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Games

Every game Evil Engine supports, 25 so far, one ticket each. Each ticket runs the same eleven checks, from finding your copy to visiting its maps. A check only counts once it's worked on a real copy.

  • Done
  • Partial
  • To do
  • N/A

Source

Reads VPK and GMA archives, MDL models, VTF textures and VMT materials.

Unity

Reads UnityFS bundles, Addressables catalogs and serialized files.

EA Pegasus

Reads BIG archives and Attrib vaults.

HPL2

Reads loose resource folders searched by name with the engine's own folder match, XML maps, entities and materials.

HPL3

Reads loose resource folders, XML maps, entities and materials, and entry.hpc mods.

Phoenix

Reads loose Data folders under the game's own core mods, baked DDS and model caches, and XML read the way TinyXML reads it.

BeamNG

Reads ZIP archives laid over the game's own folder, .link redirects, textures named as PNG and shipped as DDS, and jbeam vehicles whose meshes and materials are found by name.

Quake

Reads PAK archives, each laid at the game folder it belongs to.

GoldSrc

Reads game folders in the order the engine searches them, the HD and addon folders the player's settings turn on, and PAK archives under each folder's loose files.

Blitz3D

Reads loose files found by path, RMesh rooms that name what they draw, and mods whose INI tables merge into the game's.

Unreal Engine

Reads paks and IoStore containers, every file named without unpacking a byte, the record of what each package loads, and Unreal Engine 3 packages.

Maxis

Reads DBPF packages, every resource found by its type, group and instance, laid in the priorities the game's own configs give, with updates deleting what they take away.