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.
Automatic 2D scaling solution. Mac build. Zircon bronze text color is now identical to Quake. Android build: Quake folder is: "zircon" (all lower case) zircon/id1/pak0.pak, put vid_touchscreen_overlay.pk3 in id1 folder where pak0.pak lives. Quake Remaster: mge2m2 loads. Resolved zircon.exe sound issue with Rivarez Edition. LodePNG now used to load PNG files. Windows 64 bit SDL2 exe no longer requires sdl2.dll (static linkage). More in readme.
Trying to test android version, don't have a clue where to put the pak files
On Nox emulator it does get to can't find assets screen.
In bluestacks it never loads.
Topmost folder called "zircon" so there is a "id1" in it with pak0.pak so it can has "zircon/id1/pak0.pak" available.
If it starts with can't find data, select "Open Console" and type "cwd" or "dir" and it will show you what it sees (might require a bluetooth keyboard to do this, never tested how this works with touchscreen only).
Application needs file read/write permissions.
Let me know how it goes.
Also put vid_touchscreen_overlay.pk3 in id1 folder.
Rivarez sound working excellent, Thank you. (fyi: not working in zircon_64_sdl2)
(fyi: not working in zircon_64_sdl2)
Ah, thought it did work for you on SDL2 previously.
Rivarez edition sets snd_channels to 8 and your computer may not support that.
However, I should have it "fix" that scenario automatically if it can.
The zircon.exe checks to see if the sound format is accepted, if not requests a lower setting.
I will have the SDL2 do that as well.
The only reason I didn't check, I thought the SDL2 worked fine for you.
Anyway, I shall fix. Thank you for the high quality follow up here.
Hi Baker, just a quick test of the last release:
- all levels from Dimension of the machine now work, but floating island in mge5m1 are still bugged. It applies for 32 and 64bit version.
- terra remastered: terra8 now works but there are bugged floating pieces of level geometry as well. It is probably the same bug as in mge5m1.
- 64bit version still features bugged shadows on some surfaces. Good test levels is
a dam wall in qbj_annihilator from quake brutalist jam.
- I noticed that ammo boxes and medkits in bps format are listed among the real levels in maps menu
jakub
In the readme I noted the floating island bug was TODO, so is the messed up shadows examples you have. The only bug fix I did on your list was make mge2m2 load and the sound issue.
>I noticed that ammo boxes and medkits in bps format are listed among the real levels in maps menu
I am having trouble replicating this issue?
I start Zircon either id1 (pak0/pak1) or rerelease (I have a different folder), I see no ammo boxes/healthboxes in maps menu.
I am certain you are getting this, I don't know how to cause this problem to experience it myself.
????
Hi Baker, my mistake.. I am typical BFU who does not read system messages and readme files :-)
As for the ammo and medkits being listed in maps menu - it happens when I use external HD models. Maps menu shows only real maps without these external models in id1 folder.
You can try HD ammo boxes I use - Drive.google.com
No one including me reads readmes, and I don't expect anyone to do so.
Just did it so I have another place to keep a list of the bugs I haven't fixed. And so DarkPlaces devs can see what I have done if they want to incorporate anything.
I'll have a look at the boxes and fix. Another great bug find!
(I would guess that they are .md3 with a .bsp extension, and the map parser can't figure out what it is and just says "ok, another map").
Great news! I was able to get alpha 60 to work with Quake Combat+ and it appears to work at least as well as the ancient build that is included with the Q+ release files.
The only issue I have seen - which has been in Darkplaces forever, is some water surfaces flash and flicker like crazy. For example, on E2M3 every move of the mouse changes water surfaces to a white flicker mess.
This is using an Intel Iris Graphics Family - latest drivers 31.0.101.2125
Yeah!!! DarkPlaces is back baby!!!!
> E2M3 every move of the mouse changes water surfaces to a white flicker mess.
I want to fix this, I worry I may not be able recreate it to test it because it may be tied to certain hardware.
I have a couple of theories, but they are only theories.
Most likely, I would need someone with your hardware to test any potential fixes.
But yes, I'd like to try and fix that.
(I am doing a large update and it may be a few days before I can make an attempt to fix the issue you describe.)
I am happy to test it. Is there a github page?
Just this page.
For me, Quake combat+ worked out of the box. I haven't played all the Q1 levels, I skipped through maybe 15 levels across all episodes and no bugs or glitches. Tested on Radeon 6600xt.
Baker, could you send a link to the problematic build of DP? I would like to test it. I have some ancient version of DP and I would like to see recent progress. I tried to compile executable from source code, but I failed. I am missing something or I am probably an idiot. 🙂
> Baker, could you send a link to the problematic build of DP?
I'm not sure what you mean? I re-read the posts on this page and I'm not sure.
> Build instructions
Eventually I'll do a page on how to compile for each platform with step-by-step instructions and pictures, however for any Visual Studio it should be easy to compile 32-bit build non-SDL builds out of the box ---- in theory. (I do the 64-bit for Windows in CodeBlocks, I wouldn't expect the 64-bit to compile in Visual Studio since I don't use Visual Studio for that).
I use CodeBlocks for the SDL 64-bit RELEASE compile (the 64-bit Zircon was made by this), must set the compiler .exe to gcc not g++ in compiler Settings->Compiler.
You mentioned in the past that more up-to-date version of DP is faster but does ugly things to you laptop so you decided to built zircon upon older DP version. That version I wanted to test on my system. Instructions how to compile executable on the DP github are not very helpful for somebody not skilled in coding. And guys behind DP do not publish new releases.
Any version of DarkPlaces beta from 2018 forward causes my 2012 laptop gpu to overheat.
So pick any one including the one that I think I got from you.
OK. I thought you have some more recent DP release. It doesn't matter... Zircon is the best DP version by far anyway :-)
I confirm the sound issue (no audio) with x64 SDL2
I should have time to get another version out here in a few days.
That issue is one I look forward to addressing.
Thanks for the confirmation.
no sound bug solution
I tested fresh download of remobilize jam mappack. Started it in zircon for the first time. Zircon creates new config.cfg with snd_channels set to 8. To have any sound ingame I had to change number of sound channels to "2". Works in any mod I tested.
I have stereo speakers so for me snd_channels set to 8 is a no go. Seams like it is a default value for zircon. Sound is back the moment I rewrite it back to 2 or delete it from config.cfg completely.
What the proper solution is that if a combination of sound specs is rejected, to fallback to a lower setting.
So next chance I get, I'll have the engine code do that.
I might release a partially Zirconized DarkPlaces beta later today.
"What the proper solution is that if a combination of sound specs is rejected, to fallback to a lower setting."
well... you right.. it is more a cheap workaround than a proper solution. however, I once read that all software is mostly dirty hacks, cheap workarounds and ducktape. :-)
looking forward to the new version.
Problem is: I have 7.1 (so 8 is correct) BUT with only 2 speakers (downmix configuration) in Windows sound settings but I can't hear nothing.
Is there github page for the android version? I would like to experiment with the control in the future, the current joystick-look control was not quite comfortable for me.
I didn't see this comment until recently, the source code for all versions of Zircon can be found in the files section if it isn't with the executable. In this case it, is Moddb.com
This is the only site for Zircon at the present time.