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Topic: DarkPlaces


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  LordHavoc's DarkPlaces Quake Modification
DarkPlaces engine Windows/Linux OpenGL build 20070412 darkplaces executables and source code for Visual C++, mingw, Dev-C++, Linux gcc, Linux cross-gcc, FreeBSD/NetBSD/OpenBSD gcc, Solaris 10 gcc, Mac OS X gcc
DarkPlaces mod build 20070412 requires engine and quake data, includes rtlights files for all id1 maps
dpmaster 1.6 DarkPlaces, Quake3, and QFusion master server program written by Mathieu Olivier, supported by the net_inetslist command in darkplaces as well as the menu (lists all servers that have sv_public 1 set, if they are using the master servers you are using), includes windows and Linux executable as well as source code
icculus.org /twilight/darkplaces/download.html   (1222 words)

  
  Darkplaces - Wikipedia, the free encyclopedia
Darkplaces is the most advanced of the free software Quake engines.
It has historically innovated most of the standard features which are later incorporated into other Quake engines.
Darkplaces is actively developed by LordHavoc and contributors.
en.wikipedia.org /wiki/Darkplaces   (101 words)

  
 Encyclopedia: DarkPlaces   (Site not responding. Last check: 2007-10-22)
Darkplaces is actively developed by LordHavoc and contributers.
In 2000, the Quake 1 engine source code was released on the internet with a GPL license, allowing programmers to edit the engine and add new features.
In computer graphics, bump mapping is a technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a texture map and applied before the illumination calculation is done (see, for instance, Phong shading.
www.nationmaster.com /encyclopedia/DarkPlaces   (240 words)

  
 The Transfusion Project - Transfusion
Its source code is maintained on the Project Twilight CVS repository at icculus.org, although DarkPlaces has its own home page at this address.
Binaries of the Transfusion version can be found in the snapshots directory in "qblood-bin-*" ZIP files.
Darkplaces compiles and runs on at least Win32 systems and Linux.
blood.sourceforge.net /transfusion.php   (595 words)

  
 hrej.cz - Nexuiz   (Site not responding. Last check: 2007-10-22)
Nexuiz využívá technologie zvané Darkplaces, která je v podstatě hodně vylepšenou verzí Quake enginu.
Nexuiz je titul postavený na enginu Darkplaces, který je v podstatě hodně vylepšenou verzí Quake1 enginu.
Darkplaces engine totiž podporuje realtime osvětlení a stínování, particle efekty, shadery, bumpmapping a další.
www.hrej.cz /nexuiz&p=novinky   (261 words)

  
 Func_Msgboard: Quake Custom Engines
As for darkplaces, I liked earlier versions but havent tried it lately because I ran into big problems with it when bumpmapping was introduced, mainly due to lack of documentation to turn off stuff.
Yes, darkplaces used to be very nice, but as more and more features were added, it just moved further and further from quake.
One of my main design focuses in DarkPlaces is keeping down bloat, this is why all the features are integrated in the core of the engine, rather than just tutorials tacked on like some other engines, serving specific features with little consistency.
www.celephais.net /board/view_thread.php?id=24406&start=81   (6532 words)

  
 PlanetPhillip » Nexuiz
The darkplaces engine is an advanced quake1 engine developed mainly by Forest “LordHavoc” Hale, who has been working with the Quake1 engine for many years.
Nexuiz is built on the power of the Darkplaces engine, which is a heavily modified version of the original Quake.
Darkplaces features realtime lighting and stencil shadows, bumpmapping, gloss, bloom, and totally rewritten network code that supports up to 64 players on a single server.
www.planetphillip.com /posts/nexuiz   (634 words)

  
 Darkplaces Darkplaces CVS bump mapping Transfusion Nexuiz 3D deathmatch game The DarkPlaces homepage Open Quartz Quake ...   (Site not responding. Last check: 2007-10-22)
Darkplaces Darkplaces CVS bump mapping Transfusion Nexuiz 3D deathmatch game The DarkPlaces homepage Open Quartz Quake data replacement Quake engines DarkPlaces at QuakeWiki
The only problem is that the latest version of Darkplaces is causing a weird impulse bug, and I don't want to release it until the bug has been fixed (it's...
Nexuiz is built on the power of the Darkplaces engine, which is a heavily modified version of the original Quake.
en.powerwissen.com /fMIHnVvsdwzj8diwRxMnOg%3D%3D_Darkplaces.html   (188 words)

  
 LinuxGames - For the People
The Nexuiz team let us know that they've released a video showcasing the Darkplaces engine, a Quake-based open-source 3D engine featuring support for MD2/MD3 models, Quake 3 BSPs, real-time lighting and shadowing, and particle effects.
Nexuiz is a multiplayer deathmatch project utilizing Darkplaces; screenshots are available.
Not as if I would know, but I seriously doubt that such permission was actually received, let alone even sought after.
www.linuxgames.com /news/feedback.php?identiferID=7135&action=flatview   (278 words)

  
 Linux Gaming   (Site not responding. Last check: 2007-10-22)
The darkplaces engine is an advanced quake1 engine developed mainly by Forest "LordHavoc" Hale, who has been working with the Quake1 engine for many years.
A few of Darkplaces main features are Quake3bsp support, realtime lighting and shadowing, new particle effects, advanced menu system, and Md3/Md2 model support.
The current status of this game and other important information can be found here.
www.linux-militia.net /print.php?sid=342&POSTNUKESID=0caf074ad9d1b23d99f88e36cb9a63b2   (191 words)

  
 Nexuiz > zym model format   (Site not responding. Last check: 2007-10-22)
Darkplaces supports Quake mdl, Quake 3 md3 and the custom Zymotic zym format.
The reason you'll find nothing on google is because it's a darkplaces specific format, developed specially for Nexuiz.
The tools will be released, but as I know nothing on the process, I need to speak to others about what is needed, I have the source for it, but it clearly needs scripts which I have no idea about yet.
www.nexuiz.com /forums/lofiversion/index.php/t264.html   (1668 words)

  
 Encyclopedia: Nexuiz   (Site not responding. Last check: 2007-10-22)
Nexuiz is developed mainly using open source software - e.g.
its game engine is a vastly improved version of id Software´s GPL quake engine named DarkPlaces.
Nexuiz focuses on quick, lethal battles with balanced weaponry.
www.nationmaster.com /encyclopedia/Nexuiz   (1089 words)

  
 Quake & Wolf3D Port [Archive] - New Doom Forums
I couldnt get colored lighting to work with darkplaces, and its realtime shadows were incredibly slow compared to tenebraes realtime shadows.
darkplaces is faster than tenebrae1 when it comes to realtime shadows, you can get the double frames per second in darkplaces (but they are both slow), tenebrae does waste resources (automatic gloss/bumb/normalmap creation for original quake textures, looks like crap and slows it down) and tenebrae1 is not what I would call a active project
Darkplaces does have the detail textures which tenabrae lacks...and I never did get the colored lighting to work in darkplaces.
forums.newdoom.com /archive/index.php/t-21486.html   (1261 words)

  
 The Linux Game Tome
The level-choosing stage tried to give some shadows to a weapon in the centre of the room, but apart from that I couldn't work out where the modifications were (compared to the 'openquartz' engine binaries supplied with the game.)
DarkPlaces Its a active project designed ON LINUX that crosscompiler for linux and windows.
The latest DarkPlaces are enhancing Doom3 alike features for low end computers, and is adding new stuff for modders.
www.happypenguin.org /show?Open%20Quartz   (971 words)

  
 Inside3D Forums :: View topic - Want advice on Engines
For the networking you would definitely be best with DarkPlaces, which has gone through a bunch of protocol updates, and now (currently on #7 I believe) it is pretty refined.
It also has client-side movement prediction (like QW and Q2) and can manage lots of stuff going on (for example I played a game with a few clients and 200 monsters with projectiles flying all over the place with no more ping than a usual game of Quake).
Of course if you have a slightly older computer, the DarkPlaces renderer might be a bit chunky (but anything more than 1 GHz should be fine).
forums.inside3d.com /viewtopic.php?p=1962&sid=300c8415f0156b558731f758da18a4b4   (592 words)

  
 Ru1337 - The Hunted: Chronicle 1   (Site not responding. Last check: 2007-10-22)
The Hunted is a single-player fps game based off of the Darkplaces engine.
It is completely standalone meaning you do not need any prior files to run it and it comes in a series called "Chronicles".
The infecteds' symptoms at the time of the survivor's adventure are not clear but as the chronicles are released the story unfolds to make it quite clear as to why, where, when, and how this survivor came to be in a horror show such as this.
www.ru1337.com /page.php?id=3   (137 words)

  
 Nexuiz > Question on Darkplaces Engine   (Site not responding. Last check: 2007-10-22)
First off, your game is great! I think you've done a wonderful job, and releasing it as GPL is really cool of you.
Darkplaces runs progs.dat files compiled from QuakeC, though DP adds quite a lot of new functions to the QuakeC.
For details on DarkPlaces specific modding, the best document is the dpextensions.qc that comes with the engine, which details all the new DarkPlaces qc features.
www.nexuiz.com /forums/lofiversion/index.php/t297.html   (451 words)

  
 Re: ITP: darkplaces - greatly improved engine for original quake1
Re: ITP: darkplaces - greatly improved engine for original quake1
On Sat, Jul 23, 2005 at 12:14:53PM +0200, Alexander Fieroch wrote: > Package: wnpp > Severity: wishlist > > URL: http://icculus.org/twilight/darkplaces/index.html > License: GPL > > Description: > > darkplaces is a greatly improved engine for quake1 with new advanced > graphic effects.
Re: ITP: darkplaces - greatly improved engine for original quake1 Jon Dowland
www.mail-archive.com /debian-devel@lists.debian.org/msg219200.html   (162 words)

  
 icculus.org CVS Repositories - directory - cvs: twilight/darkplaces   (Site not responding. Last check: 2007-10-22)
made darkplaces compile successfully with g++ to test for errors C doesn't care...
updated darkplaces icon with 6 sizes of 32bit (XP icon) and 4 sizes of 8bit (non...
now uses de-we's darkplaces icon in mingw builds, and has proper file info on th...
cvs.icculus.org /cvs/twilight/darkplaces   (2226 words)

  
 Preview: DarkPlaces Launcher - QuakeOne Forums
This item will be exclusively for deathmatch settings, which get segregated to a gamedir as to not potentially intefere with single player usage of DarkPlaces.
This launcher isn't a "general interest" DarkPlaces launcher and doesn't offer anything for non-online usage except some nice bot practice, but at the moment my lack of creativity isn't helping much in the naming department.
A couple of other difficult decisions have to be made (servers list -- I'd prefer for it to be "global" Q1/DP/QW, but that's essentially impossible, which troubles me a little becase the alternative is a biased list, which I'm not comfortable with, but I'm less comfortable not including one at all.
www.quakeone.com /forums/showthread.php?t=1586   (470 words)

  
 Inside3D - I only had one Officer, Mr. Keg.
DarkSnow has put up part two of his footsteps, sneaking and darkplaces tutorial.
This one takes further advantage, going so far as to be using the Quake3 bsp format which is supported by DarkPlaces and its material system to produce different footstep sounds.
He starts off assuming you have never even installed a compiler or unzipped the qc source before, and then explains the basics of using mod directories and compiling.
www.inside3d.com   (1080 words)

  
 QuakeDev.com :: Forums :: DarkPlaces | QC | Footsteps by DarkSnow
The following code is qc only, for darkplaces engine.
If you want this in your own engine then you will have to copy various stuff from darkplaces to make it work.
When you walk around, you will hear a generic footstep sound, until you walk on metal - and *poff* - you will her footsteps on metal insted of generic, without using triggers in the map.
www.quakedev.com /forums/index.php?topic=177.0   (510 words)

  
 DarkPlaces Ideal Deathmatch Settings - QuakeOne Forums
However, for the impatient here is how I configured DarkPlaces to play some very high performance Quake for online internet play.
When the new DM features are added into DarkPlaces, combined with this, DarkPlaces will be a very viable choice for a full-time use DM client, except for CA+ due to the cheat-free.
I tried both styles, the FPS doesn't really make a difference, in the end I basically preferred the Quake style particles over the DarkPlaces ones because I got a much better feel for the explosion radius of rockets and grenades and felt I got better feedback from the lightning gun.
www.quakeone.com /forums/showthread.php?t=1123   (943 words)

  
 LordHavoc's DarkPlaces Quake Modification
New darkplaces engine release fixing some bugs with.loc files that proquake accepted but darkplaces did not parse properly, no other noteworthy changes.
New darkplaces mod release: More of the usual little changes and balance tweaks, got rid of nailgun casings because they looked a bit silly (although cool for making a pile of casings) and dragged down network performance a lot, added back nails sticking in walls though (and you can blast them loose).
Here's my.rtlights files for start and e1m1 respectively (these were made solely with r_editlights commands), drop them in your id1/maps directory to get a performance boost, a bit of extra realism, and colored lighting.
icculus.org /twilight/darkplaces   (7442 words)

  
 :o
While we were working on a mod, Kazashi wanted to view his models ingame to determine if the animations looked correct, and to check if he got tags to export correctly, so I decided to make a minimod in which he could import all kinds of models for viewing.
In this mod you can spawn any types of models that DarkPlaces supports, and you can attach the models to tags, animate and spin them, all kinds of silly thing's you'd expect from a modelviewer.
All of the content was made by me, except for the earth picture which I think was taken by Apollo 17, so it should be public domain.
urre.quakedev.com   (507 words)

  
 QuakeDev.com :: Forums :: Urre Releases Modelviewer
Urre has just released a stand alone Modelviewer mod, based on DarkPlaces.
The 'viewer is handy for seeing just how a model will look in-game and supports every model format that can be used in DarkPlaces.
As noted the mod is stand alone and requires DarkPlaces, you can get the mod on Urre's site and the latest DarkPlaces build here.
www.quakedev.com /forums/index.php?topic=388.0   (104 words)

  
 10th Anniversary Quake Expo
LordHavoc: My mod DarkPlaces (an informal title I gave to my quake episode in development) had been constrained by engine limitations, mainly by the number of objects allowed in the world (I love shell casings and gibs :)
In the case of Nexuiz I would say the most underused feature is per pixel lighting and shadowing as many lowend cards are simply not suitable for its use in a competitive game.
LordHavoc: DarkWar is a multiplayer teamplay FPS game I am developing with a group of friends, it also has its own from-scratch engine (unrelated to DarkPlaces) which is designed to make professional looking games easier to develop by employing entirely modeled levels (similar to PainKiller) and per pixel lighting.
www.quakeexpo.com /booth.php?id=8&page=197   (1033 words)

  
 Nexuiz - Freier Shooter nutzt DarkPlaces-Engine - Golem.de
Den Kern bildet LordHavoc's Engine DarkPlaces, eine stark modifizierte Quake-Engine, deren Code wenig mit der Original-Quake-Engine zu tun hat, aber dennoch normale Quake-Mods unterstützt.
Sie verspricht eine deutlich realistischere Darstellung, z.B. wenn Gegenstände zu Boden fallen, und bietet unter anderem Explosionen in 32-Bit-Farben mit Alpha-Blending.
Zudem unterstützt DarkPlaces Lichteffekte in Echtzeit, Stencil-Shatten, Bump-Mapping, Gloss sowie Bloom und bietet einen komplett neu geschriebenen Netzwerk-Code.
www.golem.de /0506/38375.html   (289 words)

  
 Quake Standards Group - View topic - Best Quake1 Engine(s) out there
Its most a matter of the type of hardware you have, the use and feelings you want.
Personally, I recommend Darkplaces for normal quake needs and FTE Quakeworld for everything else.
This thread is simply asking for the best, not just useful, and I still think Darkplaces is king.
www.quakesrc.org /forums/viewtopic.php?t=4603   (1052 words)

  
 kacked.com   (Site not responding. Last check: 2007-10-22)
After messing with trying to get this game working for QUITE SOME TIME I finally realized that all you need to do… Is to have the folder “id1” from an actual Quake install (on windows) in the Darkplaces folder.
Since transfusion uses the darkplaces quake mod engine (and since I already had darkplaces working) I decided to try compiling it myself.
Since this is an unmodified darkplaces engine you have to start it with a funky command line in order to actually play transfusion:
kacked.com /index.cgi/computers/games   (1420 words)

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