QUAKE communities have always been fractured as players gravitate towards a certain title. From Q1 to Q3, there are at least 1,500 quality community-made levels - many of which have either not received the acclaim they deserved or are slowly disappearing from online presence.
DarkMatter is a project that will ultimately provide a unified platform for enjoying the classic QUAKE maps and titles in specially-made mods on a robust, high-performing and stable engine. It will be split into engine and game logic modules, and focus on recreating and refining classic QUAKE gameplay experiences for a wider audience. Hundreds of custom-made levels will be given a new lease of life with high-def levelshots, author tags, entity and clipping fixes as well as detailed map variables to use in filterable map browsers and map cycles.
Current core engine features
- A flexible filesystem for loading from multiple game bases, with automatic detection of game installation paths.
- Supporting maps and assets from QUAKE LIVE.
- Ogg Vorbis codec
- Aspect-correct UI and expanded field of view (including weapon FOV) for widescreens
- Entity override dumping and loading for servers to modify level items
- Detailed cvar descriptions straight from the console, min and max values for all appropriate cvars
- A number of added cvars and commands providing more customization and control
More information including features and installation instructions available in the assets/docs directory.
Quake3e engine features:
- optimized OpenGL renderer
- optimized Vulkan renderer
- raw mouse input support, enabled automatically instead of DirectInput(\in_mouse 1) if available
- unlagged mouse events processing, can be reverted by setting \in_lagged 1
- \in_minimize - hotkey for minimize/restore main window (win32-only, direct replacement for Q3Minimizer)
- \video-pipe - to use external ffmpeg binary as an encoder for better quality and smaller output files
- significally reworked QVM (Quake Virtual Machine)
- improved server-side DoS protection, much reduced memory usage
- raized filesystem limits (up to 20.000 maps can be handled in a single directory)
- reworked Zone memory allocator, no more out-of-memory errors
- non-intrusive support for SDL2 backend (video,audio,input), selectable at compile time
- tons of bugfixes and other improvements
- Check for map shaders and textures in BSP path first
- QUAKE II (IBSP 38) Support
- WAL image loading
- PAK file support
- MD2 model loading
- Screen regions for additional widescreen HUD alignment
- Flexible window controls (resizing, WinKey screen alignment)
- Tall screen aspect ratio support
- Update console font scaling when toggling r_fullscreen
- Threewave and Jailbreak:POW menu fixes