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Updated Release 27th Oct 2018 Unity based port of Ultima Underworld I and II. Download under releases
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hankmorgan Config option for automatically eating food when hungry.
Moved fleeing and injured to properties.
Placeholder class for NPC audio effects.
Latest commit 48fff97 Mar 17, 2019
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Assets More switch types decoded. Jan 15, 2014
Editor/UnderworldEditor Set the Poison (other) spell to behave more like vanilla. Dec 31, 2018
Skunkworks Release 1.06 Feb 11, 2018
UW2 Conversations Ultima Underworld 2 conversations decompiled using UWA decompiler. UW… Jul 4, 2016
UnityScripts Config option for automatically eating food when hungry. Mar 17, 2019
assets Doors working in all cardinal directions. GUIs Implemented for a numb… Apr 27, 2014
Asset folder listing.txt
Code Credits.txt Ported some of Underworld adventures conversation opcode/stack code i… Feb 19, 2017
Conversations.h Implemented UW2's switch_pic Jun 18, 2017
D3DarkMod.cpp RAIN AI Integration. Basic AI behaviour "Bragit" Oct 4, 2015
D3DarkMod.h Resized patches for TMAP objects in UW to match new brush size settings. May 24, 2014
D3DarkModTiles.cpp FBX Export : North South East & West facing doorframes + aligned text… Nov 15, 2014
D3DarkModTiles.h The Bullfrog puzzle Jun 26, 2014
Instructions.doc Instructions on how to create a unity level and hud Dec 6, 2014
LICENSE Create LICENSE Sep 1, 2017
Map list.txt Fixed Shock repack mode to work with save games(they have extra chunks) Jul 23, 2014
Player_Dat (UW2).xls Fixed bitvariables to use the full range of values. Nov 3, 2018
SourceEngine.cpp Unity editor script generation. Sep 25, 2014
TNOVA_path.txt Game Select screen at start-up Jul 20, 2017
Underworld 2 Questions.xls Underworld Save editor now allows charname editing, viewing of invent… Sep 15, 2018
Unity.cpp AI's now use Goal and Gtarg. Dec 25, 2016
Unity.h Book & Scroll reading implemented in UW. Aug 25, 2015
asciimode.cpp Magic missiles now use the proper projectile heading values for motio… Jun 4, 2018
asciimode.h Linux release. Feb 14, 2018
config.ini Config option for automatically eating food when hungry. Mar 17, 2019
fbxExport.cpp Linux release. Feb 14, 2018
fbxExport.h UNITY: UW1 Doors early version Nov 16, 2014
fontdecode.cpp Underworld demo compatibility fixed. Oct 5, 2015
gamegraphics.cpp Once more. Tweaks to TMAP positioning Sep 10, 2018
gamegraphics.h UW2 Critter animations script generation. Jul 9, 2016
gameobjects.cpp Linux release. Feb 14, 2018
gameobjects.h WIP Code for storing magic projectile velocity in mobile object data. Aug 7, 2017
gameobjectsrender.cpp Doors located within change terrain tiles are created at the height o… Dec 30, 2015
gameobjectsrender.h Objects bordering walls are not adjusted a tad for display purposes Jan 11, 2015
gamepaths.txt Skunkworks Map loader for Terra Nova Strike Force Centauri. Mar 5, 2017
gamestrings.cpp Game strings are now loaded directly from strings.pak in UW1. Jan 27, 2017
gamestrings.h Critter Extract can now accept an auxilary palette no as a param for … Aug 8, 2014
hacking.h No commit message Sep 29, 2015
light theory updated.txt Added notes on action_lighting theory Jul 22, 2014
main.cpp Once more. Tweaks to TMAP positioning Sep 10, 2018
main.h Once more. Tweaks to TMAP positioning Sep 10, 2018
materials.cpp Finally (maybe) fixed the floor textures on the change terrain trap. Nov 21, 2015
materials.h Misc bugs and changes to materials_build_mode. Aug 17, 2014
modding.txt Modding: Textures can now be loaded at runtime with normal maps. Norm… Jan 1, 2018
player_dat (uw1).xls Underworld editor loads additional character info. Sep 18, 2018
scd_ark research file.xls Implemented the Bliy Scup spawning hack trap. Dec 17, 2017
scd_ark.xls Update various usages of getstring to use correct uw2 strings. Oct 5, 2017
scripting.cpp Misc bugs and changes to materials_build_mode. Aug 17, 2014
scripting.h More main menu code Aug 5, 2014
shock_object_config.txt Action_Change_Type enabled for force doors and force bridges. (using … Feb 13, 2015
shock_object_settings.txt System shock objects will now load (properties not set) Mar 18, 2017
shock_texture_config.txt SS1 Regular Bridges and Catwalks with correct textures Feb 12, 2015
shock_texture_config_source.txt Source engine mode now use original textures. Aug 1, 2014
spell effects.xls Config option for automatically eating food when hungry. Mar 17, 2019
ss1 animations list 1.xls SS1 critter animation asset generation. Jan 25, 2015
textures.h Prototype retro style sliding doors with animations. Apr 26, 2014
tilemap.cpp Once more. Tweaks to TMAP positioning Sep 10, 2018
tilemap.h Enabled texture animation and loading of greyscale textures based on … Aug 12, 2017
underworld spells.xls Fixed saving of underworld spell effects to load properly in vanilla May 24, 2017
unity.txt Removed obsolete conversation files Jul 22, 2017
unity_tiles.txt Unity editor script generation. Sep 25, 2014
utils.cpp Linux release. Feb 14, 2018
uw1_config.txt r16 Jan 4, 2014
uw1_entrances.txt r16 Jan 4, 2014
uw1_object_config.txt Common object data is now loaded from comobj.dat Feb 20, 2017
uw1_object_config_backup.txt Replaced UW1 object files entries with particle emitters for place ho… Jun 28, 2014
uw1_object_settings.txt Implemented the spoil potion trap Aug 14, 2018
uw1_retro_config.txt Moved spelleffectsdisplay to ui folder. Jul 2, 2016
uw1_retro_config_source.txt Source engine mode now use original textures. Aug 1, 2014
uw1_stringsclean.txt Script building code now merged with main program. Jan 13, 2014
uw2_object_config.txt Underworld 1 demo and Underworld 2 maps (ex. objects) can now be load… Feb 22, 2017
uw2_object_config_backup.txt UW2 objects config for placeholder particles added. Jun 28, 2014
uw2_object_settings.txt Implemented the spoil potion trap Aug 14, 2018
uw2_retro_config.txt Fixed missing texture entry in UW2 texture config. May 20, 2014
uw2_retro_config_source.txt Source engine mode now use original textures. Aug 1, 2014


Welcome to Underworld Exporter (UWE) -> Ultima Underworld 1 & 2 in Unity. 

Release 1.09

	0 - Notes on this release
	1 - Game Support
	2 - Installation and Configuration
	3 - Controls 
	4 - Gameplay
	5 - In-game editor
	6 - Known issues and bugs
	7 - Credits and acknowledgements

0 - Notes on this release
	-This is a maintenance and bugfix update to release 1.08. 
	-New features/changes 
		- Automatic door key Usage (enabled in config.ini)
		- Clickable conversation options
		- Restoration of loading of modded textures.
		- In game editor disabled in this release due to interface bugs. WIll likely phase this out in favour of the standalone Underworld Editor that is WIP.

1 Games Supported

	The following Looking Glass Studios games are supported to various levels. Original game files are required to play however in the interests of full disclosure some UI assets and sound effects are bundled with this download.

	1.1 Ultima Underworld 1 (UW1).
		UW1 is fully supported and can be completed from start to finish. Save games are both forward and backwardly compatable with the original dos version.

	1.2 Ultima Undeworld 1 Demo Version (UW0)
		UW0 is a freely available demo of the first level of UW1. It is fully supported with the following exceptions:
			-The rolling demo is not supported.
			-Weapon animations are not currently working (combat still works)

	1.3 Ultima Underworld 2 (UW2)
		UW2 is partially supported with fuller support to come in time.
	1.4 System Shock 1 (SHOCK)
		SHOCK is currently enabled in a map viewer mode. Developement of any SS1 focused releases has been postponed pending completion of Underworld 1&2.
	1.4 Terra Nove Strike Force Centrauri (TNOVA)
		TNOVA is implemented as a side project map-viewer. There are no plans to develop this game any further.	
2 Installation and Configuration

	2.1 Setup
		The same executable is used for all games. 
		Download the zip file and extract it to any location you wish.
		In the extracted folder open the config.ini file. 
		For each game there is a different config variable for the game paths.  EG  Path_UW1 for Underworld 1. Edit the file path to match the folder where the original game is located.
		Eg If the UW1 executable uw.exe is at c:\games\uw1\uw.exe then you should enter c:\games\uw1\ in the path file next to Path_UW1
		Launch the exporter by running the uwe.exe executable.
		When you launch the splash screen should detail the games found and the paths recorded for them. 
		Click on a game icon to launch.
			UW1 and UW2 will take you to the main menu.
			UW0 will take you straight to the game world.
			For SHOCK and TNOVA you can select a level to load from the drop down boxes.
	*If you own the versions you may need to extract the game files first. In the gog game folder find the file game.gog. Extract it using 7-zip or your file extractor of choice and point your paths to the game folders within this extracted data.	

	2.2 Soundtrack
		In release 1.05 the music files have been put into an external folder. This allows the use of custom soundtracks. A number of prebuilt sound tracks have been uploaded and these are
	- The PSX release of the soundtrack
	- An Sound blaster style soundtrack
	- A midi soundtrack.

To enable a sound track open config.ini and find the UW1_Soundbank setting. Enter the path to the folder containing the music.

The music files must be in .ogg format and named 01.ogg to 15.ogg  Refer to the SB16 soundtrack for exact files to use.

3  The following are the default controls

	Movement - WASD
	Jump - Spare
	Toggle mouselook* - E
	Cast selected spell* - Q
	Toggle fullscreen* - F  (some ui elements are draggable in fullscreen mode)
	Interaction modes*  F1 to F6.
	Fly Up* - R
	Fly down* = V
	Track* = T
	Charge Attack - Hold down right mouse key
	Release Attack - Release right mouse key.

	In game a context sensitive overlay will tell you what a right or left click will do when hovering over an object.

	*These controls can be edited by changing the values in the config.ini file. Other standard controls are managed by the Unity launcher. Mouse sensitivity and axis settings can be configured from the config.ini

4 Gameplay

	4.1 Getting Started with UW1
		When you load up UW1 you will be at the main menu. There are 6 options here Introduction, Create Character, Journey Onwards, Acknowledgements, SpeedStart and Enable Editor.
		Select Create Character if you want to play the game properly. Select Journey onwards if you want to load a save game, Speedstart will immediately launch you into the game with a cheat character that has full stats, runestones and 255 health and mana.
		When you arrive in the underworld you will be in the inventory interaction mode. Pressing E will allow you to toggle between interaction and mouse look modes.
		You will see a bag in front of you. Enter interaction mode or aim at it in inventory mode and right click on it to pick it up.
		Drag the bag onto one of your inventory slots and left click to place.
		In the inventory left click on the bag to open. You will see the following items
			Dagger - Drag this onto the left or right hand slot on the paperdoll. The handedness you selected in character generation controls which is the correct hand to use.
			Torch - Click on the torch and it will light up in a free slot.
			Map - Click on this to get your location. Clicking anywhere on the map allows you to add map notes.
		Clicking the icon of the opened bag allows you to close the container.
		Look around you. You will see a sign on the wall. Switch to look mode (Eyeball button) to read it.
		Move down the hall. Take a left, another left and follow the path until you see two runestones (Ort and Jux) on the ground. Pick these up.
		Go Right and in the corner of the next room you will see a backpack. Pick it up and open it.
		In the bag you will see a rune bag. Drag the rune bag to a free slot on your paperdoll.
		Drag and drop all the rune stones you have onto the runebag and the will be added to your available runes. Open the runebag to see what you have.
		If you created a character with magic skills you can try and cast a spell now
		Select the Runes Ort and Jux (in that order). Right clicking the runes will tell you what each one is. The runes will appear on the shelf next to the compass.
		Either click on the shelf or press Q to cast the spell.
		This spell is Magic Arrow and will change your cursor into a ring. Aim with the mouse and when you are ready to fire right click to launch the magic spell.
		In the Bagpack you will also see a key. Left click on it and your cursor will change to match the key. Move to the door and left click on it. This will unlock the door.
		Move through the door and up to the next room. In the next room you will see an outcast.
		Left click on the outcast to talk to them. In conversations use the number keys to select your answers.
		WHen you have finished the conversation turn around and in the corner of the room you will see a bedroll. Take it with you.
		Move on to the next room and follow the slope down to your left.
		Pressing space at the game will allow you to jump over the small gap.
		On the island across the stream you will see a hostile rotworm. 
		Cross over the water and draw your weapon by either left clicking on your weapon, pressing F5 or clicking the sword icon on the left.
		Charge your attack by holding down the right mouse key. Point the mouse cursor at the worm and release the attack by lifting the key. Repeat until the worm is dead.
		Put your weapon away by clicking on the sword and look at the wall. You will see a switch.
		Click on it and the nearby door will open granting you some more access to the level. You can also go back to where you started and take another path. The choice is yours.

			Looking at walls using the "Look" interaction mode is required to find some secrets.
			The silver tree is found on the first level and will resurrect you when you die if you replant it.
			Things will be easier for you if you find the ring of leviation or ring of leap.			
	4.2 Combat Mechanics
		The following is how combat is implemented based on my understanding of the skill systems as described in this article
		NPCs have an attack and defence score defined by their object properties.
		The player has an attack score which is their attack skill plus half their current weapon skill 
		The player has a defence score which is their defence skill plus half their current weapon skill 
		The defenders defense score and the attacks attack score are calculated to give a ToHit score. (defence-attack) = toHit. This score is never less than 0 or greater than 29. A random dice roll of 1-30 is taken and this determines if the hit is sucessful.
		If a hit is scored the damage is taken off the defender.
		If the attacker is a player then the damage is the weapon swing type damage score by the percentage attack charge built up.
		If the attack is an NPC then the damage is a random 1 to max damage score.
		Npcs have an equipment damage score. This less the players total armour score is applied as a single point of damage to a random piece of armour.
		Spell, Weapon and armour enchantments and scores can further change these values.
			Protection enchantments increase defence
			Accuracy enchantments increase attack score
			Toughness enchantments reduce damage.
			Durability enchantments reduce equipment damage sustained
	4.3 Trading
		Trading with NPCs is not currently calculating a value to the items traded. To make a trade with an npc just offer any item and and keep trying until they accept.	

5 In Game Editor
	An ingame editor is bundled for experimentation. The following can be achieved with this
		-Edit maps
		-Edit objects and NPCs
		-Change texture maps		
		At the main menu of UW1/UW2 click the enable Editor button. Starting a new game, save game or quick starting will bring you into the editor
		Additional controls
			Top Right Eyeball. - Toggles Editor Panel
			Load button - Will load the level number entered in the box.
			The buttons next to the map will switch special modes, change player position etc.
			Tile View : Allows changing of tile properties.				
				Up and down Arrows allow browsing of tiles by co-ordinate. 
				The teleport buttons next to the overhead map will either move the player to the selected tile or select the tile the player is on.
				Use the first drop down to change the tile type.
				Tile Height will change the floor level.
				Floor and Wall textures can be changed from the drop down.
				A range of tiles can also be changed by entering values. These values can be positive or negative and are relative to the selected tiles (zero-based). The type of tile selected has different behaviours when this option is used.	A value of 0x0 just changes the current tile.
				The Lock Toggles can be used to control what properties can change when updating a range of tiles. For instance if you only want to change the floor textures of the tiles you will tick all boxes except the floor box.
				Follow-Me Mode. Pressing the Paint brush enables Follow me mode. This takes the properties of the tile you have selected and as you move around the level it will "paint" other tiles with those properties. The lock toggles can be used here as well. 
				The Use Key. The standard ingame use key behaves differently in the editor. Normally it will select a tile you click on with it. If you are in Follow-Me mode it will change that tile for you.
			Object View : Allows editing of object properties
				From the drop down select an object to edit. 1024 object slots are available in game. Not all slots are in use and have objects generated in the game world. Objects that are not in use will normally have an tile X and tile Y of 99. Note that container contents and special objects may also be at this location. Setting an objects tile X and tile Y to a value between 0 and 63 will create the object in the gameworld.
				If you want to edit containers it is recommended that you do so from within the normal game inventory screens.
				Changes to the next value will normally be ignored as this is a value that is normally managed by the game engine. The only exception to this is for the use trigger and the Lock object which use the next value for special purposes.
				If the object is a mobile object (NPC or magic projectile) an additional panel with properties will appear.
			Texture Map Editor: Allows changing of the level wall, floor and door texture palette 
				Clicking on the this option brings up a display of all textures in the map. Clicking on a texture selects it. The selected texture can then be changed from the drop down.

6 Some known bugs and issues
	Limited range of resolutions due to using original game art.
	3D models have placeholder texturing.
	Map notes may not scale in size with your resolution.
	UW2 is very buggy and not as feature complete as UW1.
	No weapon animations in UW0. Animations in UW2 are misaligned.
	Occasional glitches may occur when loading save games produced by UWE in vanilla underworld.
	Pushing against NPCs may allow you to walk over them.	
	Sound design is very basic at the moment. Sound effects are from Underworld 2.
	The Terra Nova make viewer sometimes fails to render tiles. This appears to be due to the shear volume of tiles rendered. 512x512 tiles in total.

7 Credits
	This project would not be possible without the trailblazing work of Blue Sky Software (LookingGlass Studios) and the various teams that dug deep into the file formats of the Underworld and Shock games. Thanks. See the code credits.txt file for some specific examples where I took code from earlier projects.
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