The open source Zircon engine ("DarkPlaces Mark V Project") is a modification DarkPlaces engine with a mouse driven menu everywhere, ALT-ENTER fullscreen/windowed switching and 88 other enhancements to support user/mapper/mod coder ease-of-use and optional conveniences for those interested in a "1996 Quake" experience. "csqc_full_width_height 1" in console when running Arcane Dimensions at this time It is hoped that some/many/all of these enhancements will eventually make it into official DarkPlaces. The Zircon engine seeks to keep full compatibility with DarkPlaces so either engine can be used interchangeably.

Post news Report RSS November Lab Report #9 of 12 - Zircon Beta #1

Forged from DarkPlaces Beta, twice as fast as classic DarkPlaces, Zircon Beta Release #1 has 100% of all Zircon features plus new features. Zircon Beta Release #1 has resizable window, automatic 2D scaling and a long readme listing other features. Rivarez Edition sound startup issues for some should be solved (reworked sound startup), it is my belief that flickering water should not occur regardless of graphics card.

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New Article Coming in 24-36 Hours:

Will include a walkthrough on the basics of using Blender to make a map using OBJ format by KleskBY, and some other OBJ related content including how I think it may be combined with Quake 3 map format format. Plus some other content.

Extra thanks to jakub1, finding engine issues so they can get fixed. He has helped make the engine better so many times.

Zircon Beta Release #1 - Difficult to complete - Hence, my absence

Forged from DarkPlaces Beta, twice as fast as classic DarkPlaces, Zircon Beta Release #1 has 100% of all Zircon features plus new features.


Zircon Beta Release #1 has resizable window, automatic 2D scaling and a long readme listing other features. Rivarez Edition sound startup issues for some should be solved (reworked sound startup, @ anonymous, @lowenz), it is my belief that flickering water should not occur regardless of graphics card (@Akidd).

rivar2
Pictured: Rivarez Edition (link) - An Ultra High Resolution DarkPlaces Experience


DarkPlaces Beta had many issues. I fixed every issue I came across, no matter the level of difficulty and the biggest issue was a stuck keys issue which was notoriously difficult to track down (and then gave the solution to the DarkPlaces devs). A Q3 .shader tcmod scale issue remains on the "todo", I wrote some code largely reducing its impact.

OBJ Map Format - First Class Citizen

objmap

Pictured: Heptyl by Kleskby (link)


DarkPlaces Beta has OBJ map support. In Zircon Beta, obj maps are first class citizens and autocomplete just like maps. They also appear in the maps menu (which replaces Help/Ordering).

KleskBY says he makes his .obj maps directly in Blender and says he's going to write up a tutorial. That will be posted here when he finds the time to do.

Sky

Note: Zircon Beta Release #1 does not use DarkPlaces Beta physics but DarkPlaces classic physics. Upcoming: detailed video of examples showing why with a Quake 3 map example, a Quake map example and a DarkPlaces mod example explaining why Zircon prefers the physics of DarkPlaces classic.

darkmod

Pictured: Q3 bsp support for lightstyle 0 customization

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thestickmaamir
thestickmaamir - - 4 comments

Hello there baker, I have been trying to compile maps for zircon engine and Ive been
pulling my hair out. does not help Ive been on a quake mapping hiatus lol. but im confused as to how I can work this with something like trenchbroom or set it up. I assumed sense this engine takes a lot from id tech 3 that I could just use the compilers for quake III this err no? im hoping with the work you put in I can make my own game, im pretty impressed. first time I saw this I thought this was a decked out sourceport of doom 3.

Have a good day or night,

-The stick

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Baker55 Author
Baker55 - - 252 comments

I make maps regularly in Quake 3 map format.

I'm not sure what to tell you, except make the Quake 3 map normally but use the Zircon engine to run it.

Some maps I made: Moddb.com

I page with info: Moddb.com

I can help with specific questions, but I'm not sure how I can help with a question this broad.

I would start with a simple Quake3 box map.

I want to do a TrenchBroom tutorial in the future, engine coding keeps getting in the way.

I use J.A.C.K. map editor which has Q3 map support.

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thestickmaamir
thestickmaamir - - 4 comments

Yeah sorry now reading it again it was pretty broad :/
I meant to ask how I can use Trench broom or jack with quake III for use with those maps on zircon? I know how to load Quake III maps.

Im having difficulties trying to set up for mapping. Like, Jack dont have pk3 support so im confused how I can use models and textures. If you are still willing to help That would be greatly appreciated


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Baker55 Author
Baker55 - - 252 comments

I would download Quake3_Quake1 mod. So you have c:\quake\quake3_quake1 and start it like zircon.exe -game quake3_quake1

Open J.A.C.K. map editor, setup to make a Quake 3 map except instead of c:\quake3\baseoa folder, use c:\quake\quake3_quake1 folder. And use Quake1 .fgd file.

Browse to quake\quake3_quake1\textures folder, you can use those for mapping as a start.

Make a map with those textures, make the map compile to quake\quake3_quake1\maps

This is the best I can do right now.

Maybe next week I can a proper tutorial, I have wanted to do one but engine stuff kept coming up.

However, I think with the latest update to Zircon, it is close to issue free. So I should start to have free time.

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