Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.

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June 1: Helicopter Challenge Done (Download: Zircon Beta #56 - Win64)

I completed the "Helicopter Challenge" the correct way using OBJ model with MD3 attachment tags. OBJ does not support MD3 tags, so I added that (tagname propellor_rear 102.8 0.7 20.6).

Notice that when the "func_train" pushes the helicopter, the blades are in perfect synchroncity client side and the blade spin can be turned off in QuakeC. This is a nice 100% total victory.

  • CSQC is NOT required. The lower the overhead, the better.
  • Client side positioning.
  • Server side control of blade spinning.
  • Ability to use OBJ instead of MD3. OBJ is a text file.

OBJ models are a text format that can be opened in a text editor. Blender makes them easily, Noesis converts them easily, it is a very common model format. DarkPlaces can load them as models or even as maps (Article: KleskBY OBJ).

Looks like:

# Zircon .obj export
#
mtllib unused.mtl

tagname propellor_topz -50.2 0.0 26.8 // Baker: Here is the tagname line of text in the .OBJ
tagname propellor_rear 102.8 0.7 20.6

# Total Triangles = 1376
g
v 104.061325 19.883987 2.960816
v 104.300034 20.774811 2.960816
...

vt 0.071206 0.291107 0.000000
vt 0.069570 0.297215 0.000000
...

vn 0.000000 -0.000000 1.000000
vn 0.000000 -0.000000 1.000000
...

# group 1 of 4
g Tail_part
usemtl models/vehicles/helo1_palette.png
f 1/1/1 2/2/2 3/3/3
f 4/4/4 5/5/5 6/6/6
...

MD3 tags have a rotation matrix. I have it go to an identity matrix (for now). Eventually I'll add optional 9 extra arguments for the rotation so attachment can be angular.

June 1: 3D Box Collision

In DarkPlaces without using ODE library and -- from what I see -- in FTE without using an external library, collision between 3D objects looks like this ...

if (check->absmin[0] > area_maxs[0]
|| check->absmin[1] > area_maxs[1]
|| check->absmin[2] > area_maxs[2]
|| check->absmax[0] < area_mins[0]
|| check->absmax[1] < area_mins[1]
|| check->absmax[2] < area_mins[2])
continue; // not touching

This does not take into account rotation of any kind. Eventually, I want to have collision between rotated bounding boxes. Some search engine digging for example code led me to this:

Github.com

I see words like "manifold" -- and realize I am not making that journey today. Should research the topic some more before taking action.

May 31: Invisible Monsters

Examining the DarkPlaces Beta changelog, I see that there is a fix for PVS (potential visibility) that is apparently the reason monsters on extremely massive maps ignore the player and issues with invisible monsters on said massive maps.

If the change didn't affect over a dozen files, I would include it in #57. But the size of the change means it will be in #58, as #57 is already about as much as I would want to do in a single version.

Times like this, it is quite nice that the DarkPlaces devs work on an entirely different set of issues than what occurs here.

May 31: Noclip Touching

In any Quakespasm derivative engine (almost every vanilla Quake engine), "noclip" will not only perform something similar to a "watermove" -- this is FitzQuake noclipping --- but also not touch any triggers. Current Zircon has similar movement, but DarkPlaces code is incredibly different and was not sure how to do "no touch triggers" that at the time (a bit over a year ago now).

A while back when I was asking KleskBY for permission to use some of his QuakeC in an open source mod, I noticed some of the very expertly written QuakeC targetting exclusively DarkPlaces had code to disable touch functions if noclipping was on. This was a QuakeC soluton.

Yesterday, I triggered a teleporter while noclipping. Today, first thing I wanted to do was look around in the engine and determine how implement "no touch triggers" for noclipping in DarkPlaces. And that is in #57.

May 31: Sound Length

Looked through soundlength QuakeC function which I knew to be returning wrong values but did not know why. I discovered this 2 months ago. Example: soundlength("ambience/buzz1.wav") would return a time length in seconds that was not the same as, say, VLC player.

It was taking the length of the sample and dividing by the sound rate of renderer (you start up and the default might be 48000 kHz) and not the sound rate of the .wav (11025 for Quake ... usually, but it might be 22050, 44100 or some other number).

In this case, wrong values were far less wrong with something recorded at 44100 (which the division was close enough to be somewhat plausible).

Anyway, upon initial discovery 2 months -- since I did not know the cause of the issue and it was dividing by S_SoundRate () which on the surface looks correct -- was on the list of unwanted mysteries of the unknown.

May 31: Pitch Adjustment

I noticed a feature I had a low level of awareness of -- pitch adjustment.

Ran into this fixing documentation, I noticed VM_SV_Sound in the engine source supported more parameters than darkplaceextenions.qc listed. I wanted to see what this sounded like without writing something in QuakeC, so I decided to add an extra optional parameter to the "playvol" command -- no one uses "playvol" and I suspect it to be a command added for Nehahra.

Although there is no documentation on it in DarkPlaces and I could not find any for FTEQW either in the engine code or the fteextensions.qc (although I bet it exists somewhere, Spike is good about that) -- it appears to very sensitive so 2.0 might not be double the pitch and 0.5 might not be half the pitch.

I try to expose these types of things to make them more accessible. In #57, it will be available via "playvol [wav name] [volume 0 to 1] [optional pitch change]"

void(entity e, float chan, string samp, float vol, float atten, 
optional float pitchchange, optional float flags) sound = #8;

May 30: How To Improve This ..

Examining an exploring the attachment quest ... a question arose ...

How can we improve this Spiderbot?

spider0

... BUT OF COURSE!

spider0hat


May 28: Spin

Helicopter Challenge phase 1. A solution, but not "the solution".

spin

There are 3 models here. Split from the main model into separate .OBJ using Zircon's "objmodelsplit". The speed of the spin is difficult to put in an animated GIF because an animated GIF is very low fps.


These are animated via QuakeC with avelocity (spin). This could work with certain types of objects that don't move, like rotating a switch on a machine or opening a chest. For moving objects, this won't work for a few reasons.

First, if MOVETYPE_FOLLOW were used, DarkPlaces does not provide avelocity on attached entities and MOVETYPE_FOLLOW is solid meaning it moves objects it touches and collides blocking movement of entities. That could be changed.

However, the real reason is that it is server-side animation. Server side game logic -- regardless of language (which is to say this is not a QuakeC limitation) -- runs at a lower frames per second than a client will render frames. The client is going interpolate the position of a moving helicopter. If it is a server side attachment, either a lot more information would need to be sent to the client so it would know to interpolate the propellers using the position of helicopter as a base -- but this is already a trip down the wrong path.

DarkPlaces supports models attachments and need to pursue down that path to do the correct method. I am somewhat familiar with that, but mostly not. I have never used it and I don't have an handy example, but I imagine I can mine Xonotic or its predecessor Nexuiz or possibly look through the QuakeC source code of Kristus's Doombringer (which I am told is on GitHub).

May 27: Scrolling Release #56

Shift plus Page Up and Page Down scroll the console by a single line. Much of the time classic Page Up and Page Down which scroll half a screen gets the job done but sometimes you need an exact block of text visible on the screen to read it.

Pictured: Zircon "objmodelsplit" results viewed in Noesis -- took helicopter, split into 2 models (blade).helox2

"objmodelsplit" is a new console command in #56 that can split off part of an OBJ model by group number or write the entire OBJ *except* for a group number.

  • Typing "objmodelsplit models/vehicles/helicopter.obj 0" prints information about OBJ groups in a model and their number/sizes/location (think offset from center for attachment) and writes "models/vehicles/helicopter_out.obj" as-is and centered.
  • Typing "objmodelsplit models/vehicles/helicopter.obj 5" writes out helicopter_out.obj but ONLY group 5.
  • Typing "objmodelsplit models/vehicles/helicopter.obj -5" writes out helicopter_out.obj except does not write group 5.

Right now, it only supports 20 groups (for no specific reason -- goal #1 get it to work).

The immediate goal -- I want a more functional helicopter with spinning blades that can be turned off or on in QuakeC (or via, say a button in a map). But in the future, other uses could include .obj model chests that can be opened with an animation or other things.

There might be other tools out there that can do this, but I haven't seen a good one first hand and most of the tools I've seen are unwieldy or (INSERT NAME OF PAID SUBSCRIPTION MODEL SOFTWARE HERE).

May 26: Gamedir / Release #55

"Under the hood" fixes of a few deficiencies in gamedir changing. While examining a still existing Quake 1.5 issue reported by jns, noticed 3 or 4 issues with DarkPlaces gamedir changing and memory logging.

Pictured: After a gamedir change from "id1" to "quake15", these coronas -- from the maps/start.rtlights file would persist in vanilla Quake. Likewise, a gamedir change back to "quake15", these coronas would disappear. Resolved in #55.

During a gamedir change, DarkPlaces wanted to keep a lock on QuakeC created cvars and prevent their deletion. After some digging, although the shutdown mechanics correctly shutdown QuakeC -- it didn't mark the progs as shutdown, and this prevented deleting of the QuakeC created cvars. Fixed in #55.

May 25: Improved Crash Reports

Going to be thinking of ways to get a better crash report. A hard to debug example is the crash someone else gets that the engine developer isn't able to replicate.

While thinking about this and examining source code, DarkPlaces performs a rather impressive reset on gamedir change which is about 85% of a full engine restart and runs a ton of Renderer_Init type of functions. However, some functions like Host_Init or Cbuf_Init run once per session. I'm renaming the ones that run once per session to "InitOnce" so when I see these functions I know they are excluded from a gamedir change or other type of restart that can occur.

May 25: Helicopter Challenge

I found this reasonably low poly helicopter model at sketchfab. I would prefer a slightly higher-poly one, but most of the others I saw were very high polygon count models. I want the blades to spin, I want the model to be separated into 2 components in obj model format with the propeller as an attachment.

helox2

And I want the entire process to be a console command in Zircon that takes the .obj model, separates out the named "group" (in this case Propeller_2) into a separate .obj file -- writing the one with and without -- and calculating the attachment position. And then the QuakeC side that attaches the propellor to the helicopter and rotates it at a speed set by QuakeC.

So this is several different challenges wrapped into 1. The splitting the model in 2 separate ones is the main challenge, about 30% through that one. I would describe this part also as "not fun at all".

May 23: Comments/Notifications

iBloodHeuer has returned and says he has some ideas. And I know I'm looking forward to it! iBloodHeuer has experience in commercial game development. I didn't notice his comment that he returned until now.

Baker's previous experimentation with getting DarkPlaces to do inventory.inventory

Comments that are direct replies to a user also do an email notification and this can also cause a notification on someone's phone. Comments that aren't a direct reply to a user, there is no notification and those can be hard to notice. I know I look at the comments on this page and the comments in the Zircon download section, in the event someone notices something is wrong with a download, etc.

May 22: Quake 1.5 JPEG Version (V2)

The Quake 1.5 JPEG Version (download JPEG version) has been updated to version 2.

May 22: Half An Idea

Several experiments combined do not necessarily come together to form a cohesive idea ...

May 21: Travail HD / Jakub JPEG

Travail HD set .. JPEG version. (978 MB -> 166 MB .. 84% smaller download). Put .pk3 in Travail folder and run Travail. (Download Travail HD JPEG version).

Pictured: I have bind mouse2 +zoom. Zircon creates a +zoom if a mod does not have one. Far better than the terrible "zoom_in" Quake comes with. On another note .. flashlight for most mods.

May 21: Tomb Of Thunder Issue ... Eliminated in #54

Plus reduced warning messages that other engines do not print ("division by zero in QuakeC", "brush with empty submodel") to developer prints ("developer 1" to show them, otherwise a user will not see them).

DarkPlaces was not fully clearing all viewblend values (set by some mods with v_cshift command) on a map restart.

May 21: New Endangered Bug

Jakub1 told me about this bug and told me how to re-create it. Notice that the screen stays black even after I die. The map restart is not clearing the black hue.

tombofthunder


Even gamedir changing after death doesn't clear it. For sure, clearing the hue on death and gamedir change will get eliminated. Note: you can type "gl_polyblend 0" in the console and the black hue doesn't render, that doesn't fix the problem but cures the symptoms of the disease. (There should probably be a way to manually clear that hue via console command -- I have seen mods that fail to clear "darkening hue" for various reasons in any normal engine too -- an example is Nehahra.)

Also note the printed warning about division by zero in QuakeC spammed. Although when I am working with QuakeC, I like those messages -- for many single player releases it is console spam that no other engine does -- I am probably turning it into a "developer 1" print -- which is unfortunate because in my opinion "developer 1" spams far too much information to be as helpful as it could be.

May 21: Quake 1.5 JPEG Version

Created JPEG version of the Quake 1.5 (download JPEG version) which the most ambitious Quake mod for DarkPlaces of all-time.

May 19: Release #53

I made a JPEG version of the remarkable Rivarez Edition (download JPEG version) using the Zircon "jpegsplit" capability that writes the alpha channel to a separate file for a rarely used DarkPlaces capability. I wanted to see what kind of file reduction yield I could get. 5.4 GB to 1.3 GB (76%).

On another note, Rivarez Edition actually has a replacement texture set for Dimension of Doomed. The MG1 maps are known for performing poorly in Zircon Beta while being steady in Zircon Alpha. I did some light experimentation with "r_q1bsp_lightmap_updates_combine 1" (the default is 2) and performance felt much better -- in time, I may be able to unwind the process and see how those particular maps interact with the lightmap upload process.

Extra note: anti-aliasing using the traditional hardware based "multisample" capability is impossible with DarkPlaces. DarkPlaces specifies the drawing of every single pixel via a GLSL pixel shader, this cannot mix with hardware multisample. There are other ways this could be achieved, but it is not a priority -- I thought I had an easy target, so I tried to knock it off the list with a simple fix.

Quake 1 Map Levelshots In #52

"levelshot_maps_all" will cause Zircon to cycle through all maps located in the current game directory and make screenshots named "levelshots/e1m1.jpg" for every map. At a few seconds a map, this can take 20 minutes if you have a lot of maps.

If you have unusual stuff maps that only work with FTEQW or other odd stuff (like a map that precaches a model that is corrupt for the format it is supposed to represent) that might actually crash a DarkPlaces engine, restart Zircon -- the screenshot process will NOT attempt the same map twice (it writes a failed placeholder first).

Anti-aliasing is probably fixed. "vid_samples 4" or "vid_samples 16" followed by a "vid_restart" should in theory activate it. Multisample anti-aliasing requires either a good example to test and it seemed to work, but at higher resolutions it is hard to tell. Multisample is performance costly and hard to notice on high resolution displays. I think it works now, but after zooming in on some surface edges it was hard for me to tell. (jakub1 pointed this out to me lately, although I did see a comment on the topic once at the Xonotic forums by a mapper).

Quake 3 Map Levelshots In #51

Sometimes I like looking through map geometry in Quake 3 maps for inspiration or to see interesting things they did with shaders. Lvlworld.com is where I usually go (although they do not have every map).

I have a quake/q3 folder that is Open Arena unzipped into that folder and I put any Q3 maps into that folder, type "game q3" and go to the maps menu ... however, I have no idea what map is what by name. I added levelshots/mapname.tga to display in the maps menu.

I also made the maps menu not automatically refresh. DarkPlaces digs through each map entities segment to find the map title, for a ton of maps this can be slow and it usually does not need to refresh unless you added a map while having the engine started. Press SPACE in the maps menu to refresh the list now.

The maps menu is one of the prime candidates for a user-interface overhaul ... I would like to figure out a solution for Q1 .. even if it involved the engine having to create the screenshots from the maps.

JPEG/Test_Mat2 Test (Download: Zircon Beta #50 - Win64/ Linux)

I had to try this out to see how well it converted (result = excellent!). Using the Zircon "jpegsplit" command, made a JPEG version of GremlinForester's Test Materials 2 map. It is now a 29 MB download.

diet gremlin

Made with the Zircon "jpegsplit" command. Video clip is of JPEG version.

I like high effects, great looking textures and environments but I am interested in avoiding download sizes like the 5.4 GB size, say, the Rivarez Edition -- for instance.

(The Zircon jpegsplit command converts to JPEG keeping the alpha channel in a separate JPEG file).

Zircon Beta Release #50

SMEJ2 issue resolved, gamedir change cvar reset is now perfect, "devinfo" command available.

Information Is Speed

Zircon will soon be getting upgrades -- optional -- I'm a hardcore conservative engine guy that wants to feel like I'm playing Quake. The current mouse-driven menu in Zircon is classy and does not take away from the "Quake" feel. At the same time, Zircon needs a mod installer built-in and I feel the options menu has too much stuff to find easily, I think an alternative might be helpful and many other possibilities exist.

ui 3

Pictured: The user-interface components in Zircon were made to allow fast real-time experimentation and adjustments with a couple of clicks. (Note: The context menu to edit mode is right click)

Little time has been invested in the "color scheme". The goal so far was writing the user-interface components and bending the engine infrastructure to get to support all of these capabilities.

The first round -- the testing round -- is a developmental tool "devinfo" that will expand as time permits and will likely eventually include the ability to real-time edit in-game entities -- which can help fine tune a map or mod.

ui 1 1


Pictured: The data displayed in "devinfo" allows column sizing, amongst other things. The user-interface components are not using a third party tool-kit, they are Zircon-native capabilities written in the last few weeks. Several DarkPlaces capabilities made this easier, like the TrueType Font support.

Mods targeting DarkPlaces capabilities tend to be far more sophisticated than Quake and when making these mods, how quickly one can get to the key information to fine-tune or fix a map or find the nature of something that is not working as expected is important.

ui 2

Pictured: Rounded buttons and text entry including selecting text with a mouse.

ui tabsel

Pictured: The user-interface capabilities in are controlled by a human readable, easily modifiable format that allows comments. It allows changing it quickly, far easier than a hard coded user-interface.

Note: The actual first step towards this was the new "load/save game menu" that stores map screenshots, pictured above. I don't recall the exact version, I think it was Zircon Beta #43.

Zircon #50 soon ..

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Post comment Comments  (0 - 10 of 125)
PsyWarVeteran
PsyWarVeteran - - 1,890 comments

After many years I returned to Quake and have been playing both the main game and the expansions on Nightmare, I'm almost finished. Great experience, pretty fair too, whatever you shoot stays down unlike DooM.

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vm773542
vm773542 - - 48 comments

Π˜Π·Π²Π΅Π½ΠΈΡ‚Π΅ Ρ‡Ρ‚ΠΎ Ρ‚Ρ€Π΅Π²ΠΎΠΆΡƒ Π½ΠΎ подскаТитС ΠΊΠ°ΠΊ ΡƒΡΡ‚Π°Π½Π°Π²Π»ΠΈΠ²Π°Ρ‚ΡŒ Π΅Ρ‚ΠΈ ΠΌΠΎΠ΄Ρ‹ Π½Π° ΠΈΠ³Ρ€Ρƒ Quake?? Π‘ΠΎ Π½Π° ΠΈΠ³Ρ€Ρƒ half life ΠΊΠ°ΠΊΡ‚ΠΎ ΠΏΡ€ΠΎΡ‰Π΅????

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Guest
Guest - - 693,445 comments

Π—Π°ΠΊΠΈΠ½ΡŒ Π² ΠΊΠΎΡ€Π½Π΅Π²ΡƒΡŽ ΠΏΠ°ΠΏΠΊΡƒ ΠΈΠ³Ρ€Ρ‹ ΠΌΠΎΠ΄ (Π½Π΅ ID1, Π° ΠΊΠΎΡ€Π½Π΅Π²ΡƒΡŽ), Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€ "Copper". Запусти ΠΈΠ³Ρ€Ρƒ ΠΈ Π² консоли "~" (ΠΈΠ»ΠΈ Ё) Π½Π°Π±Π΅Ρ€ΠΈ "game copper". Π˜Π³Ρ€Π° ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡ΠΈΡ‚ΡΡ Π½Π° ΠΌΠΎΠ΄. А ΠΌΠΎΠΆΠ½ΠΎ ΡΠ΄Π΅Π»Π°Ρ‚ΡŒ bat-Ρ„Π°ΠΉΠ» ΠΈ Π² Π½Π΅ΠΌ ΠΏΡ€ΠΎΠΏΠΈΡΠ°Ρ‚ΡŒ, Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€ "quakespasm-spiked-win64.exe -game copper" ΠΈ ΠΈΠ³Ρ€Π° запустится сразу с ΠΌΠΎΠ΄ΠΎΠΌ.

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SweetRamona
SweetRamona - - 5,118 comments

OMG! The Creators of Arcane Dimensions are making a commercial FPS Game rrunning on the Quake Engine/idTech 1 Engine! 😺

And it's being published by 3D Realms! 😻

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dumptruck_ds
dumptruck_ds - - 3 comments

This has nothing to do with Arcane Dimensions.

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SweetRamona
SweetRamona - - 5,118 comments

Uhh yes it does, BloodShot is one of the level designers for this.

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mukor
mukor - - 1 comments

Hello, i am a level designer on Wrath and I wanna second what dumptruck said above. BloodShot was not on the AD team and we only ever had one(1) AD dev on the team. That individual has since taken a leave on the project so as it stands, no AD devs are working on Wrath. Hope this clears up some confusion.

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SweetRamona
SweetRamona - - 5,118 comments

DAMN! You're right my mistake, I dunno why I said BloodShot was involved with Wrath since he had no involvement on AD as you said.

Sorry for the misinformation, I must've been tired as hell when I wrote that. >.>

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SweetRamona
SweetRamona - - 5,118 comments

Aaaand it's out! 😺

Store.steampowered.com
Gog.com

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wampa-stompa
wampa-stompa - - 154 comments

no it isn't.

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GoreTech5
GoreTech5 - - 242 comments

Awesome!

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