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Source code for Quake 2 rerelease

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31–40 of 232 posts

Re: Source code for Quake 2 rerelease

#31
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...

Presumably this is a general comment, since this release does not (and wasn't intended to) include any of the Quake II models, levels, graphical assets, sound effects, or music. It's purely engine source code.

Re: Source code for Quake 2 rerelease

#32
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;")

You're not supposed to do it, but anyone who works with the Quake family of engines is used to it, so when in Rome...

Re: Source code for Quake 2 rerelease

#33
I didn’t realize Quake 2 had been re-released!

For what it’s worth, the first expansion (The Reckoning) was probably my favorite single player Quake 2 experience. Favorite multiplayer was Devastation Quake, where one player is in a mech and everyone else has to team up to knock them out.

Re: Source code for Quake 2 rerelease

#35

I didn’t realize Quake 2 had been re-released! For what it’s worth, the first expansion (The Reckoning) was probably my favorite single player Quake 2 experience. Favorite multiplayer was Devastation Quake, where one player is in a mech and everyone else has to team up to knock them out.

Quake 2 remaster was surprise released and this was released at the same time.

Re: Source code for Quake 2 rerelease

#36
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...

I was a bit annoyed when I bought Quake II on Steam a few months back and found it didn't come with the soundtrack. I just grabbed it from archive.org and dumped the files in the right folder, worked fine.

Re: Source code for Quake 2 rerelease

#37
post #12

Earlier quoted context omitted.

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.

It also helped them out for porting to phones and stuff for official releases if I remember right.

Re: Source code for Quake 2 rerelease

#38
Obviously it makes sense but it feels sacrilegious that there’s an official version of the Quake II codebase that relies on… JSON?! Everything should be either a tightly packed binary file or a .ini! (or something)

Re: Source code for Quake 2 rerelease

#39

Earlier quoted context omitted.

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.

I think Sonic Mayhem did QII. NIN did Quake I (or maybe just Trent). I remember the ammo boxes for the nailgun had the NIN logo.

If you use Spotify, you can actually find the Quake I soundtrack under Nine Inch Nails. A real blast from the past. Quake was my first FPS with multiplayer, and I hogged the only telephone line my family had, so I could play mods like capture the flag, including the grappling hook. This was also around the time I started exploring Linux with Slackware, and dialing into my local university professor's Linux server to build web pages (before CSS was even available in browsers). Those are my favorite days of the internet, although it was much slower.

Re: Source code for Quake 2 rerelease

#40
Incredible and just sent me way back to the nineties. To be fair, I'm talking about the first Quake game here. I had a PC rig on my bedroom floor which as I recall was a Pentium 166MMX, and my friend came over with a similar machine which was a bit faster (a 233) perhaps. No LAN cards insight.

Using one of my dad's ancient parallel cables and fooling Windows into thinking it was a LAN connection, which worked well enough, we played for days, until it got kind of tedious. So we then got into the whole modding scene - not creating anything, but downloading and testing the things which were out there. I will never, ever forget Girobot and KQP (Killer Quake Patch).

The Girobot bots were a force to be reckoned with when they didn't get stuck in the terrain. It was KQP which added all kinds of crazy mods/weapons/bot systems to the game that was the real gold. The Vampire Gun left us in stitches every time someone was hit by it, because it basically guaranteed a slow but not too slow death in which the hit player would crumble into little chunks of flesh. I miss the nineties very, very much.

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