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.
Sometimes I like looking through map geometry in Quake 3 maps for inspiration or to see interesting things they did with shaders. Lvlworld.com is where I usually go (although they do not have every map).
I have a quake/q3 folder that is Open Arena unzipped into that folder and I put any Q3 maps into that folder, type "game q3" and go to the maps menu ... however, I have no idea what map is what by name. I added levelshots/mapname.tga to display in the maps menu.
I also made the maps menu not automatically refresh. DarkPlaces digs through each map entities segment to find the map title, for a ton of maps this can be slow and it usually does not need to refresh unless you added a map while having the engine started. Press SPACE in the maps menu to refresh the list now.
The maps menu is one of the prime candidates for a user-interface overhaul ... I would like to figure out a solution for Q1 .. even if it involved the engine having to create the screenshots from the maps.
I had to try this out to see how well it converted (result = excellent!). Using the Zircon "jpegsplit" command, made a JPEG version of GremlinForester's Test Materials 2 map. It is now a 29 MB download.
I like high effects, great looking textures and environments but I am interested in avoiding download sizes like the 5.4 GB size, say, the Rivarez Edition -- for instance.
(The Zircon jpegsplit command converts to JPEG keeping the alpha channel in a separate JPEG file).
SMEJ2 issue resolved, gamedir change cvar reset is now perfect, "devinfo" command available.
Zircon will soon be getting upgrades -- optional -- I'm a hardcore conservative engine guy that wants to feel like I'm playing Quake. The current mouse-driven menu in Zircon is classy and does not take away from the "Quake" feel. At the same time, Zircon needs a mod installer built-in and I feel the options menu has too much stuff to find easily, I think an alternative might be helpful and many other possibilities exist.
Pictured: The user-interface components in Zircon were made to allow fast real-time experimentation and adjustments with a couple of clicks. (Note: The context menu to edit mode is right click)
Little time has been invested in the "color scheme". The goal so far was writing the user-interface components and bending the engine infrastructure to get to support all of these capabilities.
The first round -- the testing round -- is a developmental tool "devinfo" that will expand as time permits and will likely eventually include the ability to real-time edit in-game entities -- which can help fine tune a map or mod.
Pictured: The data displayed in "devinfo" allows column sizing, amongst other things. The user-interface components are not using a third party tool-kit, they are Zircon-native capabilities written in the last few weeks. Several DarkPlaces capabilities made this easier, like the TrueType Font support.
Mods targeting DarkPlaces capabilities tend to be far more sophisticated than Quake and when making these mods, how quickly one can get to the key information to fine-tune or fix a map or find the nature of something that is not working as expected is important.
Pictured: Rounded buttons and text entry including selecting text with a mouse.
Pictured: The user-interface capabilities in are controlled by a human readable, easily modifiable format that allows comments. It allows changing it quickly, far easier than a hard coded user-interface.
Note: The actual first step towards this was the new "load/save game menu" that stores map screenshots, pictured above. I don't recall the exact version, I think it was Zircon Beta #43.
Zircon #50 soon ..
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.
Discussion of Zero Ping Movement Version 1 -- this is a movement mode available in Zircon that allows smooth gameplay with incredibly bad connections...
Q3 maps in the maps menu will load the levelshots \ mapname.tga and display it. Maps menu no longer automatically refreshes each time it is entered (DarkPlaces...
Baker: Made a jpeg-ized version of this (114 MB -> 29 MB) as a test. Seems pretty solid. This is a JPEG version of the highly talented author's TGA version...
"devinfo" command, first usage of Zircon user-interface upgrades to come. SMEJ2 bug-fix that affects any DarkPlaces-based engine. Cvar system upgrades...
Work in progress source code for a future release with optional user-interface capabilities in-progress.
Work in progress source code for a future release with optional user-interface capabilities in-progress.
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!