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Far Cry 1.34 source code (2006)

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Re: Far Cry 1.34 source code (2006)

#221
post #219

I remember that the initial levels of Far Cry 1 were amazing jungle/beach scenarios that enabled a lot of different strategies for overcoming the smart human enemies. The last levels, however, were all inside claustrophobic buildings with weird monsters running around. If all levels had the feeling of the first ones, it would be my favorite game of all time.

The demo was the first level in the bay. I think after 100 playthroughs there were like 5 different strategies to clear that level, all equally fun and effective.

And indeed at the end you were just pumping 500 rounds into unstoppable Doom-style monster deep inside some dark hallway.

Re: Far Cry 1.34 source code (2006)

#222

Let's see how many antipatterns: - Multiple inheritance - Over-abstraction - Excessive identifier prefixing and suffixing - Use of friend - Use of bit fields instead of bools - Inconsistent mixture of custom and built-in int types - Direct storage of pointers instead of reference-counted containers - Custom (and likely broken) _smart_ptr - Cancerous coding style that adds too many lines - Functions with 7+ arguments…

Pretty much everything you mentioned is also in Unreal Engine and they affected it so much that companies left and right throw away their own engines to switch to it. My favorite part of UE5 is that its "base of all classes" object class (UObject) has its own base object class (UObjectBase).

Actually not just UE, but almost everything you mentioned was in every single engine i worked on (to be clear these were all engines that started long before i worked on them and designed by completely different people). With a single exception they were all used to release well received AAA games.

None of that stuff actually matter at all in practice.

Re: Far Cry 1.34 source code (2006)

#223
post #45
post #27

Earlier quoted context omitted.

Elder scrolls games are very moddable and people have made total conversions and map extensions. That didn't prevent the sales of newer TES games based on slightly improved engines and slightly better assets (fan-made assets are often still ahead of the official ones, but it takes years of refinement to get to that point).

That and things like Counter Strike / Day of Defeat that started as mods had a large number of maps back in the day. 99% of them were shit and weird experiments. The ones that did rise to the top eventually got incorporated into newer versions, and indeed became games in their own right. DOTA as well, started as a mod for Warcraft 3 and eventually spawned a franchise. Trying to capture ALL the value (in this case the…

While not open source, I recently learned that you can still download windows versions of escape velocity in: https://escape-velocity.games/

That was one hell of a trip down the memory lane.

Re: Far Cry 1.34 source code (2006)

#224
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

I wonder if this reaches into the territory of “abandoning your copyright” though.

Re: Far Cry 1.34 source code (2006)

#225
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

Agree. I would even be happy if the game was stripped of all licensed code/assets/tools/etc. And honestly, I don't even care if it can successfully compile/run. Just having the code alone would be tremendously useful for the purpose of study.

Re: Far Cry 1.34 source code (2006)

#227
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

In general, open-source all abandonware. Here's a few examples of non-game old software that would benefit the society if open-sourced: Windows 9x and classic Mac OS. No one has sold these OSes for 20+ years and they turned out to be evolutionary dead ends. It would make sense to release their sources so people could learn from them and run them on new hardware more easily. Flash Player. Adobe has stated in no uncert…

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Re: Far Cry 1.34 source code (2006)

#228
post #223
post #45

Earlier quoted context omitted.

That and things like Counter Strike / Day of Defeat that started as mods had a large number of maps back in the day. 99% of them were shit and weird experiments. The ones that did rise to the top eventually got incorporated into newer versions, and indeed became games in their own right. DOTA as well, started as a mod for Warcraft 3 and eventually spawned a franchise. Trying to capture ALL the value (in this case the…

While not open source, I recently learned that you can still download windows versions of escape velocity in: https://escape-velocity.games/ That was one hell of a trip down the memory lane.

I didn't, though you can also play them on Infinite Mac.

Also if you haven't played Endless Sky, that's inspired by EV and open source.

Re: Far Cry 1.34 source code (2006)

#229

Let's see how many antipatterns: - Multiple inheritance - Over-abstraction - Excessive identifier prefixing and suffixing - Use of friend - Use of bit fields instead of bools - Inconsistent mixture of custom and built-in int types - Direct storage of pointers instead of reference-counted containers - Custom (and likely broken) _smart_ptr - Cancerous coding style that adds too many lines - Functions with 7+ arguments…

Sounds like a real world project that focused on shipping a good game rather than have perfect code. There is a reason perfectionist devs do not run big projects. They focus on minutiae rather than the big picture. Even in my own experiences, one of my most successful projects (eventually acquired by Amazon) was a quickly written hacked together project that solved a big issue well. Over time it became better enginee…

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Re: Far Cry 1.34 source code (2006)

#230
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

I think they won't as certain parts might have migrated to new engines without being changed much. Like geometry engine etc.
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