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Quake 3 Source Code to be Released

fwice writes "QuakeCon has just kicked off and at the end of the keynote speech, John Carmack made an announcement saying that the Quake 3 sourcecode will be released shortly. "

24 of 394 comments (clear)

  1. This is great by ibentmywookie · · Score: 5, Informative

    This is why I love idsoftware. Now we'll see some cool stuff done with the quake III engine, like with Doom Legacy, quakeforge, etc etc.

    Yay :)

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    -- The doctor said I wouldn't get so many nose bleeds if I just kept my finger out of there!
    1. Re:This is great by Novus · · Score: 2, Informative

      Beneath a Steel Sky was reimplemented by the ScummVM team based on source code provided to the ScummVM team by Revolution Software Ltd. The original BaSS source code was not open sourced, but the ScummVM reimplementation is open source. Quoting from ScummVM AUTHORS file:

      Special thanks to:
      [...]
                    Tony Warriner and everyone at Revolution Software Ltd. for sharing
                    with us the source of some of their brilliant games, allowing us to
                    release Beneath a Steel Sky as freeware... and generally being
                    supportive above and beyond the call of duty.


      Similarly the original Star Control II source (PC or 3DO) was never released; what Toys for Bob released was a barely working Windows port of the 3DO version. This has been cleaned up into The Ur-Quan Masters.

    2. Re:This is great by AKAImBatman · · Score: 4, Informative

      id software could still make profits licensing the Quake III engine to game developers

      They do. Still make a profit, that is. When they release an engine, they release it as GPL. Anyone can make a game out of it, but then they must release their game under the GPL. As a result, many companies will choose to purchase a commercial license instead of dealing with the issues imposed by the GPL.

      The only real reason for the lead time on Open Sourcing their software is that ID doesn't want to help competitors by outright teaching them the technology they developed. Once the technology is old hat, then keeping the source closed becomes less important.

  2. Cool by mistermark · · Score: 5, Informative

    Cool! this also means projects like DEVMAP and QQQ can be released to a bigger audience

  3. torrent of carmacks keynote by i88i · · Score: 5, Informative

    as always, filerush has got the goods: clickies

    1. Re:torrent of carmacks keynote by Anonymous Coward · · Score: 1, Informative

      Nsv format doesn't seem to work with mplayer...
      How can I watch the video on linux?

  4. Quake 3 Source Code to be Released by Agret · · Score: 5, Informative

    The article name is misleading as the Quake 3 source has been slated for release for a very long time now. It was pushed back because someone licensed the engine right at the end of its life cycle.

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    1. Re:Quake 3 Source Code to be Released by richy+freeway · · Score: 2, Informative

      Fair point well made. Not really the norm though is it? :)

    2. Re:Quake 3 Source Code to be Released by Richard_at_work · · Score: 2, Informative

      No, the company in question could have wanted to modify the engine and retain their own code, for example maybe they wanted to include a custom physics engine, or update the graphics engine in it. Under a license agreement with id they can do this, but by using the GPLed engine they cant do this. How many games do you know that use the Quake3 engine without even minor tweaking of the engine? Its not a simple case of 'Engine' 'Content' and making money from the content.

  5. Re:Licensing by Coryoth · · Score: 4, Informative

    The licensing scheme will, of course, be of an utmost importance to the community of developers and the "article" doesn't say anything about it. Let's hope it will be a truly free license, preferably GPL, so that the source can actually be modified and re-distributed.

    Well the Doom, Quake, and Quake II source were all released as GPL, so I'm unsure why you would expect Carmack to suddenly change his mind and go with something different for the Quake III source.

    Jedidiah.

  6. Re:Licensing by NeoChaosX · · Score: 5, Informative

    Of course it's going to be GPL. Carmack release the Quake 1 and 2 source code under the GPL, so why wouldn't he do the same for Q3?

    --
    One man's selflessness is another man's annoyance.
  7. Re:punkbuster not included by The+Evil+Couch · · Score: 3, Informative

    anti-cheating/hacking program that was born from the cesspit that Counterstrike became IIRC, and is now the industry standard for preventing cheating and hacking in online first person shooters.

  8. Re:Licensing by Antony.S · · Score: 4, Informative

    He said in the keynote that it would be GPL (and then he went on for the best part of 5 minutes talking about how much he loves the GPL etc).

  9. Re:A reasonable model by Lisandro · · Score: 4, Informative

    Actually, it's a good compromise. iD releases its older engines sources as GPL while still selling commercial licences for them to be used in closed source software. And apparently, they do sell them, for everything back to the original Quake engine.

        It's a great gesture, and iD gets (as it should) a lot of respect from the OSS community from it; i just wanted to point out that they still do make cash out of their "older" engines. No conflict of interests there.

  10. Nosferatu Total Conversion by 88NoSoup4U88 · · Score: 4, Informative
    This vampire themed Total Conversion looks very promising. They were waiting for the source to be released, so they can release this game for free.
    They made some nice changes to the engine : a particle engine, Ingame video playback, Cube maps, Specular maps, Lightblooms and some more modifications.

    Have a look at this screenshot or even better, the videos

  11. A shameless site plug by Ndr_Amigo · · Score: 4, Informative

    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.

  12. Re:one question for everyone by _Shorty-dammit · · Score: 4, Informative

    "directx" isn't just graphics, it's sound, input, etc. Doom3 uses opengl for graphics, period. It doesn't get converted to anything else, there'd be no point in that at all. It might use directx for other things besides graphics perhaps, mouse input, keyboard input, sound, etc.

  13. Thanks id by ribblem · · Score: 5, Informative

    I saw the source for Quake 3 long ago since I work for an IHV. I think the biggest benefit it will have over its predecessors is that it is much cleaner and easier to understand/modify (at least from my brief examination it seemed this way to me). It should be very straight forward to add in VBOs which numerous licensees have done. It will be a little more work to cleanly add fragment programs, but still not bad. Again licensees have already done this proving it's doable. Adding in stencil shadows really shouldn't be too much work. I'm sure adding FBO wouldn't be much work either, but depending on the effects you want to use this for they could take some effort. While I'm not as well versed in physics I imagine someone should be able to expand the physics engine of Q3 to the now popular rigid based per triangle collisions.
    At this point for tons less work than writing a game engine from scratch you'd have a very nice modern engine for whatever you want as long as you release the source with it.
    Thank you id Software.

  14. XBOX Doom 3 by Phil+John · · Score: 4, Informative

    was quite heavily re-written (hence the delayed launch date) by a company who was already au-fait with xbox development. I suspect they ripped out carmacks opengl code and put in a direct-x replacement, converting shaders manually etc. They also didn't have to deal with creating different render paths for different hardware (geforce 3 vs geforce fx vs radeon etc.) and only stuck to the nvidia card in the xbox, therefore reducing the amount of work required immensely.

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    I am NaN
  15. Let me clear this up: by Anonymous Coward · · Score: 5, Informative

    Heya, Ghostface here (leader of the Nosferatu Team)

    No we are not really waiting for the Quake3 src in order to release Nosferatu for free. The game is based upon a heavily modified version of the Qfusion Engine which in turn is based on the Quake2 sourcecode.

    Engine : Quake 2 -> Qfusion - > Nosferatu Engine

    No Quake3 in there ;)
    We just use some data formats from quake3 :)

  16. And if you actually want to read the comments... by Anonymous Coward · · Score: 3, Informative

    And if you actually want to read Carmack's comments it's helpful to have a link to them rather than the Planet Quake homepage:

    http://www.gamecloud.com/article.php?article_id=10 68

  17. Re:Let the race to port this begin... by Anonymous Coward · · Score: 1, Informative

    Quake 3 was ported to WinCE + the ATI Imageon accelerator by Dan East (the guy responsible for PocketQuake). Google might have more info, I'm too lazy to look it up though.

    The port was for a tech demo, I'm not sure it ever made it into the wild.

    Presumably something will be released after the Q3 source is released.

  18. Re:Will it be modified? by QuaZar666 · · Score: 2, Informative

    I think I remember that they did have to modify Quake 1, due to various licensing issues. I would expect that this would be the same thing with Quake 3. Might not be that difficult since 90+ of the code was made by ID.

  19. Re:Now... by joeljkp · · Score: 2, Informative
    It's a plugin for ALSA that lets you play multiple sounds through the same channel at the same time. The format for the config file is a pain, but the following worked for me:

    Put all this into a .asoundrc in your home dir:
    pcm.!default {
            type plug
            slave.pcm "dmix"
    }
    Note that this is for a single sound card with a single audio channel, etc.

    To test, try starting up two mplayers or something.
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