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Source code for Quake 2 rerelease

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Re: Source code for Quake 2 rerelease

#81
post #46

Why do people like Quake so much? I'm too young to understand. Does it do something unique compared to other shooter games?

It was one of the very first FPS games where you had true mouselook. All the predecessors either didn't (wolf3d/doom/rott), or faked it (ultima underworld). Notable exception is Descent (which is probably the actual first 3d FPS game), but IMO controlling a spaceship in 3d was a barrier to entry that Quake didn't have.

Descent had mouselook? Now I feel stupid. Or maybe I just didn’t have a mouse when I used to play it with friends, can’t remember.

Re: Source code for Quake 2 rerelease

#82
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…

"Girobot", do you mean the "Gyrobot" by "Gyro Gearloose" [1]? Also, I believe KQP had ZeusBots included (for reference). [1] https://github.com/Jason2Brownlee/QuakeBotArchive

Thank you for the correction, sorry, it has been forever. The link is fantastic, thank you for that as well.

Re: Source code for Quake 2 rerelease

#83
post #67
post #55

Earlier quoted context omitted.

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…

> For instance, Quake was the first FPS where the maps were truly 3D and could have one piece of floor on top of another. 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 ren…

Or simulated floors with sprites as in System Shock. Also one of the few 2.5D engines to allow sloped floors.

Also, "first true 3D FPS" depends on how you would classify Descent.

Re: Source code for Quake 2 rerelease

#84
post #41
post #10

Earlier quoted context omitted.

Tribes 2 was my first taste of modding, the game holds a super special place in my heart too. Then came Ultima Online emulators Sphere and RunUO that turned me from a gamer into a programmer too.

Tribes 2 and Unreal Tourney were childhood faves.. when I played something other than CS 1.6

This man computes

Re: Source code for Quake 2 rerelease

#86
The Quake series' source code is a must-read if you wish to learn how to create a fast-paced multiplayer game from scratch. Obviously, you can use Mirror or other 3rd-party middleware nowadays, but reading it gave me multiple layers of knowledge regarding the netcode aspect of a game.

Re: Source code for Quake 2 rerelease

#87
post #10
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…

Tribes 2 was my first taste of modding, the game holds a super special place in my heart too. Then came Ultima Online emulators Sphere and RunUO that turned me from a gamer into a programmer too.

I had a lot of fun making the HaVoC Tribes 1 mod. It was really cool seeing there was 1000 people online playing my mod at once.

Re: Source code for Quake 2 rerelease

#88
post #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.

Indeed. My brother and I played starcraft using the same trick. When the fight started to escalate and there were hundreds of units fighting, the lag got really really bad, but it worked well enough that we kept coming back to it. That and Warcraft 2, Heretic, Hexen, all the rest. The best days in gaming IMO.

Re: Source code for Quake 2 rerelease

#89
post #46

Why do people like Quake so much? I'm too young to understand. Does it do something unique compared to other shooter games?

It did it all first . They did a lot to open the idea that game mods could be more than cheats and cracks, too. I still remember the grenade launchers and wild modded grenades fondly. the bouncing ones were so much fun in hallways.

One of my favorite modes for Quake II: Weapons of Destruction.
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