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Source code for Quake 2 rerelease

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Re: Source code for Quake 2 rerelease

#11
post #7
post #6

Earlier quoted context omitted.

In my endless files, I just found the binary of my mod. https://xn0.co/Xeno-Mod_1.9_Setup.exe Because I'm sure everyone on HN just downloads execs from a random internet source and runs them! But if you have the OG QII, are curious, it is safe to run.

What does your mod do?

This is all from memory so, I might be missing some things:

Adds 10 extra weapons

Changes the damage ratio of all weapons

Imports the "gravity mines" from one of the Q2 expansion packs

Adds togglable "moon boots" (low gravity, on a per-player basis)

Adds a grappling hook, with swing physics

Has "secret" command to turn invisible. (I can't remember what it is). Because back in 1999 I didn't realize people could unpack binaries and read them.

Re: Source code for Quake 2 rerelease

#12
post #5

I saw grumbling elsewhere about how the re-release doesn't include a Linux version, but here they are with the source and it claims to be tested with clang. Big props to iD for sticking to their principles.

I wonder why they released the source code for this one. Is it purely because of the principles, or did they have a legal requirement since the old one is also GPL licensed? I'm assuming they don't have legal requirements since they owned the old code anyway.

ID has traditionally release code for their games when they reach...I forget, 10 years, or end of official support or something. This is just continuing the tradition of giving their games the longest of tale by opening them up. Check it out. https://github.com/id-Software

Re: Source code for Quake 2 rerelease

#13
post #6
post #2

Oh man! Memories. Back in 1999, Quake II was the game I played (like, literally the only one). I sunk so much time in QII and I wrote my very first code building a Mod. I think it's fair to say, Quake II turned me from a computer user into a computer programmer. And set the course for my entire adult life and career. From my original mod, I learned how to calculate vectors, learn an existing code base, integrate auto…

In my endless files, I just found the binary of my mod. https://xn0.co/Xeno-Mod_1.9_Setup.exe Because I'm sure everyone on HN just downloads execs from a random internet source and runs them! But if you have the OG QII, are curious, it is safe to run.

> Because I'm sure everyone on HN just downloads execs from a random internet source and runs them!

...should I not?

Re: Source code for Quake 2 rerelease

#14
This was the game for me growing up. It introduced me to clans, ladders, and really online gaming culture.

My map was The Edge and my weapon was either the rail gun or rocket launcher. I was on dial up back then so finding a server was good latency was critical. Most annoying of course were the folks using that gun that caused lag for everyone.

I know Q3 is the bigger game that perfected the genre but my favorite will always be Quake 2. Not only was there a solid single player + expansion packs, but the pace was just right for me. Everything got too fast when Q3 came around.

Re: Source code for Quake 2 rerelease

#15
What are people's thoughts on using "_t" as a suffix for types in C/C++, as this source does? My understanding is that it is technically reserved for language defined types, but I haven't come across a reasonable alternative (and having no suffix makes for odd code, for example a custom type for a "viewport" is better imo as "viewport_t viewport;" than "viewport viewport;")

Re: Source code for Quake 2 rerelease

#16
post #3

Quake II soundtrack is still in some sort of copyright limbo. It's easy enough to find on Youtube, but it's not on streaming services as far as I know. EDIT: maybe it's getting sorted out, there's even a fricking vinyl release https://www.lacedrecords.com/products/quake-2-limited-editio...

It was so good that I would sometimes put the game disc in a CD player just to vibe.

Unfortunately that CD cracked, so I no longer have access to the music nor the game.

Re: Source code for Quake 2 rerelease

#17
post #15

What are people's thoughts on using "_t" as a suffix for types in C/C++, as this source does? My understanding is that it is technically reserved for language defined types, but I haven't come across a reasonable alternative (and having no suffix makes for odd code, for example a custom type for a "viewport" is better imo as "viewport_t viewport;" than "viewport viewport;")

Probably not everyone's cup of tea, but I tend to use CamelCase for types, and under_scores for variables. It does result in constructs like 'Viewport viewport;' but at least it's easy enough to tell that Viewport is the type.

Re: Source code for Quake 2 rerelease

#18
post #12

Earlier quoted context omitted.

I wonder why they released the source code for this one. Is it purely because of the principles, or did they have a legal requirement since the old one is also GPL licensed? I'm assuming they don't have legal requirements since they owned the old code anyway.

ID has traditionally release code for their games when they reach...I forget, 10 years, or end of official support or something. This is just continuing the tradition of giving their games the longest of tale by opening them up. Check it out. https://github.com/id-Software

It's such a good thing for the company to do - gives back to the community, generates a load of good will and ensures that we don't lose the history of games. Props to ID.

Re: Source code for Quake 2 rerelease

#19
post #12

Earlier quoted context omitted.

I wonder why they released the source code for this one. Is it purely because of the principles, or did they have a legal requirement since the old one is also GPL licensed? I'm assuming they don't have legal requirements since they owned the old code anyway.

ID has traditionally release code for their games when they reach...I forget, 10 years, or end of official support or something. This is just continuing the tradition of giving their games the longest of tale by opening them up. Check it out. https://github.com/id-Software

They used to open source the code after 5 years, but I think they stopped open sourcing their games after Carmack left.

It could just be that they started using other proprietary components in their code though.

Would've loved to read the source code for Doom 2016!

Re: Source code for Quake 2 rerelease

#20
post #15

What are people's thoughts on using "_t" as a suffix for types in C/C++, as this source does? My understanding is that it is technically reserved for language defined types, but I haven't come across a reasonable alternative (and having no suffix makes for odd code, for example a custom type for a "viewport" is better imo as "viewport_t viewport;" than "viewport viewport;")

I've seen that suffix on loads of C stuff from ages ago. All stuff that circa 90s codes (some older)
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