Dreamplaces

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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Dreamplaces

Post by mankrip » Fri Jul 27, 2007 6:53 pm

I found at YouTube that Chui is porting Darkplaces to the Dreamcast:


It takes a while to load. The game starts at 00:54.
As you see, it's running at 640x480 and has dynamic lights. The dynamic lights are visible at 3:04 when he's using the shotgun, at 3:27, and at the end of the video, when the bird and the tree are fighting.

That's great news. Hopefully QuakeDC will finally become obsolete.
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Re: Dreamplaces

Post by linlinlol » Fri Jul 27, 2007 11:30 pm

DP is memory heavy for the engine alone, so i'm a bit skeptic about this being real
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Re: Dreamplaces

Post by Tyne » Sat Jul 28, 2007 1:20 am

Looks legit to me, same texture errors DCQuake displays (whited out textures) along with other visual problems that DCQuake displayed but is running DP Features. This is amazing regardless even if it's an early version! I wonder how he managed to do it?

My only main concern is RAM usage as DP is a memory hog =P
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Re: Dreamplaces

Post by emptythought » Sat Jul 28, 2007 2:17 am

I wouldn't doubt it coming from Chui.
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Re: Dreamplaces

Post by linlinlol » Sat Jul 28, 2007 2:23 am

i'm starting to really doubt this.

Chui seems to be part of '3dfx development', as in the group of nobodies who really think they are a legal established company, riding only on ego etc, and all sorts of crap they fail to deliver like this.

Attention stunt, and I recall seeing the same visual artifacts on a s3 Savage Pro Twister integrated laptop video chipset in GLQuake / CheapHack / Darkplaces
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Re: Dreamplaces

Post by Tyne » Sat Jul 28, 2007 4:12 am

Bit of a harsh reply :\
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
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Re: Dreamplaces

Post by linlinlol » Sat Jul 28, 2007 2:03 pm

yeah but jumping to conclusions is fun
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Re: Dreamplaces

Post by mankrip » Sat Jul 28, 2007 5:59 pm

linlinlol wrote:DP is memory heavy for the engine alone, so i'm a bit skeptic about this being real
Maybe that's why it doesn't output any sound, like Bero's DCQuake 2 port. And the map in the video looks quite small.

Here's an earlier video:
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Re: Dreamplaces

Post by skroooagh » Sun Jul 29, 2007 1:11 am

So, do you think this means the DC could finally have a nextwork-compatible Quake engine?
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Re: Dreamplaces

Post by mankrip » Mon Jul 30, 2007 5:14 pm

All I've seen is those videos, I don't know what Chui is doing with this port.
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Re: Dreamplaces

Post by Christuserloeser » Wed Aug 15, 2007 10:29 am

I remember having asked him about hardware acceleration in nxMakaqu back in January 2006. It's great that he didn't forget about this. :)
linlinlol wrote:some bs
Have you ever tried any of Chui's projects ?
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Re: Dreamplaces

Post by Morphv2 » Sat Aug 18, 2007 11:39 pm

DP is a resource hog, but he could be using a software culling technique, interfacing with the Kyro harware register set or some shit like that.
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Re: Dreamplaces

Post by linlinlol » Tue Aug 21, 2007 3:29 am

Morphv2 wrote:DP is a resource hog, but he could be using a software culling technique, interfacing with the Kyro harware register set or some shit like that.
what kyro? DC has the even worse neon250 chip.

(Darkplaces doesn't work well on a Kyro at all, especially with dynamic lights. Realtime lighting would blacken the level completely as there is no cubemap support, so yeah that's out of the question)
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Re: Dreamplaces

Post by Christuserloeser » Mon Mar 10, 2008 6:01 am

There's a tech demo out now.

http://www.dcemu.co.uk/vbulletin/showthread.php?t=96302

It doesn't have sound and I haven't really figured out the default controls but it works.
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Re: Dreamplaces

Post by Moi » Mon Mar 10, 2008 9:27 am

Well I've just tried it and I must say, it looks really promising speedwise. Though the controls are mapped kinda weird and rotating the view using analogue stick is a way too slow. I'll try to extract the files, which are only needed for dream places from the image and release them, so people can try mods as TAOV with it.
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Re: Dreamplaces

Post by Moi » Mon Mar 10, 2008 10:19 am

Well I got DP separated from the rest of the image:
http://rapidshare.com/files/98457711/dp.rar.html (7,3 mb)

dreamplaces.bin is unscrambled. I used demomenu to boot it up after pressing Y and X (no idea which one switches demomenu to unscrambled loading mode).
The archive includes some maps(which also are part of chui's dp compilation) however I could not test them, since I don't have a dc keyboard at my apartment.

EDIT: I've just taken a look at the key-binds and they look totally f*cked up to me because you kinda do multiple things while pressing only one button, like jump and shoot and shoot und run forward. Chui didn't rename the key names for the dc-joypad either.
My findings for the names so far are:

Code: Select all

downarrow - dc down
uparrow - dc up
leftarrow - dc left
rightarrow - dc right
joy7 - dc x
joy2 - dc b
joy6 - dc y
joy3 - dc a
joy4 - dc start
tab - dc right shoulder
backspace - dc left shoulder
I can only hope someone with a dc-keyboard can test ist and tell us how the keyboard controls are...
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Re: Dreamplaces

Post by Tyne » Mon Mar 10, 2008 12:17 pm

Shame I'm out of CD-R's, if anyone can tests mods with this that'd be great.
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Re: Dreamplaces

Post by Tyne » Mon Mar 10, 2008 1:41 pm

Also where's the source code?

Edit: I also highly recommend removing Q3DM7 from there, quite illegal.
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Re: Dreamplaces

Post by Christuserloeser » Mon Mar 10, 2008 3:20 pm

Moi wrote:Well I got DP separated from the rest of the image:
http://rapidshare.com/files/98457711/dp.rar.html (7,3 mb)
Cool. :)
I can only hope someone with a dc-keyboard can test ist and tell us how the keyboard controls are...
I haven't tested it with a keyboard yet, but I am positive that it's the keyboard that it's meant to be played with. It doesn't seem possible to get very far with just using the controller.

Also, all other games on the compilation seem like they would be playable with a keyboard.


EDIT: It expects a keyboard in port 4 and also a mouse it seems. Now I don't have a mouse but customizing controls with keyboard is no prob.

I've been running around now a bit and speed-wise it's really promising :)


Tyne wrote:Also where's the source code?
Why don't you email/PM Chui ? =P


Hm, maybe it' included to the compilation... ?
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Re: Dreamplaces

Post by law56ker » Mon Mar 10, 2008 7:40 pm

Thank you so much for your hard work!
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