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The original idea was that the game has many features of psychological horror that you describe, but we have not come to implement almost anything. Because we did not have a stable working team. So this release of adp is a prototype-alpha-tech demo to show some things that are possible to do in darkplaces engine.
Without further ado, thank you very much for playing adp!
hey, your mod onirica is AWESOME!!
also I like a lot descompositions (fatal)
I did read you wanted to port ONIRICA to an darkplaces unsuccessfully. IMO onirica can be 100% ported to darkplaces :)
I didnt try your games based on UE4 because my specs :(
really good stuff !!
because valve is not ID software
awesome album :D
any release date guyys??
game looocs awsom
Hello Argoon, sorry for my english:
Darkplaces engine is -basically- quake engine with more features. So if you want to work with darkplaces you must to know how quake (and quake mods) works :)
- Maps: For maps we are using q3bsp format (quake 3 arena bps). We are using Quake army knife (QUARK) and q3map2.
- Models: Darkplaces support many formats, but currently we are using only MD3 models. We are not using many models, I made some low-poly models using blender, after you can export it to md3.
- Code: Qc compilation is done with fteqcc.
- TO work in the game textures are tga, jpg and dds. In the final release the game will contain only dds (we are using Gimp to edit and quark to export to dds).
-Bassicaly we are using the same format of quake 3 arena maps (with some differences in shaders). You can find many tutorials to make it :) I can suggest you xonotic and old nexuiz forums (and obiously quake3world.com).
- Qc: qc is the language of the game logics, (and menu) in darkplaces. The site to learn qc is insideqc.com (check forums and qctut sections, there is a lot of qc documentation)
Resume: Darkplaces is not so well documented but you can learn from this sites:
Bethesda will not do it.
sanscrit word :)
:D Currently I am working with a friend in an entire adventure-game (point and click gameplay) based in this very-old qc experiment :)
Hello numbersix, you know the power of darkplaces engine!! :) I am glad to read you here!!
You will enjoy the game :)
we will release the game very soon :D
Hello Numbersix :) I follow your work and posts in silence! great stuff! are you rewgistered in quakeone.com ?
oohh really ??
Awesome work! looks really great!
menu is hard, HUD is no so difficult
Awesome demo!!wating for the final release!
Not really, but the team is not working in the game. JeroCabrera is busy at the moment. I am working in another project called "gray morning". The gameplay of "gray morning" is almost the same (i am using practically the same programming code), but about the graphic "gry morning" is simpler (yes, even more)- . I will release the new game soon :)
awesome game dudes! I am waiting this game every mornings!!! !
I did cry with this beautiful storie, granny is a game full of emotions, action and adventure.
great game!! maybe you must to turn off the chainsaw sound! very funny :3
little video showing a feature from the Dead Morning tech demo
hello guest, we do not use repository, the development is closed doors because we are making the game using dropbox, and we only will release the game in the version 1.0. The code will be under licensed with GPL 2, and the art is in GPL 2 also, but the some music is under CC-BY (we do not have a composer yet).
:) i am programming some stuff in ss/cs qc :D but also i am busy with university and job :/ Aniway dead morning have 90% of qc work done. We only need build the maps :)
Oh great resident evil mod! Seems you are using darkplaces :) I suggest some CSQC stuff! I love the maps :D
I was voter number 1000, of course I said "10"
4 :42 am here, my bed is calling me