Domain: quakesrc.org
Stories and comments across the archive that link to quakesrc.org.
Comments · 14
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Gatorus 0.1 MTR - Javascript Quake Engine
I am actually coding a html based Quake engine.
There will be a "engine" module, with complex code, initilalization, magic and hacks. And the gamelogic modules, with much readable code, easy to hack and enhance. To everyone to make "mods".
Actually the mods only run inside Mozilla because reuse some graphics, but the "compiled" code may be designed to run on any non-mozilla and mozilla brownser.
Adding some ajax features may hable multiplayer. So you can have some "tanks" games with the feel of good old Atari2600 :D -
An archive of discussion on Laser Arena
I just dug up the old reference site we had about this from my backups.
See the Trainwreck Files for the reaction of people at the time!
Speaking of which, the site most of the tutorials were lifted from hasn't had that notice displayed since the half-complete redesign at the beginning of the year.
I must fix that. -
An archive of discussion on Laser Arena
I just dug up the old reference site we had about this from my backups.
See the Trainwreck Files for the reaction of people at the time!
Speaking of which, the site most of the tutorials were lifted from hasn't had that notice displayed since the half-complete redesign at the beginning of the year.
I must fix that. -
Compiling under Linux
To compile it under Linux, just do:
$ svn checkout http://www.quakesrc.org/svn/quake3(...)
$ cd quake3/code
$ make
(see http://www.quakesrc.org/forums/viewtopic.php?t=540 0) -
Compiling under Linux
To compile it under Linux, just do:
$ svn checkout http://www.quakesrc.org/svn/quake3(...)
$ cd quake3/code
$ make
(see http://www.quakesrc.org/forums/viewtopic.php?t=540 0) -
Quake 3 Source Released!
Grab it from the Id Software FTP or from mirrors at the Quakesrc forums. Offtopic, I know, but my submission was rejected. If they have time to reject the story, they ought to have time to approve someone who submitted it.
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A shameless site plug
One site to keep an eye on for your Quake3 source needs is QuakeSrc, particularly the forums.
Most of the current Quake engine moders hang out here.
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Re:This looks good!
I wonder what engine it uses?
http://wiki.quakesrc.org/index.php/Engines -
Quake Family Tree.
Anyone interested on modern FPS engines sould check this Quake Family Tree.
This pict how actually most people its on modding already existing engines. Valve its even forward, modding his how mods ( Counter Strike: Source ). /me...Looking forward for Quake 4. -
Re:Remake LOTR...Now what would be great is applying the open source model to work on larger productions.
That's what some of us do. I would love to get advice from
/.ers on using open source techniques to create a good machinima mod.The ILL Clan often uses game developers from all over the world to make movies. Being a part of the Machinima community makes us part of the Quake Mod community, and since Quake 2 is open source there's a lot of interesting things going on.
The BeefQuake mod let us upgrade to 128 bit color. qFusion allows us to use Quake 3 assets with our own Quake 2 camera and puppet mod.
We're at our best when we put it all together and perform Machinima live in front of an audience.
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open source + quake3
while there's a thread on the subject of opensource fps engines...
QFusion is an open source quake3 client, written from scratch.
Just thought i'd post a link to it,
cause it's an impressive accomplishment,
and the source code is beautiful...
and the engine's speed compares favorably to the real Q3 client.
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Great!
Hopefully Valve will keep doing things to turn off the gaming community. Between this and the surprisingly good looking quake 1 engines that have been coming out, I'll hopefully have some company on ye olde Quake 1 servers...
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Re:Good, But...
That's why there are several different groups around dedicated to reverse engineering old games and rewriting them so people can actually -play- them... and usually on a stupid number of platforms, from PCs to Consoles and PDAs.
Not to mention places like VOGONs (Very Old Games On New Systems) which itself exists just to help people find ways to run said older games on newer OS's (mostly w2k mind you).
I just wish more companies would support efforts like this and release some source to older games OTHER than FPSes. I really appretiate the release of source from ID and everyone else, it's great learning material. But it would be nice if other genre developers also were intrested in preserving their 'art'.
ScummVM, my project, recently obtained the Beneath a Steel Sky source-code from the authors and we're now working off support for that. The difference in this case is that the engine -is- almost pure x86 assembly, so it would be rather a waste of time to GPL... for anything useful to be done, it would need to be mostly reverse engineered anyway. So this just makes it easier for us to do so dirty-room with commented assembly. Releasing it to a small dedicated group may be more appropriate in cases like this, to prevent splintering and stagnation, until the reimplementation is truely started.
Anyway.
- Ender
Boss Monkey: ScummVM
Founder: QuakeSrc
Standard Disclaimer: It's 8:45am, I havn't had any coffee yet. Any spelling or grammatical errors are henceforth claimed as artistic license. It's art, damn it! -
Re:BRAVO! BRAVO!
I'm not sure I count as a "loyal customer" as I've never bought a GTA game in my life, but it's still cool.
I suppose the only reason more companies don't do this is simply the effort involved in updating them for modern systems - especially bearing in mind that they see no return. But I don't see any reason for companies not to release the source of their older games (a la Quake), and let the communities around the games update them.