press ^.

To edit any settings please edit the autoexec.cfg inside the /darkrevelations folder, it also includes descriptions for the contained settings.

At this state this game is heavily commandline dependent, f or documentation on commandline/cfg parameters take a look in the /docs folder inside of X:/installpath/katharsis/darkrevlations folder.

___________

License:
The content inside the /darkrevelations folder is done by Robin "grabeskuehle" Pengelstorfer aka DrWakey (me) and is licensed under CC BY-NC-SA 4.0 (Attribution-NonCommercial-ShareAlike 4.0).

See Creativecommons.org for further informations.

Please inform me if you like to use this content for your project, and be sure to mention me as creator!
No commercial use!

The content of the ID1 folder is the OpenQuartz project and available under GPL.
See Sourceforge.net

The engine used is DarkPlaces by Forest "LordHavoc" Hale, also available under GPL.
see Icculus.org

This program is in alpha stage.
You are using it on your own risk.
I am not responsible or any damage thagt might occur!


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Post comment Comments  (10 - 20 of 25)
SiPlus
SiPlus Nov 18 2011, 11:34am says:

Does it support fullbright textures?

+1 vote     reply to comment
a7xzeppelin95
a7xzeppelin95 Feb 20 2011, 5:10pm says:

what is GDL? would i be able to download it so i can use it?

+1 vote     reply to comment
Yawdee
Yawdee May 29 2013, 12:34am replied:

Well, GDL is the contraction of my city. Guadalajara :3

+1 vote     reply to comment
Tech|Rogue
Tech|Rogue Feb 24 2011, 10:03pm replied:

http://en.wikipedia.org/wiki/Gpl

-3 votes     reply to comment
LizardGamer
LizardGamer Nov 11 2011, 6:57pm replied:

He talking about GDL not GPL.

+5 votes     reply to comment
Tech|Rogue
Tech|Rogue Nov 20 2011, 8:28am replied:

Oops, my bad. Sorry. D:

+5 votes     reply to comment
L1ttl3P1x
L1ttl3P1x Jan 7 2011, 1:56pm says:

Is this engine open source? Because my Team would be interested to use it..

+3 votes     reply to comment
Nadrick
Nadrick Jan 9 2011, 12:03am replied:

the engine is open source but under the GPL

+4 votes     reply to comment
acrox999
acrox999 Oct 9 2010, 6:57am says:

Where is Nexuiz and Xonotic?!

+3 votes     reply to comment
Justin123991
Justin123991 May 1 2010, 8:50pm replied:

I dont see any opengl 32 thing anywhere

-1 votes     reply to comment
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Platforms
Windows, Mac, Linux, PS3, X360
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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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