DarkPlaces - Le Bottin des Jeux Linux

DarkPlaces

Specifications

Title: DarkPlaces Type: Tool
Genre: Adventure & Action Status:
Category: Adventure & Action ➤ Shooter ➤ Fantasy & Sci-fi ➤ Quake 1 Commercial:
Tags: 3D engine; id Tech 2 engine; Quake; Action; FPS; Shooter; Cross-platform; 3D Sound Demo:
Released: 20170102beta1 Package Name: darkplaces; darkplaces-server
Date: 2017-01-02 Extern Repo:
License: GPL v2 Deb Repo: Debian
View: First person Package: ✓
Graphic: 3D Binary: ✓
Mechanics: Real Time Source: ✓
Played: Single & Multi PDA:
Quality (record): 5 stars Quality (game):
Contrib.: Goupil & Louis ID: 10742
Created: 2010-08-20 Updated: 2019-08-30

Summary

[fr]: Un port source de Quake 1 (un moteur dérivé, compatible et amélioré) ayant pour objectif l'augmentation de ses performances en préservant la compatibilité avec le moteur d'origine et ses Mods. Il se distingue par une modification très lourde du moteur pour en booster les possibilités à tous les niveaux : graphisme (explosions, impact et effets des balles sur l'environnement et les corps, lumières dynamiques, ...), son (surround 7.1, streaming, ...), réseau (support 255 joueurs, ...), Modding, ... [en]: A source port of Quake 1 (a derived, compatible and enhanced engine) aiming to increase its performance while preserving compatibility with the original engine and its Mods. It focused on a very heavy modification of the engine to enhanced the possibilities at all levels: graphics (explosions, impact and effects of bullets on environment and bodies, dynamic lights, ...), sound (surround 7.1, Streaming, ...), network (support 255 players, ...), Modding, ...

Videos

Trailer / Gameplay [en] / [en] / [fr] :


Small comparison of Quake1 vs. Darkplaces engine :


Quake 1 + Darkplaces Engine - Some examples of enhanced graphics projects (see "Resources") :


D'autres exemples / Some other examples :

Links

Website & videos
[Homepage] [Dev site 1 2] [Features/About] [Screenshots] [Videos ft ft ft ft ft t d d ts gd id r lp ht g g g g g g g g g g g g g[fr] g[de] g[ru] g[pl] g[cz] g[sp] g[pt] g[it] g[tr] g] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]

Commercial : (empty)

Resources
• Optimized texture pack for DarkPlaces engine (based on Rygel Ultra and High pack, optimized & bugfixed) : [Mod DB (Xolveoptimized Rygel's Texturepack)] [Rygel's Ultra Textures on Youtube]
• Quake Reforged (High-Res skins for quake game base and its expansions) : [Quake Reforged - High Version]
• Quake Epsilon (a graphically enhanced build of shareware Quake 1 for Windows/Linux/Mac, based on DarkPlaces engine and many mods, can be upgraded to the full version of Quake) : [Mod DB (Quake Epsilon build)] [Quake Epsilon build on Youtube]
Technical informations
[Open Hub] [Linux Quake HOWTO (DarkPlaces)]

Social
Devs (Forest Hale [fr] [en]) : [Site 1 2] [twitter] [YouTube] [LinkedIn] [Interview 1 2]
Devs (DarkPlaces Team [fr] [en]) : [Site 1 2] [twitter] [YouTube] [Interview 1 2]
Devs (id Software [fr] [en]) : [Site 1 2] [twitter] [Facebook] [YouTube] [Interviews (J. Carmack) (2019) (2016) (J. Romero, 2018) (Others)]
Game : [Blog] [Forums] [twitter] [YouTube]

On other sites
[Wikipedia (DarkPlaces) [fr] [en] [ru]]
[Wikipedia (Quake I) [fr] [en]]
[The Linux Game Tome] [Debian] [Mod DB] [Indie DB]

Reviews


News / Source of this Entry (SotE) / News (SotN)

Description [fr]

Un port source de très grande qualité de Quake 1, le moteur d'id Software, par Forest Hale ("LordHavoc") & contributeurs.

DarkPlaces est un port source de Quake 1 (un moteur dérivé, compatible et amélioré) ayant pour objectif l'augmentation de ses performances en préservant la compatibilité avec le moteur d'origine et ses Mods. Il se distingue par une modification très lourde du moteur pour en booster les possibilités à tous les niveaux : graphisme (explosions, impact et effets des balles sur l'environnement et les corps, lumières dynamiques, ...), son (surround 7.1, streaming, ...), réseau (support 255 joueurs, ...), Modding, ...

Utilisé par ces jeux / Used by these games : Force: Leashed, Nexuiz, Steel Storm, Steel Storm: Burning Retribution, Tomes of Mephistopheles, Transfusion, Xonotic, Strap-on-bomb Car,

Ressources et documentations disponibles : voir la fiche "Ressources - Quake".


DarkPlaces est une modification de Quake que j'ai développé au fil de 6 années d'expérimentation; il a été quelque peu révisé depuis que le code source du moteur de Quake a été publié et que j'ai commencé à développer un moteur personnalisé exclusivement OpenGL pour lui et d'autres mods, prenant en charge Windows WGL et Linux GLX, améliorant considérablement la qualité de l'image et des graphiques.

Il ne peut pas être facilement décrit, car il ne s'agit simplement que d'un moteur de Quake amélioré, et non pas d'une totale conversion (en tout cas, pour l'instant).
On parle ici du réalisme des douilles tombant au sol, de l'impact des balles nettement amélioré, des explosions en couleur vraie 32 bits, du sang volant partout et collant aux murs ...

Dans les coulisses, le code a beaucoup changé, je n'était pas satisfait du code QuakeC d'origine, et j'ai donc considérablement modifié le moteur tout en maintenant la compatibilité avec les Mods classiques de Quake.



Wikipedia:

DarkPlaces (en) est une modification du moteur qui améliore le code réseau (netcode), ajoute un support des cartes de Quake III, a un moteur de rendu complètement refait (éclairage et ombres calculées en temps réel, bump mapping, gestion des shaders OpenGL, etc.), un navigateur de serveur intégré et ajoute le support de l'Ogg Vorbis.

Il se base sur la version d'Id Tech 2 qui a été libéré par Id Software et est compatible Linux, Mac OS X et Windows. Il est notamment utilisé par Nexuiz, puis Xonotic.

Il est développé par Forest Hale, dit "LordHavoc", ainsi qu'une communauté de développeurs.

Description [en]

DarkPlaces is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality.

It can not easily be described, as it is simply an improved Quake, not a total conversion (yet, anyway).

The realism of shell casings falling to the floor, much improved bullet impacts, 32bit color alpha blended explosions, blood flying everywhere and sticking to the walls...

Behind the scenes the code has changed a great deal, I was not content with the original QuakeC code, and I have greatly changed the engine while maintaining compatibility with normal quake modifications.

LordHavoc


Wikipedia:

DarkPlaces engine – A significantly modified engine used in several standalone games and Quake mods.

Features

☑ Graphics features

• Redesigned effects including smoke, blood, bubbles and explosions.
• Better looking dynamic lights.
• External texture support (see Replacement Content section below)
• Realtime bumpmapped lighting/shadowing support (r_shadow_realtime_world cvar) with many options. (note: very slow if you do not have .rtlights files installed, be sure to get some from dpmod or search on the web for rtlights files)
• .rtlights file support (improves performance/appearance of realtime lighting)
• .rtlights file editing (see r_editlights_help in game)
• Alpha blended sprites (instead of glquake's masked sprites).
• Interpolated entity movement and animations (both models and sprites).
• Overbright and fullbright support on walls and models (like winquake).
• Colormapping support on any q1 model (like winquake).
• Fog (set with "fog density red green blue" command)
• Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on).
• Sky rendering improved (no more glquake distortion).
• Sky polygons obscure geometry just like in winquake.
• Color calibration menu to ensure a proper Quake experience.
• Improved model lighting (directional shading).
• No messy .ms2 model mesh files (no glquake dir anymore either).
• New improved crosshair (team color coded).
• Improved image loading (smoother menus and such).
• Ability to disable particle effects (cl_particles* cvars).
• Decals (cl_decals cvar to enable).
• Stainmaps (cl_stainmap cvar to enable).
• Sorted transparent stuff to render better.
• Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright)
• Improved chase cam (chase_active 1 no longer goes into walls)
• More configurable console background (scr_conalpha and scr_conbrightness)
• Optional fullbrights (r_fullbrights 0/1 followed by r_restart)
• Dynamic Farclip (no distance limits in huge maps)
• Improved gl_flashblend (now renders a corona instead of an ugly blob)
• DynamicLight coronas (more realism)
• Transparent statusbar (sbar_alpha) that does not block your view as much.
• No 8bit texture uploads (fixes 'green' walls in the distance).
• Fixed view blends (glquake was quite broken).
• JPEG texture support using libjpeg (Thanks Elric)
• Video Options, Color Control, and Effects Options menus added, and more options.
• .dlit file support (produced by hmap2 -light) for fast per-pixel lighting without shadowing.
• pointfile command is improved (for leak finding in maps when you have a .pnt file from a failed qbsp compile)
• configurable particle effects (effectinfo.txt, can be reloaded at any time by cl_particles_reloadeffects command for quick testing)
• fixed envmap command (makes a skybox of the current scene)

☑ Sound features

• Ogg and wav file overrides for cd tracks (example: id1/sound/cdtracks/track002.ogg or .wav) (Thanks Elric)
• Streaming ogg sounds to save memory (Ogg sounds over a certain size are streamed automatically) (Thanks Elric)
• Ogg Vorbis sound support (all .wav sounds look for .ogg if the .wav is missing, useful for making mods smaller, particularly useful for cd tracks) (Thanks Elric)
• Stereo sound file support (useful for cd tracks)
• 7.1 surround sound mixing support (snd_channels cvar selects how many to use, default 2 for stereo)

☑ Client features

• Ogg and wav file overrides for cd tracks (example: id1/sound/cdtracks/track002.ogg or .wav) (Thanks Elric)
• Streaming ogg sounds to save memory (Ogg sounds over a certain size are streamed automatically) (Thanks Elric)
• Ogg Vorbis sound support (all .wav sounds look for .ogg if the .wav is missing, useful for making mods smaller, particularly useful for cd tracks) (Thanks Elric)
• Stereo sound file support (useful for cd tracks)
• 7.1 surround sound mixing support (snd_channels cvar selects how many to use, default 2 for stereo)

☑ Client features

• showtime cvar.
• showdate cvar.
• -benchmark option to run automated timedemo benchmarks (-benchmark demo1 does +timedemo demo1 and quits immediately when finished)
• timedemo automatically puts results in gamedir/benchmark.log
• Slightly improved aiming on quake servers (does not support proquake aiming).
• -sndspeed samplerate (default: 44100, quake used 11025)
• snd_swapstereo cvar (for people with backwards SB16 sound cards)
• Saves video settings to config and restores them properly
• Ability to change video settings during game (video options menu or vid_* cvars)
• showfps cvar.
• Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate)
• Allow skin colormaps 14 and 15 (freaky :)
• Longer chat messages.
• No more 72fps limit, cl_maxfps lets you decide.
• Support for more mouse buttons (mouse1-mouse16, mwheelup/mwheeldown are aliases to mouse4 and mouse5).
• Server browser for public (sv_public 1) darkplaces servers as well as quakeworld servers.
• log_file cvar to log console messages to a file.
• condump command to dump recent console history to a file.
• PK3 archive support with compression support using zlib (Thanks Elric)
• maps command lists installed maps
• tab completion of map names on map/changelevel commands
• tab completion of rcon commands
• .ent file replacement allows you to modify sky and fog settings on a per-map basis (use sv_saveentfile command in singleplayer and then edit the worldspawn entity in a text editor, for example setting "sky" "mtnsun_" to load the skybox mtnsun_ in your favorite maps, or "fog" "0.03 0.2 0.2 0.2" to put fog in the level)
• Switchable bindmaps (in_bind command allows you to bind keys in one of 8 bindmaps, 0-7, in_bindmap command allows you to select two active bindmaps to use at once, ones missing in the first are checked in the second)
• Options menu "Reset to Defaults" option works better than in Quake
• cvarlist and cmdlist commands
• improved tab completion of commands and cvars, with default value and description listed
• curl command (downloads a URL to a pk3 archive and loads it)
• fs_rescan command (allows you to load a newly installed pak/pk3 archive without quitting the game)
• saveconfig command (allows you to save settings before quitting the game, mostly useful when debugging the engine if you expect it to crash)
• gamedir command to change current mod (only works while disconnected).
• QuakeWorld support.
• ProQuake message macros (%l location, %d last death location, %h health, %a armor, %x rockets, %c cells, %t current time, %r rocket launcher status (I need RL, I need rockets, I have RL), %p powerup status (quad pent ring), %w weapon status (SSG:NG:SNG:GL:RL:LG).
• Support for ProQuake .loc files (locs/e1m1.loc or maps/e1m1.loc)
• Support for QIZMO .loc files (maps/e1m1.loc)
• Ingame editing of .loc files using locs_* commands (locs_save saves a new .loc file to maps directory)
• bestweapon command (takes a number sequence like bestweapon 87654321, digits corresponding to weapons, first ones are preferred over last ones, only uses weapons that have 1 ammo or more)
• ls and dir commands to list files in the Quake virtual filesystem (useful to find files inside paks)
• toggle command allows you to use a single bind to toggle a cvar between 0 and 1
• slowmo cvar allows you to pause/slow down/speed up demo playback (try using these binds for example: bind f1 "slowmo 0";bind f2 "slowmo 0.1";bind f3 "slowmo 1")
• AVI video recording using builtin I420 codec (bind f4 "toggle cl_capturevideo"), with automatic creation of sequentially numbered avi files for each recording session. (WARNING: HUGE files, make sure you have several gigabytes of disk space available! and it is only recommended during demo playback! You will probably want to reencode these videos using VirtualDub, mencoder, or other utilities before posting them on a website)
• ping display in scoreboard, even on Quake servers (on DarkPlaces servers it also shows packet loss)

☑ Server features

• Allows clients to connect through firewalls (automatic feature)
• Works behind firewalls unlike NetQuake (must port forward UDP packets on the relevant port from the firewall to the server, as with any game)
• More accurate movement and precise aiming.
• 255 player support.
• sv_cheats cvar controls cheats (no longer based on deathmatch).
• slowmo cvar controls game speed.
• No crash with the buggy 'teleport train' in shub's pit.
• Allow skin colormaps 14 and 15 (freaky :)
• sys_ticrate applies to listen (client) servers as well as dedicated.
• sv_public cvar to advertise to master server.
• log_file cvar to log console messages to a file.
• condump command to dump recent console history to a file.
• PK3 archive support with compression support using zlib (Thanks Elric)
• Option to prevent wallhacks from working (sv_cullentities_trace 1).
• Selectable protocol (sv_protocolname QUAKE for example allows quake clients to play, default is sv_protocolname DP7 or a later protocol)
• Automatic file downloads to DarkPlaces clients.
• Ability to send URLs to DarkPlaces clients to download pk3 archives needed to play on this server.
• rcon support for remote administration by trusted clients with matching rcon_password, or external quakeworld rcon tools
• prvm_edictset, prvm_global, prvm_globals, and prvm_globalset commands aid in QuakeC debugging
• prvm_printfunction function prints out the QuakeC assembly opcodes of a function, can be useful if you can't decompile the progs.dat file
• prvm_profile command gives call count and estimated builtin-function cost
• sys_colortranslation cvar controls processing of Quake3-style ^ color codes in terminal output, default is white text on windows and ANSI color output on Linux/Mac OSX
• sys_specialcharactertranslation controls processing of special Quake characters to make colored names more readable in terminal output

☑ Modding features

• HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them)
• Larger q1 and hl map size of +-32768 units.
• Colored lighting (.lit support) for q1 maps.
• Q3 map support (no shaders though), with no limits.
• Q2 and Q3 model support, with greatly increased limits (256 skins, 65536 frames, 65536 vertices, 65536 triangles). (Note: md2 player models are not supported because they have no skin list)
• Optimized QuakeC interpreter so mods run faster.
• Bounds checking QuakeC interpreter so mods can't do naughty things with memory.
• Warnings for many common QuakeC errors.
• Unprecached models are now a warning (does not kill the server anymore).
• External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES).
• Fog ("fog" key in worldspawn, same parameters as fog command).
• .spr32 and halflife .spr sprites supported. (Use Krimzon's tool to make spr32, and lhfire can render directly to spr32, or just use replacement textures on .spr).
• Skybox ("sky" key in worldspawn, works like loadsky and quake2).
• Stereo wav sounds supported.
• Ogg Vorbis sounds supported. (Thanks Elric)
• ATTN_NONE sounds are no longer directional (good for music).
• play2 sound testing command (ATTN_NONE variant of play).
• r_texturestats and memstats and memlist commands to give memory use info.
• Lighting on sprites (put ! anywhere in sprite filename to enable).
• More r_speeds info (now a transparent overlay instead of spewing to console).
• Supports rotating bmodels (use avelocity, and keep in mind the bmodel needs the "origin" key set to rotate (read up on hipnotic rotation support in your qbsp docs, or choose another qbsp if yours does not support this feature), or in q3 maps an origin brush works).
• More sound channels.
• More dynamic lights (32 changed to 256).
• More precached models and sounds (256 changed to 4096).
• Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc)

Installation [fr]

INSTALLATION :
Ce moteur nécessite des données graphiques et sonores : voir la fiche Quake - Ressources.
Son installation est décrite sur le site (suivre le lien "WIKI").