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Source code for Quake 2 rerelease

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Re: Source code for Quake 2 rerelease

#221
post #185

Earlier quoted context omitted.

> 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 a…

1: It was ID, not Betsheda. 2: Doom's impact was more huge than Quake. The MOD community still releases PWADs today. Doom basically boosted LAN multiplayer matches.

I'm not sure what part of what i wrote "1" refers to. Terminator: Future Shock was made by Bethesda, not id and when i mentioned Doom i was comparing it to Terminator: Rampage (though Arena also came before Terminator: Future Shock) which had much less of an impact than Doom.

Re: Source code for Quake 2 rerelease

#222
post #66

Earlier quoted context omitted.

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!

Yeah they use a substantial amount of proprietary middleware now, so even if they wanted to open source the engine it would be difficult to pull off. As of Doom Eternal they're using middleware for at least audio (Wwise), video (Bink), compression (Oodle), physics (Havok), culling (Umbra) and networking (Playfab), plus any references to console SDKs would have to be meticulously scrubbed from a public release, which…

Original Doom used proprietary DMX audio library https://doomwiki.org/wiki/DMX, didnt stop Carmack and Raven from releasing sources.

Re: Source code for Quake 2 rerelease

#223
post #222
post #66

Earlier quoted context omitted.

Yeah they use a substantial amount of proprietary middleware now, so even if they wanted to open source the engine it would be difficult to pull off. As of Doom Eternal they're using middleware for at least audio (Wwise), video (Bink), compression (Oodle), physics (Havok), culling (Umbra) and networking (Playfab), plus any references to console SDKs would have to be meticulously scrubbed from a public release, which…

Original Doom used proprietary DMX audio library https://doomwiki.org/wiki/DMX , didnt stop Carmack and Raven from releasing sources.

Per the article they only open sourced the Linux port, which had already had DMX stripped out and replaced with an open source alternative.

With the newer engines there isn't a convenient branch that already has the proprietary parts substituted, and there's a lot more of them.

Re: Source code for Quake 2 rerelease

#224

I had to laugh at this https://github.com/ESWAT/john-carmack-plan-archive/blob/mast... ----------------------------------------- John Carmack's .plan for Jan 31, 1997 ----------------------------------------- I went down to the ferrari dealership today with Ann and American with the intention of buying a new f355 as a "sensible" car (in contrast to my other twin turbo monstrosities). There was an F40 sitting out fron…

A prospective buyer is coming, you say? Hmm, let's park the F40 exactly next to the gate accidentally.

Re: Source code for Quake 2 rerelease

#225
post #155
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.

_the_ havoc? That's awesome. I was toying around with tribes modding too but only trivial stuff. Havoc was always the ultimate thing you could do and an inspiration for me. Thanks!

I didn't really expect anyone who played HaVoC to see my post. It's cool you guys are out there!

Like you I was just tinkering, though I stuck with it for a long time. At that point I was 19 and literally living in my mom's basement.

It's all server side so there wasn't a huge amount you could do. The flame thrower was just the grenade launcher rotated upside down. The shotgun was my best invention, IIRC made up of two ELF guns rotated 90. Deadly up close with a delay before firing, only useful from afar to take off a sliver. Cloaking and hitting someone in the back with it was great -- click-click BANG dead. Good times!

Re: Source code for Quake 2 rerelease

#226

This is essentially Microsoft releasing this. After ZeniMax acquired id, they were acquired by Microsoft.

Its scary how many products and people are connected to megacorps that don't seem related at first glance. This reminds me of that conversation at the beginning of Deus Ex: “Corporations are so big, you don’t even know who you’re working for. That’s terror, terror built into the system”- Deus Ex, NSF.

Yeah, and sometimes it leads beyond megacorps to governments, too.

Optus (telco in Australia), owned by Singtel, which is majority owned by Temasek, which is owned by the Government of Singapore. You can also substitute in India's 2nd largest telco (Bharti Airtel) for Optus in that example, by the way.

Re: Source code for Quake 2 rerelease

#227

Earlier quoted context omitted.

Doom 3 even had that issue to a smaller degree. They had to rewrite some sort of lighting middleware before open sourcing. That's just one piece of middleware though, and modern stuff is probably much more hairy and complex.

That one wasn't middleware but rather a patent issue, the code in question was written by Carmack but he had unwittingly rediscovered a technique that had already been patented by Creative Labs. Id licensed it from Creative for Doom 3s commercial release but legal wouldn't sign off on including it with the open source version so Carmack swapped it out for a different, slower algorithm. https://www.gamedeveloper.com/d…

Ah thanks for the correction. It's been a while since I've read the details.

Re: Source code for Quake 2 rerelease

#228
post #64
post #48

My 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 anyone's curious, start here: https://www.youtube.com/watch?v=5wAo54DHDY0 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.

The author's enthusiasm is infectious and you can just feel how excited he is when the House of Leaves connections become more clear.

Re: Source code for Quake 2 rerelease

#229
post #48

My 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…

I honestly don't expect anything nearly as impressive as what we currently have in the Doom community. While there's still plenty of folks making PWADs and IWADs that are vanilla Doom compatible, the ZDoom team has brought the technology of Doom so far that it's some mishmash hybrid of capability of Quake 1-2, and folks not only make amazing free mods for you to grab, there's even brand new games being built and rele…

Have to say I have a lot of respect for Nightdive after finishing their System Shock remaster. It was faithful, but modernised, and none of the tension or horror was lost in the process. It remastered a 30 year old game but didn't make it unrecognisable, just gave modern gamers an old-but-new immersive sim to enjoy (which are few and far between). Lots of younger gamers get to enjoy the series with modern advancements in UX.

Re: Source code for Quake 2 rerelease

#230

I had to laugh at this https://github.com/ESWAT/john-carmack-plan-archive/blob/mast... ----------------------------------------- John Carmack's .plan for Jan 31, 1997 ----------------------------------------- I went down to the ferrari dealership today with Ann and American with the intention of buying a new f355 as a "sensible" car (in contrast to my other twin turbo monstrosities). There was an F40 sitting out fron…

A prospective buyer is coming, you say? Hmm, let's park the F40 exactly next to the gate accidentally.

As I recall, when Seymour Cray would buy a new car, he'd pick the first car on the left as he entered the dealership.

After 2 or 3 purchases, the dealer habitually put the most expensive car in that spot.

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