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Dark Places engine team

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DarkPlaces is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine...

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The Quake Database for anything quake 1 related! (YES IT LIVES!)

Post comment Comments  (0 - 10 of 13)
numbersix
numbersix Nov 5 2013, 9:04am says:

Is there any trick to avoiding the sharp line on the skybox when using the "top" parameter to limit the fog?

It looks fine when you are in the fog, but as soon as you get above that height, you get this on the skybox:

Moddb.com

I played with various values for a bit - it seems that if the fog is visible at all, so is the demarcation line.

+1 vote     reply to comment
numbersix
numbersix Jul 28 2013, 1:35pm says:

>>>./dp1: /lib/libm.so.6: version `GLIBC_2.15' not found (required by ./dp1)

Oh, dur.
just...had...to...compile...it

However, this: Moddb.com
is NOT fixed by the latest - the ordering on the sword blade pixels while the TGA override texture is used for the model is STILL behind the rest of the model.
With no override the sword is displayed properly as the comparison shows.
And I checked the .mdl - the sword (and shoulder spikes/head spikes - which also appear wrong!) are separate objects in the model.
I'll upload the model and skins and send you a pm.

+1 vote     reply to comment
numbersix
numbersix Jul 27 2013, 2:47pm says:

Hey, have a look at this:

Moddb.com

I made sure the override tga has no transparency. Double checked the model to make sure there were no inverted triangles or any weirdness. Seems like the engine is doing that.

This is the build string (but I think I'm running custom code...)
Darkplaces-Hipnotic build 01:07:45 Oct 6 2011 - release (progs 31217 crc)

Going to try the latest download next.

+1 vote     reply to comment
numbersix
numbersix Jul 27 2013, 8:47pm replied:

So I ran an OS upgrade to run the new darkplaces...it didnt fix it.
and...I have NO 3D. at all...
GLSL shader glsl/default.glsl generic diffuse viewtint colormapping failed! some features may not work properly.
Some features...yeah, the main display.

+1 vote     reply to comment
numbersix
numbersix Jul 28 2013, 12:58pm replied:

problem solved by installing a new nvidia driver.
make a note about this in case I see it again.
Now to get the new dp working...

+1 vote     reply to comment
numbersix
numbersix Jul 27 2013, 3:01pm replied:

Rats. New version no worky:
./dp1: /lib/libm.so.6: version `GLIBC_2.15' not found (required by ./dp1)

I dont feel like fixing that right now, apt is not cooperative.
I tell you if the new version fixed that bug when I get it up.

+1 vote     reply to comment
numbersix
numbersix Oct 25 2012, 6:04pm says:

classname : func_bobbingwater
************ ERROR ************
Entity with no valid brushes
hmap2 by LordHavoc and Vic

Does it really not compile bobbing water? Shoot.

+1 vote     reply to comment
numbersix
numbersix Oct 31 2012, 6:32pm replied:

15611 Segmentation fault hmap2 -darkplaces -notjunc tmp.map

This happens way to much with my maps...they arent that complicated!
(well, maybe a little complicated - Moddb.com)

+1 vote     reply to comment
RockinRickOwen
RockinRickOwen Jul 26 2009, 10:00am replied:

Forgive that last bit. I didn't know Prototype and inFamous were already current games. Unlikely to have mods already. Incredible stuff though. The impact of the runner on the buildings is not for insurance agents weak of heart.

+1 vote     reply to comment
LordHavoc
LordHavoc Sep 26 2011, 12:21pm replied:

inFamous is a PS3 exclusive title as far as I know, and thus will never be moddable.

Prototype does not support mods to my knowledge.

In general any "console port" game for PC will not support mods.

+1 vote     reply to comment
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