TLDR: We programmed other map formats into this Quake1 engine (ex: wolfenstine enemy territory), and we also modeled and programmed weapons similar to the old Unreal and UT weapons. We have found C++ code (opensource) that parses unreal (1997)/unreal torunament maps. Our engine is in C. We would like more contributors to…
This opensource project already has over 200 weapons; so there is value in adding more map formats that it can load. When we programmed in wolfenstine:enemyterritory support into the engine; and then supporting code in the game code; that opened up 600 maps to this project. The same would be nice for unreal 97/ unreal…
Model_brush.c is the main file where new map and model formats are parsed: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/model_brush.c An example one is void Mod_OBJ_Load on line 7562. Which loads the triangle data for an obj file (loads the vertex and then the face data). It would be…
Various weapons somewhat similar to the old unreal weapons have already been modeled and programmed into this game. They are all opensource, everything is opensource. The models were build in blender3d and are given out GPL etc. The game code is in QC, the engine code is in C. (And: No we will never remove the work we did…
Here are some screen shots to show that, yes, wolfenstine enemy territory maps are being run on this quake 1 engine: that I did, indeed do the work. And that this project is not a derelict: it implements new map formats, and new features. And if you helped with unreal 97/UT99 map loading (for which C++ opensource code…
TLDR: Please help our opensource project load .unr maps from Unreal 1 and UT 1 . https://sourceforge.net/p/chaosesqueanthology/tickets/2/There is allready C++ code (https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2) that does it, but our engine is in C: and we only need to load in the…