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.
In the last month or so, there were new Zircon console commands that exposed shader information and other information. Those console tools were laying the foundation for "actual plan" (console commands are nice, but a graphical user interface is living the high life).
Pictured: Some very early ground-breaking activities.
Now that the DarkPlaces TrueType support more malleable for general usage in the engine code and the ability to embed data (icons, etc.), the real terraforming phase can occur.
Quite a bit of work ahead .. this where the real fun starts!
Adding loading pak/pk3 from memory proved to be too much work. DarkPlaces is super-hardwired for using file handles to read data. However, there is a"selfpack" feature already written. I looked at the code and wasn't able to figure out how it worked, then I took a guess and did "copy /B zircon_beta_gcc.exe + bundle.zip zircon_beta_gcc2.exe" (this concatenates a .zip file to the end of the zircon exe -- a .zip file and a .pk3 file are the same thing) and it worked, activating the self pack feature.
The desired result was achieved, but in a different way.
A Waterfall Investigation.
The work invested in TrueType fonts from memory proved to be what was needed, I am loading the fonts outside the DarkPlaces traditional font system and I don't want the data somehow cleared by a user or some DarkPlaces mod that does something I hadn't considered.
I have been rewiring Zircon to use TrueType fonts from memory (done). Realized what I actually want is to load pak files from memory. The pak/pk3 system in DarkPlaces doesn't support that, and I didn't really want to code that.
After carefully considering the various options, coding "loading pak from memory" has enough advantages that it is worth it. "Didn't really want to code that" ---> Coding that. Such is engine coding ...
This one has a fantastic payoff though.
Investigating Spiderwebs and Waterfalls
The cvar system in Zircon Beta is not perfect and started with the DarkPlaces Beta version -- which at time of the origin of Zircon Beta (October) would crash on gamedir change, I had change some things to fix it and under some circumstances it can be untrustworthy. And it is overly complex for the simple thing it is doing.
No visible reward for fixing it, but gamedir switching is important and I want to fully trust it.
DarkPlaces allows cvar creation, cvar destruction and can use the fteqcc "autocvar_" feature -- amongst many other things. I'm going to see if I can get the code to collapse into simplicity, while having it do exactly the same thing.
Engine coding sometimes involves working on things with no visible results. Comes with the territory.
I wanted to copy some text off the console and less than the what the Zircon "copy" console command does -- which is the whole console. But that wasn't a feature.
It wasn't the first time I wished Zircon had that as a feature. It was, however, the last time.
Because of the way DarkPlaces does the console -- the console in DarkPlaces is very nice but so very complex, this was crazy hard to do. Sometimes it wraps lines, many lines simply don't display because they are tagged "developer 1". There were other obstacles.
The joy of copying text from the console made this worthwhile! It selects entire rows, dodging TrueType font support variable width considerations and such.
Mouse highlighting/selecting/copying console text is coming in next version. DarkPlaces has a quite a few features in the console log that are great, but make this a bit complicated to code. For example, one really great feature in DarkPlaces is "developer 1" suddenly reveals previous messages, it stores a "mask level" for each line of console print.
See notes in the description, but most noticeable change is Options->Change Video Mode has texture filtering setting and it saves to config. ALT-ENTER timer limiter is removed ..
Options->Change Video Mode -> click Texture Filtering -> Set Nearest -> Then Go Stare at a wall
ALT-ENTER timer is removed .. in the past during map change Zircon could crash under circumstances that were not entirely clear if done during map change -- this seems to no longer happen (right? right ... ? /Is Keeping eye on that).
There are larger changes that will require a demonstration mod to see.
GremlinForester made an incredible materials test map. He has been sharing insight on ideas on how to add some flexible options to the DarkPlaces shader system (in the coming days, I intend to be coding those). GremlinForester's notes/credits are in the download full description.
Put pk3 in quake\id1 folder. Type "map test_mat2_dp". Enjoy!
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.
This is the Feral Mod, version unknown. See full description for archive.org web site cache. This mod uses CSQC to allow the player to swing a key, the...
Fixes unusual door linking behavior and failures in projectile teleportation that can hinder progression. Overwrite progs.dat in your MALICE folder.
1200 high definition textures for Travail Quake and Grendel's Keep, for use with DarkPlaces or Zircon.
Console text selection with mouse, press CTRL-C afterwards to copy to clipboard. More in readme.
An initial public test release of MALICE REFINED.
gl_texturemode is the menu. ALT-ENTER fullscreen/windowed mode timer removed (it used to make you wait a second after map change) -- it not appear this...
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.
ΠΠ·Π²Π΅Π½ΠΈΡΠ΅ ΡΡΠΎ ΡΡΠ΅Π²ΠΎΠΆΡ Π½ΠΎ ΠΏΠΎΠ΄ΡΠΊΠ°ΠΆΠΈΡΠ΅ ΠΊΠ°ΠΊ ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°ΡΡ Π΅ΡΠΈ ΠΌΠΎΠ΄Ρ Π½Π° ΠΈΠ³ΡΡ Quake?? ΠΠΎ Π½Π° ΠΈΠ³ΡΡ half life ΠΊΠ°ΠΊΡΠΎ ΠΏΡΠΎΡΠ΅????
ΠΠ°ΠΊΠΈΠ½Ρ Π² ΠΊΠΎΡΠ½Π΅Π²ΡΡ ΠΏΠ°ΠΏΠΊΡ ΠΈΠ³ΡΡ ΠΌΠΎΠ΄ (Π½Π΅ ID1, Π° ΠΊΠΎΡΠ½Π΅Π²ΡΡ), Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ "Copper". ΠΠ°ΠΏΡΡΡΠΈ ΠΈΠ³ΡΡ ΠΈ Π² ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ "~" (ΠΈΠ»ΠΈ Π) Π½Π°Π±Π΅ΡΠΈ "game copper". ΠΠ³ΡΠ° ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠΈΡΡΡ Π½Π° ΠΌΠΎΠ΄. Π ΠΌΠΎΠΆΠ½ΠΎ ΡΠ΄Π΅Π»Π°ΡΡ bat-ΡΠ°ΠΉΠ» ΠΈ Π² Π½Π΅ΠΌ ΠΏΡΠΎΠΏΠΈΡΠ°ΡΡ, Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ "quakespasm-spiked-win64.exe -game copper" ΠΈ ΠΈΠ³ΡΠ° Π·Π°ΠΏΡΡΡΠΈΡΡΡ ΡΡΠ°Π·Ρ Ρ ΠΌΠΎΠ΄ΠΎΠΌ.
OMG! The Creators of Arcane Dimensions are making a commercial FPS Game rrunning on the Quake Engine/idTech 1 Engine! πΊ
And it's being published by 3D Realms! π»
This has nothing to do with Arcane Dimensions.
Uhh yes it does, BloodShot is one of the level designers for this.
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.
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. >.>
Aaaand it's out! πΊ
Store.steampowered.com
Gog.com
no it isn't.
Awesome!