Tag Archives: quake
DOOM 3 Widescreen Support
The past few weeks since the release of UQE Hexen II and UQE Quake recently I’ve been hard at work doing some research into a few of the other GPL released idTech engines. The reason for taking a look at the other idTech engines is to get an idea which one will be most suitable for a completely new game project.
Its not going to be an easy decision to choose one of the three idTech engines that were developed after Quake. This is mainly due to the fact that I need to strike a balance between how current the engine is and the almost arcade-like feel and play-ability of mid 1990′s FPS games that needs to be achieved like the classic Doom games and Quake.
UQE Quake v1.10 Released!
There has been numerous times where I started work on a fixed-up version of Quake, but never got around to finish it. Sometimes life has a way to get in the way of things. This time around I stuck it out and got it finished! I’ve worked on Quake development the day its sources got released back in 2000, but eventually ended up working on Hexen II instead. With UQE Hexen II now done, I decided to start work on UQE Quake and get all the great fixes I did on UQE Hexen II back-ported to the new UQE Quake project.
The UQE project is a very personal one where the goal is to fix the engine just enough to enable me to once again enjoy one of my most favourite games of all time without having to use DOS emulation software or an older version of Windows because of compatibility issues with modern day hardware, drivers and operating systems. Its been a long time coming indeed!
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.
MDL Model Conversion
The past two weeks I’ve been doing a lot of reading with regards to the specifications of the Quake1 (and Hexen2) MDL model format and the Quake2 MD2 model format. Mostly looking at where they are similar, where they differ and if there is any functionality missing in the one and extra in the other and vice versa as well as anything thats engine specific. I mostly relied on 3rd party spec papers as well as Quake1 and Quake2 engine/tools code to understand the structure of both formats.
Most of my time was spent decoding the MDL format and making sure that all data I load DOES make sense because theres no ways you can during the process know if you are doing it right or not, unless you are willing to spend the time to echo your results in a custom renderer to visualize the data. I’m too lazy for that type of effort.
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:
Emulating Quake
Lets start by saying that those two words used in my subject has unleashed quite some interesting responses.. in far more ways than I expected. Given the facts from all sides, this is what is happening and what is possible through this.
First question would probably be: “Why Quake?”
Its very simple actually. Quake is the most simple of the modern-day polygon-based FPS games out there, with the least or none extra logic that is not the gameplay itself in making a simple FPS game.
Your second question would probably be: “Why emulate/re-write Quake?”
To set the record straight, its an emulation of Quake “The Game” and not a re-write of Quake “The Engine”. Infact, the old engine is so outdated right now and has such a lot of porting problems and design flaws in it, it will be just as hard fixing it as it will be re-writing it.