Quake
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.jacqueskrige.site

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; Nov 13, 2018 @ 8:25am
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Showing 1-15 of 23 comments
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=sNAClnJ3xNo
http://www.jacqueskrige.com
Last edited by Jacques Krige; Feb 22, 2015 @ 12:51pm
AN BIFFED ELF!!!! 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?
Last edited by AN BIFFED ELF!!!!; Oct 2, 2013 @ 11:31am
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.jacqueskrige.com
Last edited by Jacques Krige; Feb 22, 2015 @ 8:05am
JLaw 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.
Last edited by Jacques Krige; Nov 7, 2013 @ 4:00am
Jacques Krige Feb 22, 2015 @ 8:06am 
Just a heads-up that I've moved the download for UQE Quake to my personal site since the original site I hosted it on expired recently.

http://www.jacqueskrige.com
Last edited by Jacques Krige; Feb 22, 2015 @ 12:56pm
ContraZombie4 Jul 30, 2015 @ 11:20pm 
Is this (The Ultimate Quake Engine) in any way related to the Ultimate Quake patches?
Jacques Krige Aug 4, 2015 @ 9:24am 
Not at all.
Jacques Krige Oct 4, 2016 @ 3:03am 
Most of the changes for this release were under-the-hood fixes to various issues. The FMOD sound system used to perform music playback were updated to the latest build and the playback code has had a total overhaul. The ability to change the view size were re-introduced to finally allow the ability to show or hide the top inventory area on the statusbar. Another tweak were introduced to adjust the world view to hide as little as possible of the world behind the status bar on very low resolutions.

The list of video mode slots have been freed-up to allow the possibility to run at 4K screen resolution. The libraries exposing OpenGL 4.5 extensions were updated. There were various tiny NPOW2 flaws with model skin texturing that has been fixed. Some models and textures had issues rendering fullbright pixels properly with regards to animated skins and textures.

The ability to render the world in wireframe mode were added. It gives an interesting perspective on how the world is rendered on a more technical level by showing how geometry move, rotate and gets culled by the renderer based on the position and direction the camera is facing.

Functionality have also been added to enable the engine to load inflated versions of the original 8-bit low resolution textures to double their original size which in turn doubles the amount of texels on any given surface. This reduces the blurriness of textures to a comfortable midway point between the pixelated look of the original software renderer and the excessively blurred look of the hardware renderer. This produces a much smoother and sharper view of the world.

Some engine tweaks to ensure it properly runs on Windows 10 as well as removing the ancient assembler code from the engine and rather use standard C code instead. The assembler code was required on very old hardware to improve performance, which with today's hardware is unnecessary engine bloat.

The engine were compiled using Visual Studio 2015 Update 3 and should run great for old-school gamers running on modern hardware.

http://www.jacqueskrige.com/news/2016/09/uqe-quake-updated
Syrion Oct 5, 2016 @ 7:37am 
I gave the newest release a try. I've got the problem that I can't change the brightness. No matter where the brightness slider is or which gamma value I type in, it stays exactly the same.
Jacques Krige Oct 5, 2016 @ 2:45pm 
Hey Syrion,

I'll do some testing on this.
So basically... does the slider retain the value, yet the brightness doesn't change?
If you restart the engine, does it still retain the value you chosen?

If I understand correctly, the value is kept, yet the actual gamma ramp doesnt change?
Is the view you are getting very dark or very bright?

And what Windows version are you running?

If you used the previous version... did this issue crop up with the current release?
The gamma code UQE uses is ported from Q3A... if you own it, how does Q3A's gamma behave for you?

Soz all my questions. ;)
Last edited by Jacques Krige; Oct 5, 2016 @ 2:48pm
Syrion Oct 6, 2016 @ 1:30am 
I'm running Windows 10 on a laptop. I'm not exactly sure about the previous version, it's been a while, but I think I didn't have the problem with it.
The slider seems to work, when I set it at a different point the "gamma" value changes accordingly. The lowest is "2.75", the highest "0.5". Yet, no matter what value it is, the game is just as bright as before. Generally it is very bright, comparable to WinQuake with the brightness slider in the middle (gamma 0.75). When I restart the game the brightness slider and gamma value are the same as before, but brightness still isn't changed.

Another problem I get is that the game crashes when I try to start using the 1920x1080 bat file ("Could not initialize GL [...]"). But that may be an issue on my part. I also can't use a higher resolution on vanilla GLQuake, and vanilla Quake 2 doesn't start at all. So, that may have nothing to do with your engine.
Jacques Krige Oct 6, 2016 @ 1:21pm 
I'll will try doing a few tests. On my two Win10 machines here (desktop & laptop) it seems to function fine. I'll have a few of my friends try it out and see if I can get a simulation of this.

About the resolution issue... start the engine (and you could try on vanilla too) and go to the video mode menu and see if your desired resolution is in that list. UQE should have more relevant resolutions on the list than the vanilla engine. It only got a limited number of slots available. I've filtered out a real lot of the lowrez ones.

Also, since you are on the laptop, you may have a dedicated and a discreet GPU, see if you can force one or the other and see if that gives you the same or different results on the gamma and resolution issues?
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Date Posted: Feb 27, 2013 @ 2:45am
Posts: 23