Just now had another look and the reason I thought there were none is because the diffuse textures have shadows and highlights so normal map textures will have very little effect.
Using Rygels texture pack will only work if Quake 1.5 has used vanilla Quake textures. Otherwise the texture name will be different and it won't be replaced.
Are you placing the Rygel pk3 files into the quake15 directory?
Your DarkPlaces directory should have an id1 directory with the original pak files, and a quake15 directory with the mod. You then need to start the game with darkplaces.exe -game quake15
Are you considering Dhewm3? It seems to me to be the cleanest and most widely compatible of the forks; even if it does have its own way of doing things.
Been a while now but I believe I just dumped the sikkmod files over the top of the doom3-sdk then compiled with scons.
The source I have on disk now is from a time when I was trying to manually merge sikkmod changes into a newer version of doom3-sdk that contained fixes; it doesn't compile.
Now it seems mods and source fixes are moving to Doom 3 BFG which I don't own.
Fancy
No demo for Linux?
Just now had another look and the reason I thought there were none is because the diffuse textures have shadows and highlights so normal map textures will have very little effect.
Why does Steam not list the Linux requirements?
No texture variants like bump or gloss?
Tested on Dhewm3. Looking good.
Still going to only work on Microsoft Windows?
.
None of this is accurate. I suspect you meant The Dark Mod (a stand-alone Doom 3 mod), not Quake DarkPlaces (a Quake engine).
DarkPlaces will load .vis files, overriding the compiled vis.
Perhaps remove them from the pk3 and have a config that sets the lighting to the default Quake light settings?
If putting the pk3 files into id1 doesn't even change the textures on the default levels (non-quake15 versions) then your setup is not quite right.
If you jump into the #darkplaces IRC channel on anynet.org someone might be able to help.
Is that the case even when using the SDL version?
quake
├── darkplaces-sdl.exe
├── Run Quake 1.5.bat
├── id1
│ ├── pak0.pak
│ └── pak1.pak
└── quake15
Try using darkplaces-sdl.exe instead of darkplaces.exe
darkplaces.exe +vid_width 1680 +vid_height 1050 -game quake15
Using Rygels texture pack will only work if Quake 1.5 has used vanilla Quake textures. Otherwise the texture name will be different and it won't be replaced.
Are you placing the Rygel pk3 files into the quake15 directory?
FYI, the README recommends the August 2018 build, but you've bundled the August 2017 build.
It also segfaults on new builds (e.g., 201804).
Your DarkPlaces directory should have an id1 directory with the original pak files, and a quake15 directory with the mod. You then need to start the game with darkplaces.exe -game quake15
Nice 👍
Are you considering Dhewm3? It seems to me to be the cleanest and most widely compatible of the forks; even if it does have its own way of doing things.
Unfortunately it doesn't seem to load after the initial splash screen.
"Posted by StrategJuvty on May 21st, 2017"
"Until May 21"
...
Why does the Greenlight page only list PC (Windows)?
Been a while now but I believe I just dumped the sikkmod files over the top of the doom3-sdk then compiled with scons.
The source I have on disk now is from a time when I was trying to manually merge sikkmod changes into a newer version of doom3-sdk that contained fixes; it doesn't compile.
Now it seems mods and source fixes are moving to Doom 3 BFG which I don't own.
Argh!
Not available for my platform? What the heck? I've played OGAT on Linux before.
Your Greenlight page is for Windows-only so I had already marked it Not Interested.
Stiiiiill waiting for my Linux copy.
I can't tell if there's supposed to be air on the ship or not.