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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warp


The Warpzone - Impossible Geometry Connecting 2 Areas

Dr. Wakey cued me in and raised the issue of his interest in warpones a while back. Dr. Wakey has some great experiments and recently I saw a couple that impressed/inspired me. I thought I would take a crack at understanding warpzones. Ow!

It's not very fair sifting through the code. To fully understand them you need to see the engine code, the QuakeC code, examine the map, look at the textures on certain brushes and look at the client side QuakeC and server side QuakeC.

Then if you got that far -- are you a 3d math wizard? Because there is 3D plane math and frustum calculations and ... well ... now I understand why the knowledge of warpzones is so sparse.

That lack of knowledge issue will be changing and when the opportunity presents, I will make warpzones easy to use and write up a tutorial on them.

ok pacman


Pac-Man (Or Clone Version)

Pac-Man will in some shape or form be included in the next Quake3_Quake1, I need to determine where or how to integrate it in a way where it seems like a plausible part of the map it gets integrated into.

"How is this even possible?" It was interesting challenge, that's for sure. A future date I'll go into detail how it was accomplished. It was not magic, there is no silver bullet. One may notice there are 2 Pac-Man. I knew from the start I wanted to design it with unlimited instances possible, in practice the maximum is 4 due to memory use and the number of variables per machine (with the design I used at the time).

When I was doing some warpzone tests, I had the following issue:

where is pacman machine


"Where is it?" Anticlimatic discovery: My Quake folder was just a big mess. Image compression turned the green into gray. Unlucky.

ccirc


2D Experiments (will they become 3D "2D experiments"?)

I am working on making a 2D graphics system in CSQC that should be able to do sophisticated animation scripting.

2dtest


This was a circle sector drawing test that also tested some of the various blending filters. To do this, I knew I was going to have to chart out how to draw rounded circle slices with rounded inner and outer edges. I did not have "math mode" in my head enabled and was struggling with some calculation considering I needed to draw either with triangle strips or a triangle fan. Then I got bailed out, I had written that code a year ago and stumbled into the existing QuakeC source in draw2d.c.

This is why when coding and the iron is hot and you are "locked in" ... keep going. You may write something you need later when you are not "locked in".

3dtext


The above video recorded in DarkPlaces. In the current form, the text to generate the above looks like this: (yes, planet Earth is to the left in the above, I found a Earth .obj model with a CC0 license and wanted to try it out.)

word origin:38.000 40.000 size:30.000 30.000 text:"Hello"
word origin:38.000 100.000 size:30.000 30.000 text:"DarkPlaces does not support"
	depth 5
word origin:38.000 130.000 size:30.000 30.000 text:"drawing text in 3D space"
word origin:38.000 160.000 size:30.000 30.000 text:"but that would be no fun"
	colormod:.90 .50 .10
	
image origin:'220 220' 
	size:' 30.0  30.0' pic:"footstep1"	
	colormod:1 .30 .0
	bob_cycle_secs:2
	bob_cycle_radius:2.5
	bob_cycle_offset:0.5
	bob_cycle_start_frac:0	
	
image origin:'250 260' 
	size:' 30.0  30.0' pic:"footstep2"	
	colormod:1 .30 .0
	bob_cycle_secs:2
	bob_cycle_radius:2.5
	bob_cycle_offset:0.5
	bob_cycle_start_frac:0.5	

And that wraps up Lab Report #2 of 12.

August Lab Report #1 of 12

August Lab Report #1 of 12

Zircon Engine - a "DarkPlaces Mark V" project

Atmopheric lighting experiments and a discussion of coronas and shaders, including how they work and limitations.

Upscaling Monster Skins, Map Textures

Upscaling Monster Skins, Map Textures

Zircon Engine - a "DarkPlaces Mark V" project

AI upscaling has been an invaluable tool for helping older games like Quake put a facelift on the original skins and textures.

It Starts With A Small Flickering Light

It Starts With A Small Flickering Light

Quake3_Quake1 Mapping Resources

A discussion of "dynamic light sources" in the Q3 map format and how they are not supported. And the story of how the next version of Quake3_Quake1 has...

Quake3_Quake1 Playable Single Player Demo Release

Quake3_Quake1 Playable Single Player Demo Release

Zircon Engine - a "DarkPlaces Mark V" project

Quake3_Quake1 playable single player demo available:This Quake 1 single player mod makes DarkPlaces / Zircon feature available for mapping with a QuakeC...

Add file RSS Related Files
peril 3.0b

peril 3.0b

Peril Full Version 6 comments

The most up to date version of Peril. Many bug fixes and map errors sorted. Recommended to run using Ironwail source port.

Narbacular Drop v0.6

Narbacular Drop v0.6

Narbacular Drop Demo

Add map "Polishing Up". The work was not easy. I did everything I could

Peril 3.0

Peril 3.0

Full Version 16 comments

Peril mod for Quake, based upon Arcane Dimensions. 42 large detailed maps, 5 which are deathmatch.

Zircon Engine Initial Alpha Release 29 (Wndows binary, Linux may compile)

Zircon Engine Initial Alpha Release 29 (Wndows binary, Linux may compile)

Zircon Engine - a "DarkPlaces Mark V" project Full Version 1 comment

Autocompletes of sounds, models, textures, keynames for bind, unbind, modelprecache, play, r_replacemaptexture, modeldecompile (.wav .mdl .tga at this...

Quake 1 with DirectQ engine

Quake 1 with DirectQ engine

Quake 1 with DirectQ Full Version

Quake 1 with DirectQ engine

Zircon Engine Initial Alpha Release 28 (Wndows binary, Linux may compile)

Zircon Engine Initial Alpha Release 28 (Wndows binary, Linux may compile)

Zircon Engine - a "DarkPlaces Mark V" project Full Version

Mouse1 pressed while in console with no map running activates menu. Allows full mouse control on startup if "nostartdemos 1" or other method starts Zircon...

Post comment Comments  (10 - 20 of 123)
Guest
Guest

I can't get DOPA to run... What am I doing wrong?

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numbersix
numbersix

I'll have to peruse the rest of the Romero map source code and see if there are any other surprises

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bett-url-you-will-ev
bett-url-you-will-ev

can i use this without having the original quake installed?
otherwise any links to get a version of quake that works with this one?

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svcino
svcino

delete comment

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eattoast
eattoast

Use what?

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Slartibarty
Slartibarty

Maps cannot be saved in BSP format?

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DamyxD
DamyxD

Actually you don't save them you compile them into BSP format.
You save maps in RMF, JMF or MAP formats.

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nerdenfromsweden
nerdenfromsweden

Id Software was the best studio until ZeniMAX begun ******* IT UP..

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Avoozl
Avoozl

zenimax/bethesda are awful companies at least since they started dumbing down the main IPs such as Fallout with FO4 and TES with skyrim and Oblivion.

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numbersix
numbersix

My opinion is that Doom was iD's pinnacle FPS release with Doom II being one of the greatest sequels they had.
Quake was great, but after that came a slow downward spiral - consisting of releases of most similar games on increasingly better 3D tech.

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Avoozl
Avoozl

Quake 2 was great too, as was Quake III Arena.

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BlueLostsoul
BlueLostsoul

No, no, no.
May be it's a matter of taste, but i'd like Quake I/II most of all. These architecture, soundtrack, setting ... everything upon old Dooms. Single exception from Doom's inferiority is soundtrack by Aubrey Hodges, which is better, than Sonic Mayhem's for Quake II.

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