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.
A discussion of optional user interface capability and the road to come for Zircon.
Rain and sprinkers effects in a materials test map showcasing some material effects that are possible in the DarkPlaces engine. Download the map (.pk3...
Zircon #44 has improved video cutscene support, a graphical mouse-driven menu with screenshots for load games, new graphical effect capabilities (and...
2024 Quake Omega Effects Challenge Series #1 of 20 is the Intermap Travel Demo now available for download.
Discussion of Zero Ping Movement Version 1 -- this is a movement mode available in Zircon that allows smooth gameplay with incredibly bad connections...
Over the last few weeks I've been hard at work with version 2.0 of Blood + Iron.
The Year Of Our Lord 2024. A discussion of probable upcoming topics. The age of engine stabilization has come to a close, a shift towards using the engine...
Zircon now supports protocol 666 and 999, giving it the ability to play demos recorded in Quakespasm, connect to a Quakespasm coop game or host a game...
A discussion of making obj maps in Blender for use in Zircon and DarkPlaces, and a discussion about physics.
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...
Are you a purist? And you have to play WinQuake or GLQuake without the soundtrack? Well buddy, this tutorial is for you!
The Battle of DarkPlaces Beta Has Begun. DarkPlaces Beta -- it is twice as fast as classic DarkPlaces with many improvements. Zircon is based on classic...
How to compile for Android, including the debugging methods I use. How to compile current Zircon for Windows.
Zircon now has a Mac and Android build, as polished as possible. A discussion of some long time "DarkPlaces demons" defeated in the latest version of...
Update 1.01 - Patch notes in the description below.
Blood & Iron is a blood, gore and weapon overhaul with the goal of introducing Quake II features while staying in the spirit of Quake and being compatible...
Discussion of DarkPlaces alternate source codes, Q3 mapping topics like infinite background, DarkPlaces "recall" CTRL-R.
Quake Combat+ is a refinement & continuation of Quake, SMC & Quake 1.5, built on Darkplaces, aiming to provide the ultimate Quake singleplayer combat...
Hello patient fans. In anticipation for project release (soon!), the following is a tutorial for playing user maps from Quaddicted.com, and compiled list...
Looking at water rendering methods and experiments with monsterclip and r_fakelight 2 plus a quick look at autosprite2.
Spotlights explored in detail including all the "too much information" needed to create one. And a discussion of func_video_text.
Making impossible geometry, the Pac-Man machine and exploring rendering of 2D and the rendering of "2D" in 3D space.
Atmopheric lighting experiments and a discussion of coronas and shaders, including how they work and limitations.
This shows how to test a replacement texture in DarkPlaces and how to clear it to normal.
AI upscaling has been an invaluable tool for helping older games like Quake put a facelift on the original skins and textures.
Tutorial about how to create ROQ.-Video files with ffmpeg and video editing software.
Shows how to make a curved path func_train in Quake3_Quake1 with path_corner entities by setting flag "[2] Train Turn To Face" on any path_corner destination...
Here is a visual guide of Zircon modifications. Zircon engine is DarkPlaces with user-interface changes (mouse driven menu, ..). Perhaps some/many/all...
An examination of the switchable lights in Quake3_Quake1, how they work and how to get the best results.
An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.
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