This is the homepage of the open source Zircon engine ("DarkPlaces Mark V Project"), most of the 100+ enhancements are user-interface such as mouse driven menu and ALT-ENTER or user/mapper/developer convenience retaining full-compatibility with DarkPlaces.
Visual Guide: Features
Current Version: July 30 2023 v 29. Update: Now includes Linux binary or compile source via "make sdl-release". Now with "record demo at any time".
Quake3_Quake1 Mapping Resources is taking form. Tutorials on books/npc mouse driven dialog are up.
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.
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 it?" Anticlimatic discovery: My Quake folder was just a big mess. Image compression turned the green into gray. Unlucky.
I am working on making a 2D graphics system in CSQC that should be able to do sophisticated animation scripting.
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".
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.
Atmopheric lighting experiments and a discussion of coronas and shaders, including how they work and limitations.
AI upscaling has been an invaluable tool for helping older games like Quake put a facelift on the original skins and textures.
Quake3_Quake1 playable single player demo available:This Quake 1 single player mod makes DarkPlaces / Zircon feature available for mapping with a QuakeC...
Something new comes this way within 48 hours or less. There will be a few demonstration singleplayer maps showcasing capabilities.The 2 flagship maps...
Autocompletes of sounds, models, textures, keynames for bind, unbind, modelprecache, play, r_replacemaptexture, modeldecompile (.wav .mdl .tga at this...
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...
"Record demo at any time" feature added. This is not actually possible in DarkPlaces (therefore Zircon). Nonetheless, you can now type "record mydemo...
Pictured: devel_set_alpha2.pk3. Mousewheel and pageup/down are now available in all scrolling menus (maps, effects, servers, ..). Real-time light editor...
Command host_timescale added, set to 0.5 for half-speed or 2.0 for double speed. This is largely a wrapper around an existing DarkPlaces cvar called "slowmo...
Real-time light editing is easier, the r_editlights_edit command can autocomplete the next parameter. Example: type r_editlights_edit and press CTRL-SPACE...
Quite an interesting port! I was especially surprised to find that it works with Quake1.5(Mod) right out of the box. I did notice a minor bug that causes the SSG to fire off 2 shots if the fire button is held too long, but otherwise pretty flawless. Awesome work!
"I did notice a minor bug that causes the SSG to fire off 2 shots if the fire button is held too long" .. this happens for you in standard Quake or is it Quake 1.5 or both?
Quake 1.5 is one of the test mods I typically test against.
Hey sorry for the delay!
Only happens with Quake 1.5. Try holding fire with either SSG variant.
I've tried to replicate this using both DarkPlaces (a 2018 official version) and comparing to Zircon.
They seem the same to me?
I excel at not figuring out stuff, so I bet I'm doing something wrong ..
I loaded up the start map with cheats on and I do impulse 9 and get the supershot gun in Quake 1.5 (weapon #3). If I press, I fire. If I hold down long enough, it will repeat fire again after a while.
They seem do to the same thing in DarkPlaces and Zircon? I did some different stuff with both but they seemed to fire the same.
I tried to get an unwanted extra fire to occur, but it didn't happen.
(I might try on a different machine next.)
I'll put it on the list and take a look at that.
Awesome, much appreciated. :)
Whoops...I meant to sign in before I left my comment lol.
a few grpahical glitches like func buttons only appearing in close range overall awesome graphics enhancement and good source port
I would be interested in knowing the name of the map (and if it is huge a hint to where in the map) that has example of disappearing button because I keep track of these type of things for examination.
DarkPlaces uses some "is it visible?" culling that can make mistakes from time to time (but usually is not noticed and has large benefits), you can turn it off with sv_cullentities_nevercullbmodels 0. This may or may not be the source of the issue.
If that fixes let me know.