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Jacques Krige Feb 27, 2013 @ 2:45am
UQE Quake
Almost six years after the initial release of UQE Hexen II the UQE Quake project got its debut in 2012. The project had quite a number of false starts over the course of the past few years before it finally saw the light.

Since the original Hexen II game were built on a heavily modified Quake engine, most of the fixes and features were back-ported from the UQE Hexen II project over to UQE Quake with relative ease within the span of a couple of weeks.

This update addresses one main issues (v1.11):
- Fixed gamma correction for screenshots.

More Information & downloads for UQE Quake is available on the following url:
http://www.corvinstein.com/news/2012/03/uqe-quake

If the game fails to start it may be that the machine is missing the redistributable package.
Visual C++ Redistributable for Visual Studio 2012[www.microsoft.com]
Last edited by Jacques Krige; May 9, 2013 @ 4:04am
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Jacques Krige Apr 20, 2013 @ 6:06am 
At this time the binaries are not compatible with any Windows release older than Windows Vista.
Jacques Krige Oct 1, 2013 @ 12:47pm 
This video shows UQE Quake in action at 16:9 widescreen complete with OGG Vorbis soundtrack playback!
http://www.youtube.com/watch?v=fG0AAoHQSpM
http://www.corvinstein.com
AN UPSET Oct 2, 2013 @ 11:27am 
What does this engine offer that many others don't offer already?
Where's the source code for these binary-only releases?
Why is it using and relying on FmodEx?
Why do you need to distribute modified progs for id1, hipnotic and rogue?
Jacques Krige Nov 6, 2013 @ 11:35am 
Answers for your questions lies within the included documentation. ;)
Jacques Krige Nov 6, 2013 @ 11:39am 
An update for UQE Quake got released earlier today.
Included is improved support for keypad portion of keyboards and fixing a odd crash that occurs when media is detected in optical drives as well as a host of minor tweaks.

http://www.corvinstein.com/news/2012/03/uqe-quake
http://www.corvinstein.com/resources/downloads/games
Johnny Law Nov 6, 2013 @ 5:12pm 
Originally posted by Jacques Krige:
Answers for your questions lies within the included documentation. ;)

I respect anyone who has slugged their way through the Quake codebase to create a workable engine. If you really would like to get other folks using it though, then IMO you should try to communicate the answer to that first question above. People aren't going to download your work in order to find out why they should download it. :-)

I've followed the link over to your site before, and I admit I was a little confused. Your description says that the purpose of UQE Quake was "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". But there's been a large number of other Quake engine projects; were you unaware of them, or did you try to solve some issue that none of them tackled?

And for anyone that is currently using Fitzquake or QuakeSpasm or DirectQ or DarkPlaces or ProQuake or Qrack or ezQuake or etc. etc. ... what have you got to grab their attention? Share the major distinguishing features of your project; you'll get more eyeballs and downloads that way than you will by just posting links.
Jacques Krige Nov 7, 2013 @ 3:56am 
I'm aware of all those engines. UQE Quake is a port of all the work I've been doing over the years on my other (and main project) called UQE Hexen 2, which is a long running Hexen 2 port and 1 of only two major Hexen 2 ports out there: If you are not using HoT (Hammer of Thyrion) you are using UQE and vice versa.

Basically UQE Quake are for those players that finds the UQE Hexen 2 design direction appealing which are Quake fans as well. Most Quake community members typically would not be very much concerned about Hexen 2, but the inverse holds true.

UQE Quake are for them.
I've followed the same development direction for my Quake 2 engine mod.

UQE Doom 3 only adds native widescreen support, easily accesible through the menu system.
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