The high resolution TGA and PNG files were converted to jpeg with alpha channel support reducing the filesize for those textures and usually it results in faster loading too.
The high resolution TGA and PNG files were converted to jpeg with alpha channel support reducing the filesize for those textures and usually it results in faster loading too.
I know when the issue is occurring ...
Quake 1.5 starts up, it plays a demo.
Quake 1.5 has CSQC, during this demo it spawns CSQC entities.
So I have a lead to the nature of the issue. I will need to look through the CSQC in Quake 1.5 to see what could cause it to spawn out of control to run out of memory.
My guess without looking is missing a particle effect might somehow cause this.
I have some leads on this.
I need to check the order in which DarkPlaces loads files. I know DarkPlaces prioritizes files outside a pak file.
Hey jns ..
I asked jakub1 to try to give the Quake 1.5 download a try, it said it loaded for him and he loaded up several different levels.
I'm going to try the file on a few different machines and also see if I can start the engine in a such a way that memory is too low.
1. Are you using this with re-release or regular Quake id1?
2. Do you happen to be using an extra replacement texture pak with this?
I'll continue to try to get it to recreate this issue.
Thanks for the information.
That screenshot tells me it ran out of memory when it was loading entities.
I'll see what I can do to recreate it, is there anything special about your setup? What version of Windows are you using?
I'll try to think of what could trigger that to occur.
Yes please!
I just tried 3 different setups and can't get it to crash or fail.
I'm having difficulty getting it to crash/not work, so not sure what the X factor is ...
I tried re-release, re-release deleting config.cfg, stock id1 (non-rerelease) standard setup.
(I'm about to sleep, but I'll follow this up until the solution is resolved, but it'll have to be after I wake up ... going to post a small update on Zircon page first about a feature I'm working through implementing ...)
jns, thanks for the info.
I'll double check the file setup and find out what is wrong. :(
(It does for work for me, I'll test against some different types of setups --- id1, re-release, base installation and see if I re-create this and then fix it.)
KleskBY has obj tips here:
He uses Blender. (I use the Q3 map format and use J.A.C.K., the most recent J.A.C.K. from Jan 2024 is a hell of a lot better).
Rust is very open world, I don't have experience making that kind of terrain and I do know DarkPlaces renders obj as one big piece so it will render every part of the obj every frame.
inventory that I have done:
Media.moddb.com
Welcome back! I hadn't been looking at this page lately and didn't notice until now. I feel bad.
(Note if you reply to someone's comment, they get a notification).
Please use Version #2: Moddb.com
Unzip the contents in the Quake folder so that the following exist:
bin64
quake15
Run Quake 1.5.bat
zircon_beta_gcc.exe
Then click Run Quake 1.5 bat.
Let me know if you get it working.
I want to make DarkPlaces mods in general easier to install.
JPEG version: Moddb.com
I made a JPEG version of your fantastic mod to see if I could reduce the filesize from 5.4 GB to a much smaller number.
The JPEG version uses a process where alpha channels in TGA and PNG are saved as a separate JPEG image, a rarely used feature in DarkPlaces.
The mouse-driven Zircon Engine (fully compatible with DarkPlaces) has a "jpegsplit" command that was made with this file size reduction in mind (the Quake Retexturing Project max res went from 1.2 GB compressed to about 200 MB).
Feel free to use any content from it if you desire.
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?
For graphical inspiration, those are some nice looking screenshots.
Eventually will probably be able to use in conjunction with QuakeC for mods and mod menus.
Inventory management, mess with items in your backpack, etc.
Have to do this in stages, one step at a time.
I didn't see this comment until recently, the source code for all versions of Zircon can be found in the files section if it isn't with the executable. In this case it, is Moddb.com
This is the only site for Zircon at the present time.
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 ..)
I made setting the texture filter easier and put it in Options->Change Video Mode so it is easily accessible. It also saves to config now.
Excellent!
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.
> The textures I used ( - credits to the author(s)!! - ) have much higher resolution
I'll have to check it out, I guess I falsely assumed you used the Quake Retexturing Project texture set. Although I guess Rygel's texture set is out there.
Just want to point out, the texture download I link -- the size reduction was NOT by reducing resolution, DarkPlaces has a method to support JPEG with alpha channels.
I agree with the high resolution thing, I like high resolution textures myself. The Rivarez Edition, for example, is very nice.
When I saw "Quake HD" I didn't think your project was a recent one, I thought it was the old "Quake HD" project then I saw it was "Quake 1.5 HD".
Anyway, I am going to be building a databank of works supporting DarkPlaces and I'll definitely be checking this out, it looks like you've done some excellent work here.
I haven't tried it, but only because I just discovered it within the last 12 hours.
I primarily do engine coding, interacting with the DarkPlaces developers but I have my own DarkPlaces fork, Zircon Engine which is DarkPlaces with a mouse-driven interface and many conversative single player enhancements.
Anyway, I look forward to checking out your project when I get done engine coding.
The Zircon Engine is going to have a built-in Quake Injector soon that installs single player campaigns from Quaddicted and I'm locating DarkPlaces works to have it so a variety of those can likewise be installed from a graphical user interface in the menu.
Just want to point out, you might consider taking a look at utilizing this high resolution texture pack to get download sizes down: Moddb.com
Your download could lose 1 GB in size, while retaining 99.9% of the appearance.
If you want to see those textures in action: Moddb.com
If you use Zircon Engine ("DarkPlaces Mark V"), you will not need this script. Zircon engine also renders way faster, loads maps way faster and has a mouse driven menu with regular updates.
Zircon Engine: Moddb.com
Both Quake 1.5 and QuakeCombatPlus are both regularly tested in Zircon Engine to make sure they work great.
Also several fixes/upgrades addressing issues found in other DarkPlaces high resolution works like Rivarez Edition.
I am pointing this out because the 6 year DarkPlaces build provided with Quake 1.5 has aged poorly and has lots of quirks.
Good eye on noticing!
No SDK folder in the source code. The SDK folder includes a ton of .lib and .dlls for SDL2, those can be downloaded separately from the SDL2 web site and few engines include that in their source code.
I still plan to include the SDK folder in most of them, but not all of them.
One of my Windows computers, the speakers need to be plugged in and turned on before starting up any game, or the game will say there are no sound drivers.
Sometimes DarkPlaces renders monsters too dark for the map lighting to enjoy a map.
The overbright option gives a user a way to instantly deal with that, if it is a problem.
I have played some DarkPlaces mods like Quake 1.5 where overbright feels wrong to me.
So it defaults off, but is instantly available in the menu.
Glad you figured out computer's sound with a restart.
Hey Tireheb666, thank you for the feedback!
> Make console bind of \ by default
I actually use that "/" (the other thing of slash) for toggleconsole, however, it isn't the function of an engine to be deciding default keys really.
> GL_NEAREST_MIPMAP_LINEAR
typing gl_texturemode GL_NEAREST_MIPMAP_LINEAR in the console works, the GL_NEAREST will autocomplete pressing tab or Ctrl-Space.
> mod menu like in Ironwail
Going to put something similar to the Quake Injector discretely inside the menu that feeds from Quaddicted but is not necessarily restricted exclusively to Quaddicted.
I've already done testing downloading and examining the Quake Injector .xml inside the engine, but haven't written the parser yet and the Quake Injector .xml file contains some unicode characters ...
This is probably a few weeks out ...
> Does this engine supports all custom bsp and mods released til today?"
Short answer: No. But in the future, it will keep getting better.
DarkPlaces can mostly play most single player maps and mods, Zircon does a better job at that than DarkPlaces due to user feedback and then acting on the ones that could be dealt with -- Zircon probably has 50+ improvements in compatibility over DarkPlaces (examples: correctly doing fog and .alpha support for static entities and support for fence texture .mdl flags 16384 and unloading csqc it doesn't support like for Alkaline and the ability to play the Quake ReRelease and DarkPlaces 2014/2017 has serious items dropping out of maps issues with some maps --- like bye bye silver key -- Zircon has largely eliminated that as an issue although timing differences in events can still cause incompatibilities with vanilla Quake occasionally).
However, Zircon is still not fully compatible with all single player releases and mods. It edges closer as time progresses.
Eventually it probably will be the case, because that is something important.
Baker55
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