30 September 2015

Trying to open a .bru file, made by BSP editor to Quark .map file




A .bru file is a sort of a brush file (the equivalent of a couple of polys made by Quark editor for example to make a prefab). I opened BSP editor, save as a .map file, but cannot be seen by Quark. Neither converted .map to .bsp, by WinBspc v1.4.


 This is what you see by opening a .bru file with notepad.



 This is what you see by opening a .map file with notepad.

Don't have this program.

I'm gonna find a way to combine them or take lines from one to another one. Doesen't work.

29 September 2015

Anssi Hyytiäinen interview

1. You, being a pc game designer, how did you managed to learn and get
inspired ?

I started by creating levels for Doom. I guess it was the first game
that had an advanced enough engine to support some creativity just via
using a level editor. I think the first one I used was called "Waded". I
remember creating some simple levels that we played in deathmatch mode
with my friends. Hmm, I don't think any of my old Doom levels have
survived to this day. That's probably a good thing.
Anyway, I just followed some online tutorials, and tried to figure out
the missing bits myself. Later I transferred to Duke Nukem 3D editing,
and then to Quake when its level editors started appearing to the internet.
Maybe there is some curiosity value to this little Quake deathmatch map
I released back then. It's called "Minisota", and when I say little, I
really mean little; I thought it would be funny to make an extremely
small deathmatch map, to create extremely hectic action. But it became
so exhausting to play it that I created expanded version of it,
embellished with some tunnels you could fly through and elevators and
hatches... ...which pretty much just made it even more confusing to play
it :D Well, it was "different" at least.
Anyway, by the time Quake 2 came along, there were quite many little
groups starting to form on various level editing forums, of people
creating various mods and total conversions for Quake, and calling for
help. Alex and Jason were calling for help to build Dawn of Darkness,
and I ended up joining them. Don't really remember how that went down,
but with all likelyhood I must have showed that Minisota map to them...
ps, you might be interested to know that after Dawn of Darkness, I also
released another little deathmatch level for Quake 2, which was
originally supposed to be a deathmatch map for Dawn of Darkness. Now
it's a weird blend of medieval textures and Q2's modern items.
I think in terms of deathmatching the level doesn't really play that
well at all. It's just bad design. It's fairly interconnected, but there
are no large areas in there at all. Mostly I remember that just placing
the visibility planes into the level was a puzzle in itself. Kind of
amusing considering that moder games render perhaps several thousand
times more geometry in single screen than that entire level had. It was
different times...

2. What is your favorite game, games and genre of games ? I guess you
like Doom beside others ? I myself like Doom, Thief the dark project and
System Shock.


Being a professional game developer, I find it a bit hard to enjoy games
the way they are meant to be played. I usually end up playing as
research, analyzing everything from a developer's perspective. And also,
when you spend your day developing a game, somehow you don't necessarily
want to spend the evening playing another game... I just rather play
guitar instead :D

But occasionally when a game is good enough, I find myself actually
enjoying it as a gamer. Actually one of the more recent experiences like
that was Wolfenstein: The New Order, which was directed by another Dawn
of Darkess veteran, Jerk Gustafsson
Bethesda Underground: Know Your Devs - MachineGames' Jerk Gustafsson. I was extremely impressed
by that game and ended up playing it through, which doesn't happen too
often. Actually it is only because I played it through to the end
credits that I realized Jerk worked on that game. I'm that lousy at
following the industry... Anyway, the little rap beats in the cut-scenes
are just genious, I love it when people dare to do something unexpected.
Another case of recent "I actually enjoy this" has been Witcher 3.
Apart from that my "favourite genre" by far is sim-racing. I used to do
some league racing with GTR 2 for instance. Those races must be my
favourite moments of all time in gaming. And lately I've spent some time
just driving around in Assetto Corsa.

3. Any plans for the future ?

Yes of course, but I can't talk about them...


4. I myself consider that gameplay is above the a game graphics. What do
you think ?


Well it depends on the case. There are many areas in game design where
you need to make a choice between function and aesthetics. Do you want
pretty character animations, or responsive controls? Do you want nice
clean screen, or informative UI? Sometimes there are no clear choices,
and what works in one game doesn't work in another. Sometimes plainly
pretty graphics can be an important part of the intented experience.
But, as a gamer, I think more often I tend to lean towards function.

5. Do you prefer to get in touch with the gamers/developers in a
comunity or rather work by yourself and/or with your team ?


I don't usually really seek out contact with the community, because I
always feel like I'm busy enough as is is... But occasionally when it
just happens spontaneously, I don't mind.

6. Any chance for improvement on your behalf if it is needed ?

My attitude towards improvement tends to be that I just learn what I
need to learn when I need to learn it. I've never felt it to be very
difficult to learn new things. It's important to have the attitude of
actually understanding what you are doing with some software and why,
instead of just memorizing what you need to do. When you actually
understand the reasons behind things, you will eventually find out a lot
of underlying commonalities behind the superficial idiosyncrasies of
different systems. And eventually learning new systems becomes fairly
trivial.

7. I imagine that you didn't have troubles with the Dawn of Darkness
team, but going to work on Max Payne was a hard choice ?


No of course not. Dawn of Darkness was supposed to be possibly a
launching pad for a company, but as it was with all the mod groups, only
few would make it. The publishing side of things never really took off.
The only offered deals were not realistic at all. I'm somewhat of a
pessimist, so I can't say I was too disappointed. More realistically
Dawn of Darkness would operate at least as a resume for the individuals
who worked on it, and that's pretty much what happened.
Sometime after the Dawn of Darkness demo was released, Jerk Gustafsson
asked me if I was interested of joining Starbreeze in Sweden. I said
sure, but I'll first ask if Remedy is interested of hiring me. I knew
they were building Max Payne, and then I wouldn't have to move outside
of Finland. And indeed they were looking to hire level designers, so
Dawn of Darkness simply operated as my resume.
And since then I've worked on Max Payne 2, the Alan Wake games and more
recently on Quantum Break Quantum Break - Time is Power Trailer
not just on level design but pretty much all over the technical designs
of things.

8. What is your favorite compiler you use ?

If you mean to ask what are my favourite tools I like to use, it's not
really a question of what's my favourite at this point anymore. I just
use whatever tool gets the job done the best. We use a lot of in-house
and a lot of third party tools, and all of them have their own strong
points and their peculiarities.
Back in Quake days I used an editor called "BSP" which I thought was
wonderful. Back then a large component in level editors was their
modeling capabilities, but that part has become pretty much obsolete
nowadays. Everybody are just using standardized formats and third party
modeling tools. As of actual code or script compilers, we have our own
proprietary script language and compile out the level scripts from our
own world editor. That might also become obsolete in the future, and
perhaps we will create level logic directly with C++ interfaces.

9. Any advice for a newbie game programer, beside learning by himself ?

Well one idea to develop one's skills overall, whether you are a
programmer or game designer or artist, is perhaps to play around with
Unity. Mostly because it allows you to quickly get a feel of various
areas of game development fairly independently, without getting too
bogged down with tiny techical details right at the start. On the other
hand if you just use something like Quake or Unreal level editor, your
creativity tends to be somewhat more constrained than it is with
something like Unity.

As of advice specific to programmers, I would say it is very important
to develop your skills also in understanding the realities of game
design, and of all the other departments of game development. As a
programmer it is easy end up too focused onto the details, and kind of
miss the big picture. Especially in complex projects.

10. Do you prefer lan or online gaming or none ? I myself prefer
multiplayer over single player. A single player game must be real good
to be played. I switched to this some time ago.


Well since I mentioned sim-racing, definitely multiplayer there. But
then if I play something with the consoles, I tend to not bother with
the multiplayer side of things. A well made single-player campaign is
easier to just play bit by bit at my own pace. I can't say I would
prefer one over the other.

11. What you rather try not do to, in developing something ?

There are plenty of things I would avoid, but I'm not really sure what
this question means... Sorry!

12. Can you give any advices to the Quark editor team, who developed
theyr editor for a multitude of games, beside Quake 2 ? They are a good
team who are always improving and learning from others.


I've never used Quark and I don't really know much about it... Sorry again!

13. And one final question, can you tell me something about your
involvement in Quake 2 Dawn of Darkness developement ? What editor did
you used than and what is a .bru file ? A .mrg file (which by default i
don't know who can opened it) can be renamed as a map file and used by
Quark.


These are files used by BSP editor. I can't really remember the details
but I guess mrg stands for merge, and could be used to save out and load
in portions of a level. I think .bru files may have been the same idea.
BSP used the concept of prefabricated components, meaning you could
build a little collection of entities and save it out into a "prefab"
library, to be reused multiple times in different levels. I suppose
pretty much all the editors nowadays use the same concept in one way or
another.
My involvement with Dawn of Darkness was to implement a lot of the level
logic, basically script in the triggers, the monsters, the conversations
and the logic with which the game proceeded. I think I ended up
implementing pretty much all of the logic you find in the final demo,
because when we finished it pretty much all the other level designers
had already moved on to other things, as it was pretty clear the thing
would probably never get published in any commercial form. I also built
a fair bit of the level geometry, especially towards the end as there
was no other people left. The best looking bits in there are still
probably built by other people though, as I was definitely not the most
skilled when it came to building the environments.
One thing in particular I remember designing and implementing carefully
was all the conversations that occur during your quest to get into the
Cheitan Keep near the village. It was originally written down in a
rather traditional manner, where during a particular point of your
quest, only particular characters would actually tell you something that
would help you out. This is somewhat common still because of the linear
way game story scripts are usually thought out, even in non-linear
worlds. Screenplay writers are not very good at thinking in terms of
possibility spaces, they just rather focus onto maximizing the drama.
This often creates a situation where the player is somewhat uneasy about
what to do, and he is just trying to speak to everyone randmoly until
the correct piece of dialogue finally pops out and the story proceeds.
In DoD, when Roarke is doing all the tasks he needs to do to get into
the Keep, I decided that at any point of the quests, the player could
ask about any relevant quest item from any of the characters in the
world. And most of them would be able to at least point you to someone
who should know the answer. So if the player had been told he needs a
shovel, he could trust that he was able to actually ask about a shovel
from any friendly face he ran into. Even if the NPC didn't know the
answer to your question, at least Roarke tried to ask. It's a very
simple thing to do, but very very often overlooked in story design.
For those interested of creating DoD levels, if you look at the various
text files for 2_2, you will find that for the NPCs, there's pretty much
the same set of questions for everyone, just onlocked by the flags that
represent the player progress in the story, meaning every single
character had these questions unlocking the moment the player became
interested of that particular item, and the player could go to anyone at
any point to ask about any interest point.

Me, my brother, all Quake 2 and DoD players out there, EricBoyceU from moddb (ericboyce1), the whole gamers out there and in behalf of Quark editor team, i thank you for your answers, help and files provided and i hope many people learn from your experience about pc games and programing.

28 September 2015

Dod Anssi Hyytiäinen files are here and are being checked

Dawn of Darkness missing maps and tutorials etc. by Mr. Anssi Hyytiäinen where received by me after talking by email with him. He is a nice guy, like Mr. Ben Glover. Sadly, Mr. Jesper Myrfors could not help, but i got to talk by email to a great artist. I tried to sent other emails, but had no luck.

 The files are free, but it is nice that you give Anssi Hyytiäinen credit if you use them for your own game project and release it for the public. I have older DoD files from Anssi Hyytiäinen, former DoD map designer, after talking with him, and was given permition to release the files for the public.

 I will post in a few days the files, because i wanted to test and arrange them, because some maps are near empty, but still have something interesting. Others are for testing. I will post in a few days the files, because i wanted to test and arrange them, because some maps are near empty, but still have something interesting. Others are for testing. Sound and textures must be checked to see if they are repeating themselfs and if they are already in the demo files we already have here in moddb. Some interesting .cfg files are in there to. I leave you to some screenshots :) I wait for moddb to allow the news there. Thank you Mr. Anssi Hyytiäinen.


27 September 2015

Blender 2.76 doesen't work with .map plugin exporter anymore

As of version Blender 2.76 of Blender, the .map plugin exporter doesen't work anymore. It doesn't been seen by the program.
Being that first below link was made in 12-April-2006, i downloaded Blender2.42 from 31-Jul-2006, to work with .map exporter. But being that my kingpin forum post about .map file was from 18-May-2014, that version from around may 2014 works, so i downloaded Blender2.71 from 25-Jun-2014.




I'm gonna check them both versions.

26 September 2015

A hint for what is coming

Do you know who did the level design for Max Payne ?

25 September 2015

"Go to home" flame animation

I made a "Go to home" flame animation on the top left. When you click it, you go home on the front page of this site.

Added DoD demo files button

Added DoD demo files button on the right.

23 September 2015

We made it on the front page on moddb !!!



Thank you, my brother, Moddb, Laurentiu Radvan (romanian historian) EricBoyceU, and all gamers and history people out there !! All, in no particular order.

20 September 2015

Adding Dawn of darkness.qrk file to Quark site answered

He told me he will put my Dawn of darkness.qrk file in the next Quark editor release. I use now QuArK 6.6.0 Beta 5.

Quake 2 Touch tried again

I tried again with the last bought updated version, but didn't worked. I made a backup to my Quake 2 gamex86.dll file and replaced it with the mod DoD gamex86.dll file. The mod folder is next to baseq2 folder, not inside it. The mod intro, which is the first map using in game camera with models, play, but when it loads the next map, in the game there are missing mod models with the Quake 2 player hand/weapon. Moving around cfg files didn't worked. I cannot get older versions of Quake 2 Touch.

Beloko Games, a company which makes programs that run old games

A private message to DanielPharos, regarding adding Dawn of darkness.qrk file to Quark site

I have sent a private message to DanielPharos, Global Moderator there, regarding adding Dawn of darkness.qrk file to the site.
Quark

Brendon Chung interview

As i already mentioned, i have sent some emails to former DoD developers/map designers. Beside Ben Glover who answered, another well known person in the gamers community, that aswered and gived me a interview, was Brendon Chung, who founded the company Blendo Games.

Wiki :
Blendo Games
His site ;
blendogames

The interview :


Hi, we are two twin brothers and we like to ask you a few questions. Feel free to say "No comment" :)

1. You, being a pc games programer, how did you managed or get inspired to develop your games ? I always imagine and didn't read on wikipedia, that you have, as a student, get interested on games, maybe being part of the Doom game comunity and such. I myself like Quake 2, but feel that i must know more first about Quake.


When I was younger, my hobby was playing with the Doom map editor. I later moved on to the Quake and Half-life games, and it was around this time I began to learn some basic programming.

2. What is your favorite game, games and genre of games ? I guess you like System Shock beside others ?

I have a lot of favorites. Some of my favorites are Another World and Thief.

3. Any plans for the future ?

I have a ton of goofy game ideas. More than enough to last a lifetime.

4. I myself consider that gameplay is above the a game graphics. What do you think ?

I think everything works in relation to one another. Graphics exist to serve the gameplay, and gameplay exists to serve graphics. The same is true for all the other parts of a game.

5. Do you prefer to get in touch with the gamers/developers in a comunity or rather work by yourself ?

I like to have a community of other developers to ping ideas off of and be a support network.

6. Any chance for improvement on your behalf if it is needed ?

Games are complicated things. I'm learning new things every day.

7. Why do you think developers don't make old games recreations more often ?

I think we see plenty of remakes. I like playing them, so I love it.

8. Does your compiler/program you use, have a limit, beside the pc proccesor power or other issues ? 

I'm sure it does, but I don't think I'm good enough of a programmer to know them.

9. Any advice for a newbie game programer, beside learning by himself ?
Learning at school, if the school has a good and willing teacher, is great.

My suggestion is usually to make something and release it. Seeing a project from conception to shipping is invaluable experience.

10. Do you prefer lan or online gaming or none ? I myself prefer multiplayer over single player. A single player game must be real good.

I grew up playing singleplayer and multiplayer, so I like all of those things.

12. What you rather try not do to, in developing ?

Making an online multiplayer game is is a big technical challenge. I'm looking forward to trying to make one someday.

13. And one final question, 13 number not being superstitious for you i hope, can you tell me something about your involvement in Quake 2 Dawn of Darkness developement ?

When I was brought on to Dawn of Darkness, most of the work had already been done. It was very impressive work. The team had pushed the Quake 2 engine veyr far.

In terms of my contributions, I did some minor lighting work on a few maps and made the floating airship in the final map.

Thank you for your answers and i hope many people learn from your experience about pc games and programing.

19 September 2015

Quake Army Knife editor tutorial for Quake 2

Quake Army Knife editor tutorial for Quake 2 also apply to DoD mod.

I now use Quake Army Knife editor 6.6 beta 5 (i had troubles with Kingpin: Life of Crime and for now im using this version), PakScape 0.08, and WinBSP 1.4, but you can try Quake Army Knife editor 6.6 beta 6 if you wish.

Program to open .pak files:

Quake Army Knife editor:
QuArK

PakScape:
Is used to import/export/delete files, folders from the opened pak file, which is some sort of a archive. You can rename the .pak file to .rar and vice versa but it cannot always work. Quake Army Knife can open pak files, import files, but cannot make folders easily.
http://www.fileplanet.com/50620/50000/fileinfo/PakScape

Files that are needed and used for Quake Army Knife editor:

arghrad.exe
timvis3.exe
txqbsp39.exe

This files can be downloaded from the Quake Army Knife site too. Versions may differ.
tools

I will talk with Quake Army Knife crew, to put DoD.qrk on their site.
addons

Configure the Quake Army Knife editor:

1. Open the editor, choose Quake 2 from Games tab, than click new quake 2 map.
2. Go to Options - Configuration...
Click Quake 2, and edit:
Quake 2 command-line Quake2.EXE +set game roarke
Directory of Quake 2 F:\Games\Quake2
Add-ons button is covered by my tutorial in moddb (Editing your Quake 2 engine based game mod with the editor Quake Army Knife Army Knife)
For output directories... button, always untick ,,Always create pak files instead of writing files in ,roarke,
3. Scrool down to Build Programs Execution Sequence and choose Quake Army Knife etp for Output Map Format.
4. For 1st, 2nd, 3rd programs leave this untoched except the paths to them wich you must edit (Examples for my paths:

1st program: F:\Programe\Quark Army Knife 6.6.0 Beta 5\build\txqbsp39.exe
2nd program: F:\Programe\Quark Army Knife 6.6.0 Beta 5\buildq\timvis3.exe
3rd program: F:\Programe\Quark Army Knife 6.6.0 Beta 5\buildq\arghrad.exe

Now you should see in the 3D window the map with the default Quake 2 textures on the walls and the Quake Army Knife map (.qkm file) will be able to compile fine to .bsp file for the game.

Edit all tabs there if you wish. For example, editing OpenGL edits how you see in the 3d view, not in the game. you can find the 3D button bellow Toolboxes tab in the main editor window.

Saving your level and running/compiling it to a .bsp file:

1. Click File - Save as file...
Save it where you want as Quake Army Knife map (.qkm file), to keep the structure of the items in the editor aranged in order. (the items under worldspawn)
2. Above, in the editor main page, click Quake 2, where you can choose:
GO ! - runs the map and compiles it to .bsp and .map files in the roarke folder and remember that you will still have the .qkm file that you saved for further use (adding/edditing your map) at a later time.
QuickGO
Fastest - No lights rendered.
Fastest on selection only (it does not work for me, and it suppose to show only the items/ map structure/npc etc. that you wish to appear than in the map)
I always use Fastest and GO !
You can also use Complete rebuild for .bsp creation, and i think you should.

Working with a .bsp file:


If you want to open a .bsp file, first exported it from your .pak file where you want, then in the editor main window, by clicking File - Open and choose at Files of type: All files(*.*) at the bottom of the list to see the .bsp file location. (I hold left mouse button an scrool with the mouse wheel). A new window will apear and then click Open in Map Editor. Or simply double click the .bsp file to open it in the editor.

Here you can only edit the Entities (delete/add a item, but you cannot copy and paste a item in the same .bsp file), and in the 3d window it does not show you what entities you have selected, you see this only in wireframe (due to .bsp limitations). Click and then drag the arrow head of the camera tool located in the four default windows map working area to go where you want in the map. Move it in the 3 wireframe windows and it also travels in the 3d window if you use my layout. You find the item by going to the tab Search - Object by name, and ctrl+v to paste the name.

When you want to save the .bsp file close the editor window, then go in file - Save... (at the ,,Open in Map Editor window,, window).
See Editing the layout tab: below for more info and WinBSP: for further information.

Also, when you hover above a tab when you can press f1 to see a contextual help.
And use the ? contextual help in the editor for further help after reading my entire text.

Because the Quake 2 game and modds based on it only needs the .bsp file, after you finished your level, leave your .bsp named file in the maps folder, or in a .pak file in the needed folder structure (in baseq2 folder for Quake 2, or in the mod folder)

For keeping the stucture of your roarke folder with fewer files or folders, or to distribute the maps, textures, sounds, env etc. to users, copy and paste them in a .pak file made with the program PakScape.

Things to know to get you started in mapping:

Opening the 3d window and navigating in 3d:


Click 3D button, then hold left an right mouse button to move in front, backwards and take turns.
To look right, left, up and down only use right mouse button.

Editing the layout tab:

I use 4 views (a) layout and for the 4 window (right bottom one) i apply a 3d window look by right click the window and click - Textured.

Use often:

Edit - undo/redo tabs.
Search - Object by name
Search tab - Holes in map, Basic checks.

WinBSP:

This program is used to convert .bsp to .map. or .map files to .bsp files. Bsp to map screws sometimes the quake 2 map polygons. (walls, prefabs,etc.)
http://www.fileplanet.com/134107/130000/fileinfo/WinBSP

If you have more questions postem on moddb or on my blog.
but i hope you also comment on my blog.

Until next time, enjoy this document. :)

16 September 2015

Ben Glover Dawn of Darkness missing maps, env, etc.




Go there on moddb for the old unreleased DoD files i have post :

Dawn of Darkness missing maps, env, sounds



I have older DoD files from Ben Glover, former DoD map designer, after talking with him. The zepelin level and mine level, among others, are included. Don't use the gamex86.dll included (some AI soldiers get stuck).
Even without this release off gamex86.dll, copy all the folders in your roarke folder. Don't overwrite your existing text files, just let it copy the new ones. It is posible that the identical old ones contain missing lines. This was work in progress, but it has new unused enemies sounds etc., so after you play the maps, leave this old DoD to work with the Quark editor.
The list is :
env, maps (just .bsp files not .map files), pics, players, scrnshot, sounds, sprites, texts, textures, working dll

The map list is, bsp only :
6_2v17, dod2_1_39, dod5_1, DOD5_2, dod6_2_1, dod6_3r2, dod6_4, DOD9_1

The maps are :
Into the Earth, Welcome Home, Cheitan Guns, Into the Earth, dod6_2_1, Mine Docks, Citadel Docks.

Thank you Mr. Ben Glover. I dedicate this to EricBoyceU and all the DoD players.

15 September 2015

Ben Glover, former DoD developer have sent DoD files

Ben Glover, former DoD developer have sent older DoD files not seen in the demo, after talking to him by email. Thank you Ben Glover.

 The files are free, but it is nice that you give Anssi Hyytiäinen credit if you use them for your own game project and release it for the public. I have older DoD files from Anssi Hyytiäinen, former DoD map designer, after talking with him, and was given permition to release the files for the public.

11 September 2015

Smoke texture example



Smoke animated texture example.

Searching programs who can make textures at pixel level



Coins texture i made (zoomed out above) in Quake 2 palette, with the program Pixel art Painter Free by esukeapp in android platform

I feel that a program like Paint Shop Pro 7, which i use, must have been able to work with and not just zoom in, at pixel level. Of course you can still work with, but something i feel is missing. I'm thinking in using a Minecraft texture program. Even if i don't play Minecraft and Pixel art Painter Free is made by a japanese developer (don't know japanese language, so email him for program related problems is out of the question), thus could be a problem, i still want to try to do something.

Emails sent to former DoD team

I have sent emails to former DoD team, asking for information and help.. Some are not available.

08 September 2015

Working for maps in books, dungeon crawl style



In ianuary 2015 i was talking about implementing a map system in a book that you read ingame. Adding lines as numbers in such, like ---- in Quake2\roarke\texts\books.txt didn't work. The game just see them as blank spaces."Ledger of Commands" from the ingame screenshot is just a example, "Index 0" was modified and didn"t worked.
I was thinking that a dungeon crawler thing will work. I think that letters work, but i'm gonna test this (letter stack on top of each other, like below). I like in Dawn of Darkness to keep simple, if it is working.
------------0-----------
l                              l         0 - windows
l             x               l         l - wall
l                              l         x - treasure
------------0-----------

05 September 2015

+set game roarke vs + set game roarke

+ set game roarke command will give you this :



Where is everybody ? :)


The Quake 2 first level with the DoD mod weapon, the knife. But, the npc are missing.
Setting +set game roarke, show the mod in the proper way. So, a bit like a dos command put bad will kill the game console and put your player in the Quake 2 setting with only sounds and effects working.

04 September 2015

What can you do with my images

You can, after i will release them, crop, use them as it is, make textures for other games etc. but ask me first and after that give credit from where you took them in the first place.

02 September 2015

QeffectsGL as of 2015, have problems, hard fix applied

Renaming opengl32.dll from QeffectsGL, as 3dfxgl.dll and viceversa (3dfxgl.dll as opengl32.dll), fooled Quake 2. In the video menu of DoD, you apply default opengl, than 3dfx opengl. Next time you gotta do it all over again (apply the video modes and QeffectsGL will work) because it is reverting to software mode. If your DoD works, under a different operating machine, don't do this. If you don't want to use QeffectsGL, OpenGL or software that belongs to the DoD mod will work.

This is 3.24, use it with Dawn of Darkness.
markshan
This is a simple, no-frills patch that fixes bugs (including the nVidia 191.x driver
crash) and adds only meager tweaks aside from Ogg Vorbis support.  Intended for
Quake2 purists who have been using the woefully out of date version 3.20, it is not
intended to add new features or be an engine mod in its own right.

It is based on the 3.21 source released by John Carmack in December 2001, with code
by myself, Berserk, CDawg, Pat Aftermoon, Anthony Jacques, David M. Pochron, Dopefish, GuyP, Jitspoe,
MH, MrG, NeVo, Skuller, Riot, R1ch, Psychospaz, Pooy, Sul, and anybody else I forgot.

As this release is not made or supported by id Software or Activision, please don't
ask them for support with this.

dawn of darkness enhanced graphics v1