Tag Archives: animation
UQE Hexen II v1.14 Released!
Its been a long time coming, but finally its here!
UQE Hexen II v1.14!
This new and second release of UQE Hexen II came almost five years since the very first release back in 2006 and it boasts a number of really great additions and fixes to the engine. Here we will highlight the most important ones, but for a complete list of new features and changes see the change log.
When it comes to the technologies used; I have updated the DirectX libraries to the latest and compiled and linked to them as well as updated the OpenGL extensions header files to make sure the code is aware of any new extensions that are available. The engine have also been compiled with Visual Studio 2010 which in itself fixes a lot of issues with the binary engine. All 16-bit video modes have been removed from the engine to create room for higher resolutions up to HD resolutions.
Emulating Quake – Part II
Quite a few things have been happening since my last entry. Yes I did work on the project through christmas and the new year’s festivities. Most of the code since my last entry got restructured and rewritten to accommodate features as I’m moving along. Its interesting how one’s line of thought evolves as you are working on a project.
What have happened?
Unlike 18 December, I have split the data structures now into two distinct parts: “disk” structures and “memory” structures. The “disk” structures are only used to store data loaded from the Quake media files, in this case BSP data, from where it is used to build the more practical “memory” structures used by the game code. Apart from all the rewriting some code the new features added to the game project is: