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Far Cry 1.34 source code (2006)

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Re: Far Cry 1.34 source code (2006)

#11
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

I guess this is legally unfeasible. Take a look at the splash screens next time you're loading a game - especially AAA but also smaller ones too. There will beone page with a bunch of logos. Havok physics is the one that comes to mind but there's loads more. Each of these is a plugin with proprietary code. They would need to be stripped out before the code could be released, which would probably be a lot of work. And then the code wouldn't run anyway.

This isn't a recent thing - as another comment points out, even the original Doom ran into this problem and only the Linux source was released.

Re: Far Cry 1.34 source code (2006)

#12
I remember when Far Cry came out. Around the time, Doom 3 and Half-Life 2 were the most anticipated games for quite a while, mostly because they promised graphics far ahead of anything released so far. But as they were delayed multiple times, Far Cry stole a lot of their thunder when it came out months before them, with similarly impressive graphics.

We don't see technically ambitious PC exclusive games like this anymore, as the market for these games greatly decreased in relevance. Most people don't own an expensive desktop PC anymore (due to smartphones and laptops doing most of their jobs) and they just buy a console if they want to play games.

Re: Far Cry 1.34 source code (2006)

#13
One of the most beautiful games of its time.

Stopped gaming years ago but saw my cousin playing Far Cry 6 the other day and it looked better but not that much better. After 17 years. Crazy.

Re: Far Cry 1.34 source code (2006)

#14
post #13

One of the most beautiful games of its time. Stopped gaming years ago but saw my cousin playing Far Cry 6 the other day and it looked better but not that much better. After 17 years. Crazy.

Have you compared it to screenshots from Far Cry 1, or to your memory of the game?

Far Cry 1 was a beautfiul game, absolutely, but the new iteration clearly does look a lot better than the original.

Re: Far Cry 1.34 source code (2006)

#16
post #13

One of the most beautiful games of its time. Stopped gaming years ago but saw my cousin playing Far Cry 6 the other day and it looked better but not that much better. After 17 years. Crazy.

Have you compared it to screenshots from Far Cry 1, or to your memory of the game? Far Cry 1 was a beautfiul game, absolutely, but the new iteration clearly does look a lot better than the original.

This was one thing that surprised me when playing the remastered version of Halo. It looked exactly as I remembered it. Then I swapped to the original graphics and realized my nostalgia and memories had added lots of extra details.

Re: Far Cry 1.34 source code (2006)

#17

Earlier quoted context omitted.

John Carmack did a stellar job in that respect. Doom and Quake are still very much alive thanks to his decision.

Even he had some challenges with releasing Doom: > The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows. I would assume it's a lot more complicated today. Even the most simple programming p…

> Would Assassin's Creed Valhalla exist if we had 100 clones of Assassin's Creed III?

Maybe not, but we would have 100 other games that may have expanded the genre further.

Re: Far Cry 1.34 source code (2006)

#18
post #7

Earlier quoted context omitted.

Old engines are very far from the current way is doing things. You might learn a lot, but you won't learn what you need to program modern games

It‘s still interesting to see how certain challenges have been solved back in the day. Or as a case study in what _not_ to do today. For example, Quake‘s ingame console commands were stored in a linked list. I believe looking up a command was a linear search through that list. You wouldn‘t do it like that today.

The example sounds like a quite basic insight into algorithmic complexity or complexity of lookup operation of data structures. A linked list is fine, if you need or want to go through the entries sequentially anyway, but if you need random access, then you probably want something different. I can tell that without ever having looked at something like Quake's console commands implementation. However, it might have been the case, that there were not that many commands anyway, so that the linked list did not noticably slow things down.

Re: Far Cry 1.34 source code (2006)

#19

Earlier quoted context omitted.

Even he had some challenges with releasing Doom: > The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows. I would assume it's a lot more complicated today. Even the most simple programming p…

> Would Assassin's Creed Valhalla exist if we had 100 clones of Assassin's Creed III? Probably, unless they all had the budget to create a shit ton of new assets and replace the old ones. And the code was released with a license that allowed commercial use.

> Probably, unless they all had the budget to create a shit ton of new assets and replace the old ones.

Isn't that what we're getting from AI generated content?

Note, I'm not saying that a random person will create something better. I'm just saying there might be a risk of saturating the market if you can play 100 versions of the same game for free.

Re: Far Cry 1.34 source code (2006)

#20

Earlier quoted context omitted.

John Carmack did a stellar job in that respect. Doom and Quake are still very much alive thanks to his decision.

Even he had some challenges with releasing Doom: > The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows. I would assume it's a lot more complicated today. Even the most simple programming p…

> Would Assassin's Creed Valhalla exist if we had 100 clones of Assassin's Creed III?

You are over appreciating the geek's willingness to toil on assets and make up a compelling storyline :)

Not that Ubisoft games are worth playing, but for a single player game at least it can be much worse.

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