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Source code for Quake 2 rerelease

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Re: Source code for Quake 2 rerelease

#71
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;")

From what I understand, it's POSIX that reserves the _t suffix, not C.

That being said, I picked up the _s/_t habit from working on idtech codebases, and decided that I'm fine with my own C codebases forever having a "not POSIX compliant" stamp on it, whatever that means in practice. For C++ I just use InitialCamelCase.

Re: Source code for Quake 2 rerelease

#72
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.

> Because I'm sure everyone on HN just downloads execs from a random internet source and runs them! ...should I not?

This is what work computers are for.

Re: Source code for Quake 2 rerelease

#73
post #58
post #22

Earlier quoted context omitted.

John Carmack has been fairly vocal about releasing the source code for his games, particularly the Quake/Doom series for as long as I can remember, going back to at least Quakecon 2004 during one of his keynotes there. I think at the keynote when they announced Doom 3, he even talked at length about eventually releasing that engine as open source, I think in 7 years (which eventually did happen). He is not the flag c…

I went to quakecon 2004, it was an amazing experience. I keep wanting to go back but never do, maybe next year I'll go as a 20-year follow up. I have no excuse because I live very close to the hotel!

Quakecon 2023 is happening right now till Sunday, maybe you can get back some of those memories watching the Quake Pro League matches live stream https://youtube.com/@Quake

Re: Source code for Quake 2 rerelease

#74
post #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 en…

my dad's ancient parallel cables

With a null modem? I had same setup with my college roommate in our apartment. This was mid 90s, so it was Doom 2 and other FPS from that time.

Great memories.

Re: Source code for Quake 2 rerelease

#75
post #72

Earlier quoted context omitted.

> Because I'm sure everyone on HN just downloads execs from a random internet source and runs them! ...should I not?

This is what work computers are for.

This. If you aren't helping test your company's security - who is??

Re: Source code for Quake 2 rerelease

#77
I'll drop my Quake II anecdote here. Quake II was the first FPS I ever beat (at least I think I beat it). I did it over a week in the summer when visiting a friend out of state (never would have been allowed otherwise).

When I started, I had only ever played the original DOOM, so I used those controls, and lo and behold they worked, and I thought nothing of it. At some point as I was playing along, my view suddenly became locked to the ceiling and I was thoroughly confused and stuck. Turns out I had bumped the mouse, and managed to figure out that mouse look was a thing after extended fiddling with the system to try to determine the cause and get back to killing badguys. Needless to say, the game got quite a bit easier after that.

There wasn't internet, neither I nor my friend knew what mouse-look was, we had never seen anyone play a true 3d fps. It is hard to imagine how obscure and alien the interfaces for games are because of how pervasive the knowledge has become.

Glad to see the source code released!

Re: Source code for Quake 2 rerelease

#78

Earlier 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 use iTerm2 that pops up F12, it's surprisingly close to that drop console behavior.

Re: Source code for Quake 2 rerelease

#79
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.

No way I’m running that unless you publish it on NPM.

Then you could even do: npx run quake-2-xeno-mod@1.9

Re: Source code for Quake 2 rerelease

#80
The title is a bit misleading. In Quake-speak, the "game" is the what defines the game rules, hence what enables modding. This source release does not include the actual game engine, only the gameplay logic, which has traditionally always been released.
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