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 September Lab Report #5 of 12

Discussion of DarkPlaces alternate source codes, Q3 mapping topics like infinite background, DarkPlaces "recall" CTRL-R.

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Welcome ibloodheuer!

ibloodheuer has joined the project, has commercial game development experience including commercial game engine development.

He is making Quake 1 single player content in the Q3 map format using features such as impossible geometry and is going to put the features exposed here to use in-game and help round out the Q3 map single player toolkit.

He shares the same interests in building a "future Quake" (same Quake, more immersion, better appearance and perhaps at times, a total conversion and other times not.) He is familiar with Xonotic, which to me is a major plus because Xonotic uses many DarkPlaces features not seen in Quake 1 mods.


_skybox Entities

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Pictured: Xonotic map - City New York.


The background building entities are _skybox entities. If you can see any part of the sky, they all draw.

As I understand it, _skybox entities are the best way to have infinite unapproachable (?) background with Q3 map format. It said if you are clever and get the placement right, you can create an infinite ocean background.

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Here is a Quake 3 map using hills as _skybox entity (map ut4_subterra)


Skeletal Animation

i was asked about skeletal animataions in DarkPlaces. Xonotic uses them. Doombringer uses them as I understand it. I have not had the time to look at them, nor the code.

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Pictured: Xonotic map - City New York (again)


DarkPlaces Source Codes - Doombringer / Wrath: Aeon of Ruin

Doombringer by Kristus is possibly the most sophisticated work using DarkPlaces other than Xonotic, which piloted/created a large percent of DarkPlaces features..

fd

(source: Youtube.com)


Doombringer along with Wrath: Aeon of Ruin are the 2 most successful DarkPlaces engine projects that I am aware of. I have looked at the source code of most modified DarkPlaces ... the Wrath of Aeon piloted improvements in DarkPlaces that were absorbed into main DarkPlaces. However, I have had not had time to fully study them. Wrath: Aeon of Ruin was at one point KillPixel's (a talented member of the Quake community) project, but that changed at some point.

Doombringer is available on Steam, Kristus is part of the Quake community. Wrath: Aeon of Ruin is on Steam, KillPixel is no longer involved as I understand it.

r_showtris 1

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There is a very large correlation between the number of triangles in a scene and the rendering speed. r_showtris 1 shows the triangles.

I wanted to transform this into a Japan-like or Hong Kong-like or South Korea like visual paradise, however engine progress comes first so it may be a long time.

DarkPlaces Recall Command From History

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Type a partial like "map". Press CTRL-R. DarkPlaces will recall the most recent command with that text in it. Press CTRL-R a second time for the next furthest back one. Press up to get the one you see.

This is no doubt copying Unix "Terminal" app functionality. I tried this in the console in Linux and I think DarkPlaces does it better.

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PRinceBhai
PRinceBhai - - 501 comments

Gaadyum!

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