UQE Quake – Project Launched!
I’m currently in the planning stages of actually starting out development work on UQE Quake!
If all goes according to plan I should be able to start with the development process between December 2011 and January 2012. All the features that are currently available in UQE Hexen II v1.14 will be ported over to UQE Quake. Obviously only the features that are compatible between the two game engines will be ported.
Once all the features intended for the initial release is ported I will look at a few other odd issues, like for example the field of view (FOV) changes that have to be made to accommodate wide screen monitors. The additional fixes and changes will also be back-ported to UQE Hexen II.
Unlike Hexen II there are a huge number of ports and modifications to the original Quake. So whats the purpose of UQE Quake?
Well, its pretty simple. When I started the UQE project back in 2006 I wanted to be able to play these older games as close as possible to its original, except for a few fixes and additions. Originality is the key, with its strengths and weaknesses. The UQE Quake project will be no different. If you were too young to remember what Quake was all about and for that matter Hexen II as well, the UQE versions of these games will set you on the right path.
Whether UQE Quake will have a software renderer just like the UQE Hexen II project is debatable since I’m not sure how many people are still actually bothered having a software renderer. It should be possible to emulate the feeling and atmosphere the software renderer had by adding point sampled texture rendering to the OpenGL renderer. If that works out well, the same could be applied to UQE Hexen II.
The UQE forums is the place to be to follow the developmental process as well as contribute to the project.
http://forums.korvinkorax.com/viewtopic.php?f=11&t=2
http://forums.korvinkorax.com/viewtopic.php?f=11&t=4