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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It's been a long time coming and there is a fair bit of work left to do. But we're getting there. In the mean time I hope you all enjoy this first gameplay reveal of Episode 2 for DOOMBRINGER


Along with releasing this trailer, we're also releasing version 1.3 of DOOMBRINGER, we've got a fair few bits of news to share.

doombringer20230829192838 00


  • Version 1.3 released - See below for a shortened list of what the new update brings.
  • Realms Deep 2023 - We once again are featured on Realms Deep with a new trailer. Episode 2 is finally going to be shown in more than just screenshots. Coming September 30th.
  • Realms Deep steam sale - We're participating in the Realms Deep steam sale also, so if you haven't already bought the single player, take this opportunity to do so. The sale will go on between 9/28 - 10/3
  • Community Duel Cup - One of our community members Fossil has taken it upon himself to host a one day duel cup this Sunday (October 1st). Sign up over at Challonge

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Weapons
- QuakeC: Reorganized impulse list, YOUR WEAPON BINDS WILL NEED TO BE RESET.
- QuakeC: Tesla beam was rewritten for more reactive and predictable visuals on "Curved" and "Slightly Curved" settings.
- QuakeC: "Straight" beam now behaves more properly at all ranges
- QuakeC: Added new Tesla beam style cvar cl_tesla_skin (0 = default, 1 = wave, 2 = thin).

Loading Screens
- Engine: Added support for MenuQC loading screens (following FTE standard).
- QuakeC: Added new loading screen design, instead of still images.

Aim Assist
- QuakeC: Added aim-assist for controllers in singleplayer. This can be toggled with cvar cl_aimassist. This will only work against monsters, so there is no way it can be abused in multiplayer.

Netcode
- Engine: Changed viewangle networking from absolute to relative.
- QuakeC: Teleporters now use delta viewangles to prevent issues with desync on high ping.
- QuakeC: Fixed vibration on lifts caused by stairsmooth.

Monsters
- QuakeC: Moved monsters to CSQC. Should stop warping of monsters on stairs and around corners.
- QuakeC: Added velocity based knockback. Stops monsters from "building up" knockback and suddenly flying off in a direction once lifted off the ground.
- Engine: Fixed incorrect logic with trapezoid sound calculation.

Mapping
- QuakeC: Initial testing support of warpzonelib from Nehara. This is very incomplete.

doombringer20230829192707 00


Doombringer - Episode 1 released to Steam

Doombringer - Episode 1 released to Steam

Doombringer

It's done, we've reached the first episode release. The Grindhouse of Todelmer is the first of three episodes of 9 maps each. Filled with deadly enemies...

Netcode Overhaul, Crosshair Customization, & Duel3 Art Pass

Netcode Overhaul, Crosshair Customization, & Duel3 Art Pass

Doombringer

In anticipation of the DOOMBRINGER Americas Cup #1, Reki has overhauled the client prediction side of the netcode, as well as added some tweaks on the...

Quick and dirty trailer

Quick and dirty trailer

Doombringer 2 comments

We made a quick and dirty trailer showing off some of the game play testing in the penultimate episode 1 map E1M7.

State of the game - Coming up on Steam release

State of the game - Coming up on Steam release

Doombringer

Reviewing what has been going on with the development of Doombringer during the last few months. Doombringer is coming out very soon.

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Post comment Comments  (0 - 10 of 28)
grabeskuehle
grabeskuehle

Darkplaces is for some years now using OpenGL 2.3 as it's main renderpath, which works fine, it just throws up some questions for me:

Could the renderer perform faster on a newer API like OGL 3.2 or Vulkan?
What are the downsides if it would get ported over to an newer API?

Are screenspace effects like depth of field or godrays doable with the current implementation?

For the latter reshade could be used, but it seems rather incompatible for now.

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Guest
Guest

As of this summer, DP has moved to OGL3

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President_Bagel
President_Bagel

DarkPlaces is an incredible engine, but there's still a lot of compatibility bugs (especially with Scourge of Armagon) that need ironing out. I hope there will be another release of DarkPlaces at some point.

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mckaygerhard
mckaygerhard

the best id tech engine ever are gpl (open source code and free access to the work and changes), most commercial engines does not have the quality of the free software mades.. i love linux benefits

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Impossible_Man
Impossible_Man

where the download link??!

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Dipterius
Dipterius

Icculus.org

Don't download from the site, that version was last updated 2014. These are the most recent.

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Valezen
Valezen

what happened to the games?

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grabeskuehle
grabeskuehle

Best IdTech based engine ever, imo :D

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Zimica
Zimica

What does GPL mean ? I can use it but give it credit ? I don't understand

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