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: October 2 2023 v 60. Now with Quake Remaster support, "r_waterwarp 2", "r_waterdeform 2". Quake Remaster HUD via "sbar_quake 2" and automatic 2D scaling.
Linux compile source via "make sdl-release"
Quake3_Quake1 Mapping Resources is taking form. Tutorials on books/npc mouse driven dialog are up.
Q3MAP2.exe (the Q3 map compiler) will not load scripts/*.shader files that are not listed in scripts/shaderlist.txt -- meaning one must manually edit the .txt file as an extra step to use a new .shader file. Zircon and DarkPlaces load all .shader files in the scripts folder. (Quake3_Quake1 Tutorials)
New: q3map2.exe loads all .shader files in scripts folder (Download Q3Map2 No ShaderList.Txt).
Q3Map2.exe 64-Bit For Windows (June 8 2024) - Features
I use the J.A.C.K. map editor, but this Q3MAP2 compiler should work just fine with TrenchBroom or the traditional Q3 map editor.
Here is a map that is huge. It is 15 percent of the size of the largest Q3 map I have created.
With DarkPlaces, this would like textures/texturecan/checkerboard_gloss.jpg or such.
These can be in a func_door or func_illusionary - they can move.
AFAIK TrenchBroom does not support patches at this time.
Any curved edge you see in a Quake 3 map is a patch.
Every "curved" brush here is NOT a brush at all. It is a patch.
DarkPlaces cannot at this time, but I communicated the method I used to the DarkPlaces dev team.
This func_button uses a shader specifying the texture for frame 0 (unpressed button frame) and for frame 1 (pressed button frame):
textures/trak5x_sh/button
{
{
framemap textures/trak5x/misc_button1.tga textures/trak5x/wall_wall7a.tga
}
}
Link: Animated textures in Q3 article from July 2023
A mini-campaign playable tech demo: Link: Quake3_Quake1 Tech Demo Download (Open Source/.Maps)
The -game nexuiz enables extra Q3 map compiler features that DarkPlaces supports. "-meta" must always be used for BSP. -mv and -mi are increased limits. -fs_game "id1" or -fs_game "quake3_quake1" is gamedir.
BSP:
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -meta -v -mv 1000000 -mi 6000000
VIS:
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -vis -saveprt -fast
LIT:
Quick light ...
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -light -deluxe -faster -cheapgrid -filter -gamma 0.7
Good light ..
C:/Program Files/J.A.C.K/quake3/q3map2_64_light_auto.exe -game nexuiz -fs_basepath "C:/quake/" -fs_game quake3_quake1 -light -deluxe -fast
The Quake 3 is massively more efficient with vertex and triangle counts compared to the Quake 3 map format, which chops up every surface for the WinQuake software renderer that no one uses anymore.
I am not a master of this. There are tutorials written by Sock (Arcane Dimensions author).
Those tutorials are available at link: Web.archive.org
If you look carefully, the leaves are moving a bit. It is not the model, it is the shader.
There is one in Quake3_Quake1 Demo (open source with .maps) in the quake3_quake1\scripts folder. It should be fully Quake compatible and additionally knows the Quake 3 extra worldspawn keys, the Quake 3 special entities and fields (this .fgd has extra capabilities for the Quake3_Quake1 also).
These textures DO NOT use shaders at all <-- !!!
They are from TextureCan.com and I renamed the _Normal_OpenGL to textures\texturecan\ something_norm.jpg and the ambient occlusion to textures\texturecan\ something_gloss.jpg. The ambient occulusion does not fully equate to _gloss so this may or may not yield perfect results.
The _norm gives it depth. The _gloss gives it light reflection/refraction.
There are also textures at AmbientCG.
r_glsl_deluxemapping 1 must be on. This is the map "park.bsp" in the Intermap Demo. The source code for that is available in the download.
This rock is part of the .bsp -- it is lightmapped and every crack and nuance of the rock collides perfectly -- but it is not a brush. It in .obj model from Link: OpenGameArt.
I happened to convert this model to .md3 with Link:Noesis. Noesis is one of the most useful tools for model conversion, scaling, centering, rotating, etc. Blender can also be useful. As are online model converters which occasionally can do jobs that Noesis can't (like real weird model format to .obj conversion).
{
"classname" "misc_model"
"model" "models/outdoors/rock_03.md3" // <------- that compiles entirely into the map
"angles" "0 30 0"
"spawnflags" "6" // Flag 2 is solid (otherwise non-solid), Flag 4 is lightmapped = 2 + 4 = 6
"modelscale" "7" // Which is scale, this model has 7x magnification of size
"origin" "5043 4544 -641"
}
Embedded models have visibility just like the area they are in. For instance, an .obj or .md3 sink in a bathroom will not draw when you cannot see any part of the inside of the bathroom.
However, embedded models do not have their own visibility -- for instance you could not import a house model and expect that if inside the house.obj that it would work like inside a house made from brushes.
They can be a func_wall or func_illusionary, just like patches.
Brushes can be structural or they can be detail. (All misc_model are effectively detail no matter what, and also patches).
Detail is an attribute you apply to brushes that are not walkways or walls or major surfaces. The excludes them from interfering and needlessly complicating visibility calculations, makes the map compile faster, makes it smaller.
Decals can be a flat brush near the surface or a patch. Decals can be animated, it is possible to make something that looks like a window shadow or a rotating fan shadow. Decals can be part of a func_plat or door.
Quake 3 BSP is incredibly lax with these. Also, there are shaders that can make the water level rise a bit and then recede a bit, in addition to the more commonly seen effects.
The sink and the bathtub are .OBJ (Kenney) embedded in the map as misc_model. The toilet here actually is a Quake entity (that means box collision so you cannot throw a grenade behind the toilet).
However, because the sink is misc_model as part of the map, there is actually a bottle of pills in the sink that perfectly collides and that bottle of pill spawned above the sink and fell into the sink.
Quake 1 BSP cannot do sizes. It knows 3 sizes -- player, shambler and point. It is impossible to make a tiny Shambler running around or a giant Shambler running around because those sizes cannot collide and you will actually see mods with dragons or such where the mapper boxes the entire area that the dragon is in with clip brushes to entrap the dragons because the dragons cannot collide correctly with the world.
I found a higher triangle count models (but still within reason) for a sink and toilet model ...
This is the map "park.bsp" in the Intermap Demo.
A discussion of optional user interface capability and the road to come for Zircon.
Rain and sprinkers effects in a materials test map showcasing some material effects that are possible in the DarkPlaces engine. Download the map (.pk3...
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.
(This q3map2.exe can be used with any map editor like TrenchBroom or the traditional Quake 3 map editor). This is a 64-bit q3map2.exe map (Quake 3 format...
Work in progress for a future release. Most of the changes in source code are for progs / player.mdl.md3tags -- a text file specifying attachment triangles...
Work in progress for a future release. Most of the changes in source code are related to "modeldecompile" with per frame support.
Work in progress for a future release. Most of the changes are related to documenting the DarkPlaces model rendering with comments and some friendlier...
v_viewheight 6 for checking out Half-Life viewheight in a Quake map (adds 6 to the viewheight, Quake is 22 and Half-Life is 28). Visibility fix from DarkPlaces...
Noclipping does not touch triggers. Shift + arrow keys scroll console. OBJ "tagname" supports MD3 attachment (attach model to model, like helicopter propellor...
Good to hear a solution for flickering/non-responsive monsters in big levels is near. Looking forward to playing Tears of the false good for the first time in Zircon.
This bug does not affect only monsters, ammo and heath pickups as well as random doors and other func entities are also bugged.
Yes, very nice the DarkPlaces devs solved that.
A rare and awesome case of a big headache magically being solved and I didn't have to do anything.
I am very grateful that they solved that.
I've provided them several super-detailed bug reports (some of them were yours, some mine, some others here supplied) and fair number of solutions -- and they know where to get the Zircon source if they want to acquire anything -- a rising tide lifts all boats.
Is there plans for mirroring the source code into github or gitlab?
Hey MrNick2020, right now the only plans are coding, coding and more coding until the engine is able to do everything I want it to do.
Are you the one who maintains the unofficial Zircon github mirror?
so much hyped
so much...
:-)
What is the main goal of Zircon?
I am asking because i am curious if Zircon also has features for new standalone games in scope.
For example some new qc builtins, better compatility with fte's csqc.
Or new file formats, renderer api, fixing ode support or similar things?
For now ...
Trying to get the engine to expose current DarkPlaces capabilities and do a better job of playing Quake.
And trying to expose some of those, while getting the engine to do a better job.
Add: I don't quite know the answer to the standalone games part ... because Zircon does support total conversions better than DarkPlaces because it was extended (KleskBY provided some of the ideas to improve it) ... see Rite of Reckoning or QUALKER ... a gamedir with ONLY a "data" folder .. Zircon will assume total conversion if no Quake data found .. so Rite of Reckoning below, was easier for KleskBY to put together (no batch file and no command line needed, engine-based total conversion detection).
Reckoning: Moddb.com
QUALKER: Moddb.com
(Yet I want it to do more ..)
Hi, I cannot run Quake Combat+ with zircon_gcc.exe in lastest version. Can you upgrade zircon.exe?
I did several tests and deleted my config and started QuakeCombatPlus and one of the times, it failed to startup and just crashed out.
Thank you for reporting this!
NOTE: I can have a hard time getting it to crash, the following replicates the crash every time --> no config.cfg in id1, no config.cfg in quakecombatplus folder ... start with zircon.exe -game quakecombatplus -> Single Player -> New Game -> crash.
Started up fine for me. Doing more tests.
I started both from the command line and from Quake by doing "game quakecombatplus". Both worked fine.
Anything special about your setup? Is there an error message or what happens?
Please let me know!
Meanwhile, I'm going install from the download.zip and make sure that is ok.
(Just reinstalled zircon from the latest download #46, QuakeCombatPlus starts up fine for me).
What happens when you try to start it up?
I'll investigate that ASAP.
Thank you for the update, now it's work.
Excellent!