DarkPlaces is a game engine based on the Quake 1 engine by id Software. It improves and builds upon the original 1996 engine by adding modern rendering features, and expanding upon the engine's native game code language QuakeC, as well as supporting additional map and model formats. The Xonotic GitLab mirror is not officially maintained by the DarkPlaces team. Please use the official GitHub for reporting issues and submitting pull requests to DarkPlaces. Any references to their resources are strictly for user convenience as we may not yet provide official counterparts, such as our own Windows binaries . More complete builds are available in xonotic.org engine zips. These support Windows, Linux and macOS, and include the current libraries needed for all features. DarkPlaces supports many Quake-based games and you can select which it will run by renaming the executable so it's prefixed with the game's name, for example rogue-sdl.exe , or by passing a cmdline argument such as -rogue . This changes various engine behaviours and cvar defaults to suit the game. The supported list and related details are defined in com game.c. Mods which aren't listed there can be run with (for example) -game quake15 in which case DP will use the same behaviours and cvar defaults as for id1 Quake. All of Quake's data access is through a hierarchical file system, the contents of the file system can be transparently merged from several sources. The "base directory" is the path to the directory holding the quake.exe and all game directories. This can be overridden with the "-basedir" command line parm to allow code debugging in a different directory. The base directory is only used during filesystem initialization. These instructions are adequate for Quake, but for Xonotic please refer to its wiki. The minimum SDL version is 2.0.18 for Linux and 2.24.0 for Windows. The supported compilers are GCC and Clang. The following package names are for Debian, see below for Windows and Mac. 1. Install MSYS2, found here. 2. Once you've installed MSYS2 and have fully updated it, open a MinGW64 terminal ( not an MSYS2 terminal ) and input the following command: From a terminal, in the engine's root directory, input make help to list the targets. To build the main executable, input make sdl-release which creates the file called darkplaces-sdl or darkplaces-sdl.exe (Windows). If you get errors (that don't seem to be about missing dependencies) try make clean before compiling, especially if you updated your system since the last time you compiled. Not recommended due to poor support for C standards, and lack of maintenance. The Release build crashes. The Debug x64 build doesn't crash (but is rather slow) so this will be Fun for someone to debug. To get a build suitable for playing you'll need to use MinGW GCC, or download the autobuild from Xonotic (see above). 1. Install the Emscripten SDK 1. After activating and sourcing emsdk, compile DarkPlaces for wasm using; 1. Copy darkplaces-wasm.js , wasm/index.html , and wasm/autoexec.cfg files to your web server 1. Copy the Quake pak0.pak and any other files into the same web server directory For the standalone version (single HTML file containing engine and data): 1. Before compiling, copy game data and .cfg files to the appropriate gamedir in wasm/preload (for example, pak0 from Quake would be in wasm/preload/id1/pak0.pak ) 1. After activating and sourcing emsdk, compile DarkPlaces for wasm using;
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Discovered by embedding cosine similarity (sentence-transformers MiniLM, 384-dim).