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Main Features

Fully integrated per pixel lighting and shadowing technology (diffuse, normalmapping, specular lighting, with shadowmaps or shadow volumes supported), lightmapping and deluxemapping (directional shading for lightmaps, supporting full normalmap and specular features), and a variety of material effects fully integrated in one shader system that deals with all situations.
Variety of file formats supported (Quake1 and Quake3 file formats, skeletal models, various image formats, ogg vorbis support on all sound effects, and more).
Game logic scripting in QuakeC programming language.
Advanced networking designed to scale from dialup to broadband, with automatic distance-based prioritization for optimal close-range gameplay in a densely populated world.
Realistic global fog feature with height limit for seamless blending with sky.
ODE physics engine integration.
Per-polygon collision detection optimized for large static meshes, as well as Quake brush technology.
Background music support with sequential and random playlists and playlist switching (with resume), in ogg vorbis or wav format.
CD audio support.

Model formats

Quake MDL, Quake2 MD2, Quake3 MD3, DarkPlaces DPM (converters from SMD and MD5), DarkPlaces/Cube2 IQM (Blender exporter available, SMD converter available), UnrealEngine PSK, Wavefront OBJ, Quake1 BSP, Quake3 BSP.

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Aside from a few screenshots here and there on Twitter, this year has been rather quiet from Doombringer's development information. There were a slight update released (0.1999) during spring, but that was just to fix some bugs with the previous version. But a lot more has been happening behind the scenes, and with this update we start lifting a bit of the lid on what has been cooking.

Singleplayer

Creating the game's multiplayer were really only the first step on the roadmap. As single player was the ultimate end goal of making the game. The reason for making multiplayer first was because it allowed the game to be focused on the player aspect first, creating a small controlled game that could be considered more or less complete even without the single player being added.

Now that has developed a fair bit further than originally intended, and the single player aspect of the game has been given a lot more attention. With some test maps being developed, a simple campaign system, enemies and the respective resources. We'll show more of this later.

Enemies

Right now we want to focus on some of the enemy designs. We've been working long and hard on creating the required enemies for a single player game, and a lot of headway has been made in that department. As some of you can see in our older screenshots, there have been models in development from the very beginning. Though attention towards completing these has been diverted to other areas for a while. That being said, during the last year, a lot of work has gone in to bringing a base roster of enemies to completion. One of these has already made it into the game (though so far only as a playermodel). The others has been worked on at the same time, to make sure that the first models made don't look noticeably worse or different from the last ones made.

doombringer20180630123201 00

The golem will be a heavy tank character that will unload a hellfire of Gotlung gun ammo on toward you. A smaller less armored variation of this character is planned as well, which will drop grenades on you from above.

Notice that none of these models are 100% complete at this stage. There's still cleaning up to do, and a mudbox detail pass to really get them completed where we feel they can be used to bake the details onto a low-poly mesh.

soldierEnforcercommander


As you can see, there's going to be a sort of army class of enemies that got similar features. But will act and look slightly different from each other. Once textured, their colors will distinguish them further as well. For instance, the Pawn will fire single cartridge shots at you, while the Soldier will be carrying a Shotgun, the Enforcer will be firing bursts of cartridges, and the commander will be using his deadly Tesla coil to rend your flesh from your bones.

There will also be a selection of monster enemies such as the Gorger and Aswang

gorger wipAswang


The Gorger, a massive lump of flesh dashing towards you with it's big chompers is looking to make you into minced meat, while the Aswang, a lot more nimble, will leap long ranges to reach you where you thought you would be safe.

Higher ranked enemies will be more elaborate though. Such as the Vizier , a powerful religious leader in Sil'ocy's heirarchy. This battle ready warlock will have an aggressive attitude towards you, but will offer a helping hand to it's fallen brethren.

vizier


While the Bishop, the Viziers superior, will have more control over what happens to YOU.

That will be all for now, we still have a lot more things that has been worked on. But I will save that for the time being.

In the mean time I'd suggest you take a look at the VOD from last EU cup we had this summer. It was a great show of skill from the players and as always a great many thanks to Jehar of Tastyspleen.TV for hosting it.

Happy new year to all of you. And look out for more updates in the near future.

Tournaments - EU cup #2 with Jehar of Tastyspleen.TV

Tournaments - EU cup #2 with Jehar of Tastyspleen.TV

Doombringer

Last weekend Doombringer EU cup #2 was played out and there were a lot of really close games. A lot of gratitude towards anyone and everyone who came...

Doombringer v 0.17 Alpha released

Doombringer v 0.17 Alpha released

Doombringer

This update brings us closer to making single player maps with basic monsters in the game and rudimentary support for Q1 and Q3 maps.

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ChaosEsque Anthology Release 100

ChaosEsque:Anthology

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A Dark Place... Update 2

A Dark Place... Update 2

News 5 comments

News and update about the new things that we are doing in the game,some exterior work,and some great and cool features.

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Comments  (0 - 10 of 31)
grabeskuehle
grabeskuehle

Darkplaces is for some years now using OpenGL 2.3 as it's main renderpath, which works fine, it just throws up some questions for me:

Could the renderer perform faster on a newer API like OGL 3.2 or Vulkan?
What are the downsides if it would get ported over to an newer API?

Are screenspace effects like depth of field or godrays doable with the current implementation?

For the latter reshade could be used, but it seems rather incompatible for now.

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Guest
Guest

As of this summer, DP has moved to OGL3

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President_Bagel
President_Bagel

DarkPlaces is an incredible engine, but there's still a lot of compatibility bugs (especially with Scourge of Armagon) that need ironing out. I hope there will be another release of DarkPlaces at some point.

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mckaygerhard
mckaygerhard

the best id tech engine ever are gpl (open source code and free access to the work and changes), most commercial engines does not have the quality of the free software mades.. i love linux benefits

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Impossible_Man
Impossible_Man

where the download link??!

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DepravedDiptera
DepravedDiptera

Icculus.org

Don't download from the site, that version was last updated 2014. These are the most recent.

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DannyDoesThings
DannyDoesThings

what happened to the games?

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grabeskuehle
grabeskuehle

Best IdTech based engine ever, imo :D

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Zimica
Zimica

What does GPL mean ? I can use it but give it credit ? I don't understand

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AaronGlazer
AaronGlazer

You can use it but if you distribute it, you must make it open source. It allows you to sell it commercially but open source and commercial products aren't really compatible.

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Argoon
Argoon

AsronGlazer what you said is wrong GPL is totally compatible with commercial products, GPL only demands this, that you give access for free to the original engine source code and any modifications you do to it, if you don't modify the engine then you just need to give access to the original source code. GPL DO NOT demands you to release for free any of your ingame script code, models, textures, sounds, etc, etc, all assets of the game belong to you and you can lock them if you want, also any custom tools that you make to be able to use the engine source are also yours and you can decide to not release them.

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AaronGlazer
AaronGlazer

That's exactly what I meant.

> that you give access for free to the original engine source code and any modifications you do to it

Exactly. Any modifications you make must be made open source. And modifications are necessary because you'd have to modify the engine to make it load all of your assets and whatnot.

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Argoon
Argoon

You don't need to modify the engine to load assets if you only import assets already supported by the engine, and that is what everybody using any third party engine GPL or not does, that is why they use a third party and not make their own.

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Highest Rated (2 agree) 10/10

Engine of choice if you still dabble in quake one. What can it do? Ton of visual effects & rendering magic. It CAN load Quake 3 maps! Yes, quake 3. All shaders arent supported, but this is one heck of an achievement. Also loads half-life maps. Super customize quake-c code - create console vars on the fly, detect map information like texture names - there is a massive extension list in dpextensions.qc. Colored lighting for your maps. Dynamic lighting. This list goes on. Open source, so you could…

Aug 25 2011 by numbersix

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