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Id Software

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31–40 of 173 posts

Re: Id Software

#31

DooM is not only fun, but it's great fun to play around with from the inside, or even to port. I've helped bring Doom to the x68000, which was quite the mission as the only compiler we had that could build 'large' executables was GCC 1.39 which had been translated into Japanese. But it's been fun doing ports to OS/2, DJGPP v1, Watcom C, and of course various other Unix via the X11 code. The GPL'd code was 'cleaned up…

Some of the porting-quake links are broken. You have to add the "/wordpress" bit.

Re: Id Software

#32
If you'd like to try out Doom now, there is an OpenGL port called Doomsday[0] which is very complete and loyal to the original, while smoothing out/modernizing things enough to make it genuinely fun for modern players. For instance, you can look in all directions with 'mouse look' and jump and run faster while pressing shift, and there are dynamic spot lights attached to certain things (e.g. fireballs), even though the original sprites are still the primary visual. It also supports Hexen and Heretic and adds a more modern multiplayer interface. (Also allows swapping alternate game assets, so some people have done mods with 3d models.)

Gameplay video: https://www.youtube.com/watch?v=V2Ddl4CM4ao

[0] http://dengine.net/

Re: Id Software

#33
post #3

I don't see anything new, last commit was 2012. maybe add "(2012) to the title?

Because you should not use this unmaintained original source, but the various mods around. There are many, but different for each game. Eg https://ioquake3.org for latest quake 3 arena.

When I did my first mods 1995 there was no source code under GPL just reverse engineered format descriptions, but I was able write writers in Lisp to write maps in acad. This was fun.

Re: Id Software

#34
post #31

DooM is not only fun, but it's great fun to play around with from the inside, or even to port. I've helped bring Doom to the x68000, which was quite the mission as the only compiler we had that could build 'large' executables was GCC 1.39 which had been translated into Japanese. But it's been fun doing ports to OS/2, DJGPP v1, Watcom C, and of course various other Unix via the X11 code. The GPL'd code was 'cleaned up…

Some of the porting-quake links are broken. You have to add the "/wordpress" bit.

I really need to fix the redirects... hosting in 2018 has been a PITA.

Re: Id Software

#35

Has anyone tried compiling on os x?

I've cross compiled the MS-DOS stuff from OS X. From the PowerPC days even. If you want native doom, check out the source ports like Chocolate DooM. Doing ports to stuff like SDL is somewhat straight forward, or you can do a Cocoa one yourself, but I'd start with something known to work first..

Didn't Carmack himself port X11 to OS X? What is now "XQuartz".

Anyway, great work scruffy!

Re: Id Software

#36
post #9

Earlier quoted context omitted.

From the OpenArena page on wikipedia: "The OpenArena project was established on August 19, 2005, one day after the id Tech 3 source code released under GNU GPL license." The id Tech 3 wikipedia page "id Tech 3, popularly known as the Quake III Arena engine" Someone tried for a pull request in Oct 2017 with 3,275 commits, still pending. I can't find any evidence that anything new has happened.

The "canonical" open source version of Quake 3 (Arena?) is ioquake - https://github.com/ioquake/ioq3 / https://ioquake3.org . Last commit 18 hours ago.

OpenArena is based on ioquake3. OA is basically just free game data so you don't have to own Quake III: Arena itself to play a complete game.

Re: Id Software

#37
post #33
post #3

I don't see anything new, last commit was 2012. maybe add "(2012) to the title?

Because you should not use this unmaintained original source, but the various mods around. There are many, but different for each game. Eg https://ioquake3.org for latest quake 3 arena. When I did my first mods 1995 there was no source code under GPL just reverse engineered format descriptions, but I was able write writers in Lisp to write maps in acad. This was fun.

Funny that somebody tried to submit a pull request for merging IoQuake 3 with the original sources:

https://github.com/id-Software/Quake-III-Arena/pull/3

Re: Id Software

#38
post #31

DooM is not only fun, but it's great fun to play around with from the inside, or even to port. I've helped bring Doom to the x68000, which was quite the mission as the only compiler we had that could build 'large' executables was GCC 1.39 which had been translated into Japanese. But it's been fun doing ports to OS/2, DJGPP v1, Watcom C, and of course various other Unix via the X11 code. The GPL'd code was 'cleaned up…

Some of the porting-quake links are broken. You have to add the "/wordpress" bit.

I added the mod_rewrite stuff that should have been there. Thanks for letting me know!

Re: Id Software

#39
post #35

Earlier quoted context omitted.

I've cross compiled the MS-DOS stuff from OS X. From the PowerPC days even. If you want native doom, check out the source ports like Chocolate DooM. Doing ports to stuff like SDL is somewhat straight forward, or you can do a Cocoa one yourself, but I'd start with something known to work first..

Didn't Carmack himself port X11 to OS X? What is now "XQuartz". Anyway, great work scruffy!

XQuartz is an X11 server.

https://www.xquartz.org/

Re: Id Software

#40

I burned many hours on the original Doom, in my bedroom as a young teenager with headphones on in the dark. Remember the No Clipping cheat code? Here’s the source code check to turn it on: https://github.com/id-Software/DOOM/blob/77735c3ff0772609e9c...

Another fun (90ies) fact: the noclip cheat code (idspispopd) stands for Smashing Pumpkins Into Small Piles Of Putrid Debris.

The Smashing Pumpkins paid tribute by using a Doom sample on their Melon Collie and the Infinite Sadness album.

http://doom.wikia.com/wiki/SPISPOPD

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