Where it stands
Evil Engine finds the Bunker on its own and reads it the way the game does. Its files point at each other by paths from its developers’ own machines, so most of the time the game falls back to finding a file by name across the folders its resources.cfg lists, and Evil Engine does the same. That’s a little under 23,500 files, fingerprinted in parts (the props, each of the 11 maps, the scripts, settings, sounds and voices), and every file matched Steam’s own checksums.
All 11 maps show up in the Singleplayer menu. Pick one and it converts with the game’s own models, materials and textures, and you fly around inside it with a free camera. The largest, the Central Bunker, places about 4,700 models and converts in about three and a half seconds. Where a map has a sky and a sun, those come across too. What’s missing for now is light: the maps’ own lights aren’t converted, so everything draws in flat ambient light.
Known issues
- No lights yet, so maps look flat. Layered materials show only their first layer, and decals and see-through surfaces don’t draw quite right.
- When two files share a name, which one the game really loads hasn’t been settled for 51 names. Both are kept until it is.
- Rotations, which way you face when you spawn, and how skies are turned all come from the game’s files, but haven’t been checked against the game itself.
Next up
- Settling which file the game loads when two share a name.
- Checking rotations, spawn facing and skies against the game itself.
- Lights, decals, terrain and particles, as Evil Engine’s formats for them land.