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Source code for Quake 2 rerelease

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Re: Source code for Quake 2 rerelease

#92
post #55
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 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

Bethesda's Terminator: Future Shock predated Quake by a year and also had truly 3D maps - which were often more expansive than Quake's (also you could drive vehicles, fly a helicopter or something like that IIRC, enter various places to find loot - though the loot variety was limited to basically ammo, weapons and grenades). I think Quake got more attention because Doom made way more of a noise than Bethesda's previous game (which AFAIK was a poor Wolf3D clone[0]) and unlike TFS Quake also had multiplayer support which was HUGE (TFS was criticized at the time for not having it).

Amusingly enough TFS controls pretty much like a modern FPS with its mouse look and the ability to configure WASD whereas Quake was still a hybrid of mouse being used to move forward/backward (unless you typed the "+mlook" command in the console) and again TFS was criticized for this.

[0] ok, they also made Arena but still id's previous game was way bigger and even at the time your last game was what people paid most attention to for the next one

Re: Source code for Quake 2 rerelease

#93
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?

Quake didn't have the best gameplay but it had the best technology. Entering a true 3d world on your computer was possible for the first time.

Duke 3D had gameplay that was more fun, but it was a 2.5D game with a Doom-style engine (it was much more sophisticated with scripting and slanted ceiling/floors but still not true 3D like Quake).

Post-release, Quake had patches called GLQuake which added 3d accelerator support, and Quakeworld which added internet movement prediction so playing online didn't feel as jank. Quake 2 came out with these features integrated and more - colored lighting, transparent surfaces, etc.

Re: Source code for Quake 2 rerelease

#95

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 b…

> Glad to see the source code released!

In case you were unaware, this is actually the source code of the rerelease of Quake II. The source code for the original Quake II has been released for many years[0], along with many of the id Software classics[1].

[0]: https://github.com/id-Software/Quake-2

[1]: https://github.com/id-Software

Re: Source code for Quake 2 rerelease

#96
post #87
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.

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.

You made HaVoC?! I loved HaVoC! Thank you so much for making it and putting time into it.

I assume this[1] is your website, please do not ever let the website go offline. It is such a perfect reminder of the time it is from.

[1] http://havoctribes.com/

Re: Source code for Quake 2 rerelease

#97
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 being using it for a long time and the only time i had a problem was when i ported an old 3d game engine of mine to Mac OS X and i had a type "key_t" which conflicted with some Mac header.

I just used the preprocessor to #define key_t mykey_t (or something like that) after the Mac-specific headers in the couple of files where the conflict was and never thought about it again.

Re: Source code for Quake 2 rerelease

#99
Quake II was my first experience writing C.

The code is clear, coherent, and straightforward. I’m not going to say it’s the best source code I’ve ever read, but it set a high bar. I’ve read source code to games since then, and I’ve seen all sorts of weird stuff… I’ve seen functions with nesting levels that go past the right side of the screen, I’ve seen functions a mile long that do a million things, you know. It was an early lesson that you could do cool things with simple code.

We used Quake and Quake II to teach a VR class to kids in the late 1990s and early 2000s. You got a VR headset, you got a half-dozen PCs with Q.E.D. or Qoole, and you taught a room of 12-14 or 14-18 year-old students how to make their own virtual reality game.

“Make your own virtual reality game” was, essentially, making your own Quake or Quake II level, without any monsters or guns in it. The story for the game could be told through on-screen messages triggered in the level. Students made all sorts of levels. One group made a level with slime you had to cross, and a button that turned on pumps to drain the slime (very much like what you would see in a standard Quake II level). Another group made a 3D maze out of water that you had to swim through, floating in space. I still have some of these student-made levels on my hard drive, after all these years, although I have trouble getting some of them to work.

For the class, I made a mod that gave the players a flaregun instead of the blaster. Basically, it was still the blaster, but with a different sound effect and no weapon model. I modified the blaster bolt to be affected by gravity, bounce off of things, and go out after a certain amount of time.

(If you were in that class—you may not have gotten the headset. We couldn’t always get it to work.)

Re: Source code for Quake 2 rerelease

#100
post #96
post #87

Earlier quoted context omitted.

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.

You made HaVoC?! I loved HaVoC! Thank you so much for making it and putting time into it. I assume this[1] is your website, please do not ever let the website go offline. It is such a perfect reminder of the time it is from. [1] http://havoctribes.com/

Hello! Yes! It's cool you remember. I resurrected the site a while ago and gave it a domain. I also have a HaVoC server running on a Linode, so there will always be a server up. The master servers are a bit of a mess and it's a little hard to setup a client, but it's possible. I skipped T2 and haven't played T1 in a long time. I played Tribes: Ascend for a while, it's pretty good but now dying/dead. I miss T1. PubG and others just don't do it for me. Nowadays I play Rocket League occasionally and that's it.
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