Tag Archives: texture

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!

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Doom Engine WAD Reader and Extractor

The Doom Engine WAD Reader and Extractor is an application designed for viewing and extracting information found inside data files known as “WAD” files.

For the longest time since I created levels for DOOM and DOOM-based games I wanted to get into the technical side of the idTech1 engine, but sadly I never got around that. I don’t know why it turned out this way. Maybe because there’s never enough time, or maybe because I was so much involved in the Quake engine development scene.

I always wanted to build a DOOM-like game. I have a great appreciation for the technical design style and fast game-play. To save valuable time I decided to use DOOM’s original art assets while I develop the game engine to spare myself the extra effort and management of new original art asset development. Using original DOOM assets will further help doing a more direct comparison against the original DOOM.

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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.

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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:

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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.

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