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;")
Source code for Quake 2 rerelease
61–70 of 232 posts
Re: Source code for Quake 2 rerelease
#62My first thought is - what will the modders do. I watched some videos about MyHouse.wad (a Doom 2 level/mod that became popular with the indie horror crowd), and it's seriously impressive. I wonder what happens in the context of Quake, after seeing the community take Doom to places Carmack could never have imagined. I'm a lot more interested in how people mess with the rules of the game without necessarily breaking t…
Quaddicted is a great site to find mods; QuakeSpasm is a fantastic binary for enjoying them; and nQuake is where the multiplayer is at.
Re: Source code for Quake 2 rerelease
#63Oh 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…
Discovering the drop down console was a revelation. An homage: http://guake-project.org/
Re: Source code for Quake 2 rerelease
#64My first thought is - what will the modders do. I watched some videos about MyHouse.wad (a Doom 2 level/mod that became popular with the indie horror crowd), and it's seriously impressive. I wonder what happens in the context of Quake, after seeing the community take Doom to places Carmack could never have imagined. I'm a lot more interested in how people mess with the rules of the game without necessarily breaking t…
If you don't care about Doom (or even video games, honestly): I haven't even thought about Doom in 20 years. Just click the link and watch.
One of my favorite YouTube rides of all time.
Re: Source code for Quake 2 rerelease
#65Incredible 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 en…
Also, I believe KQP had ZeusBots included (for reference).
Re: Source code for Quake 2 rerelease
#66Earlier 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
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
#67Why do people like Quake so much? I'm too young to understand. Does it do something unique compared to other shooter games?
It was absolutely revolutionary in its time, it’s difficult to think of any current day parallels because the industry has matured so much. For instance, Quake was the first FPS where the maps were truly 3D and could have one piece of floor on top of another. It would be considered insane for a game to not have that now. Quake(World) was the first truly massive online gaming FPS. Quake II was the first game I ever ow…
And you could see both at the same time. The Build Engine used by Duke Nukem 3D could also have one piece of floor on top of another floor (or even going through another floor), but due to how it worked, if both were visible at the same time you would have a "hall of mirrors" effect instead of rendering properly. And also water: while the Build Engine faked it by teleporting the player to another room when entering or leaving a water area, Quake did not need that kind of trickery.
Other than Duke Nukem 3D, other popular FPS games from that era also used "2D map with varying height" (like the Doom family), or even simpler things like rectangular 90-degrees-only single-height maps (for instance, Wolfenstein 3D).
Re: Source code for Quake 2 rerelease
#68Earlier quoted context omitted.
Discovering the drop down console was a revelation. An homage: http://guake-project.org/
I wish I could find a use for that, it is a funny idea. Unfortunately in a world where all of you stuff is in terminals, having one special drop down one is less useful.
I find most DE's painful without that ability. The main exceptions are i3/sway or cwm, where I just launvh a terminal and then kill it.
Re: Source code for Quake 2 rerelease
#69Why do people like Quake so much? I'm too young to understand. Does it do something unique compared to other shooter games?