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Source code for Quake 2 rerelease

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Re: Source code for Quake 2 rerelease

#51
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?

Perfect blend of nostalgia, aesthetics, gameplay, simplicity not to mention that id software releasing everything open source at the end has continued development and created a massive amount of third party content, mods, etc. The same applies to Doom, Duke Nukem and to a lesser extent a few other older fps games.

Re: Source code for Quake 2 rerelease

#53
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.

Re: Source code for Quake 2 rerelease

#54
post #47
post #34

If I wanted to read the source code of just one version of Quake, to learn from it, which do you think would be the most interesting?

The question would be “by what dimension of interesting”? Quake 3’s source is pretty interesting from the perspective of id just transitioning from C to C++, and famously has an implementation of fast inverse square root. It’s also a pretty clean codebase overall with a reasonably modern engine architecture.

Quake 3 was still completely C, IIRC. You might be thinking of Doom 3?

Re: Source code for Quake 2 rerelease

#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 owned that used a 3D graphics card, I still remember the first time loading it up after I installed my card to set this wondrous coloured lighting that followed a rocket when I fired it.

Anyway, point is you’re right, you are too young to understand. I don’t mean that in a patronising way, it’s just that it’s not impressive today in any way. The enthusiasm you see here is nostalgia. It’s a museum piece.

Re: Source code for Quake 2 rerelease

#56
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…

I had 8gb of downloaded-over-modem and sometimes T1 mods, maps, skins for quake 2 multiplayer. I miss the mods so much.

Re: Source code for Quake 2 rerelease

#57
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.

Re: Source code for Quake 2 rerelease

#58
post #22

Earlier quoted context omitted.

I wonder why they released the source code for this one. Is it purely because of the principles, or did they have a legal requirement since the old one is also GPL licensed? I'm assuming they don't have legal requirements since they owned the old code anyway.

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!

Re: Source code for Quake 2 rerelease

#59
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?

With DOOM (and a little bit with Wolfenstein), ID developed a game that encourages an almost reckless play style.

You can get into a rocket fight with your opposition, sustain a fair number of hits, heal in the next room, and repeat. Their goal was to make you feel like an amazing demon-killing machine.

Quake was one of the first PVP FPS games to bring that feel to the game. Death had minimal consequence, your goal was to find and kill the opposition, lethality was set low enough that you could shoot a rocket at your feet to "jump" higher.

At least, that's what made Quake (and ID games of that era) stand out to me.

Re: Source code for Quake 2 rerelease

#60
post #5

I saw grumbling elsewhere about how the re-release doesn't include a Linux version, but here they are with the source and it claims to be tested with clang. Big props to iD for sticking to their principles.

They shipped this version on all of the major platforms, and I'm reasonably sure that Nintendo and Sony both use Clang/LLVM for their SDK toolchains nowadays. Maybe Linux was on their mind but getting it to build for modern consoles will have been the main motivation.
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