Quake Source Released
by Steve Gibson, Dec 21, 1999 9:41pm PSTDamn, I go out to finally buy a Christmas tree and they go and release the Quake source code. Here are a few download locations: id Software , cdrom , 3DAG. Thanks to OneMan being the first of many to email this in.
This is the complete source code for winquake, glquake, quakeworld, and glquakeworld. The projects have been tested with visual C++ 6.0, but masm is also required to build the assembly language files. It is possible to change a #define and build with only C code, but the software rendering versions lose almost half its speed. The OpenGL versions will not be effected very much. The gas2masm tool was created to allow us to use the same source for the dos, linux, and windows versions, but I don't really recommend anyone mess with the asm code. The original dos version of Quake should also be buildable from these sources, but we didn't bother trying. The code is all licensed under the terms of the GPL (gnu public license). You should read the entire license, but the gist of it is that you can do anything you want with the code, including sell your new version. The catch is that if you distribute new binary versions, you are required to make the entire source code available rce code available for free to everyone.However, word from John Carmack is that they are holding on to the 'game source' code for Quake3 for a while since they are still making changes to that part of the code base. Here's the .plan update
The Q3 game source code is getting pushed back a bit because we had to do some rearranging in the current codebase to facilitate the release, and we don't want to release in-progress code before the official binary point release. We still have a Christmas present for the coders, though: http://www.idsoftware.com/q1source/ Happy holidays!After you grab all your cool new toys, the Quake3 Editing board is there for the taking.
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Comments
I want frame interpolation and colored lighting in q1 damnit!
So now you can modify the renderer engine if you want, add autoaim (for cheaters), add a clock to the HUD, etc. in QuakeWorld.
(or did they switch to Q2?)
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http://www.dailygirl.cjb.net
If you comment out the #ifdef block in the beginning of bothdefs.h, and just replace it with \"#undef id386\" then you should be able to compile the code without any having to use their assembler. I haven\'t tried it out yet though, so i can\'t confirm it. But the \"id386\" does seem to be the defination controlling assembly code inclusion.
Heh, no I don\'t anymore.
But don\'t play much Q3A either. Played a LOT of the tests and demo. But I suddenly got hooked back onto Quakeworld Clan Arena after I bought the game. So the only games I\'ve REALLY played in the last two week are QW and the MechWarrior3 addon pack.
I only REALLY REALLY like one q3 map right now, which is Q3DM17.
That ranks as one of my three all time favorite deathmatch maps along with dm4 and dm6 from Quake. The rest are okay. I don\'t like 3 maps. The last one, the mario one (q3dm19) and the Dredwerks which runs too slow on my system. But overall, i find them a LOT more playable and enjoyable then the UT maps. The most UT-ish map in Q3 is probably q3dm11 (the one with the regenerating health). The quad area is extremely cramped.
Wahoo, you mean the twisting 90 degree turns, the low ceilings and narrow corridors are made for HPBs ? Well blow me down =)
I would have liked UT a lot more if it weren\'t for CliffyBs maps, nearly all of which display the aforementioned features. Pancho\'s maps are best in UT =)
/me cool
/me slap you with big trout
Thanks!
-Lex