Quake 3: Arena Source GPL'ed
inotocracy writes "At John Carmack's Quakecon 2005 keynote he promised that the Quake 3 Arena source code would soon be released-- turns out he wasn't just pulling our leg! Today it was released, weighing in at 5.45mb, it makes for a quick download and a whole lotta fun. Developers, start your compilers!"
If you don't want to register, but also don't want a capped download: Demon FTP.
http://planetquake3.net/download.php?op=fileid&lid =2214 Mirror--
Remember, http://www.bugmenot.com/ to get the download at more than 50KBps without having to sign up.
I've been poking around the source since yesterday afternoon (late as usual slashdot) and it's generally MUCH cleaner than Q2. Things are well organized, categorized, and sensible. The id penchant for clumping a dozen header files into just one continues, but overall it's easy to find the code you're looking for. Hell, it took me 3 days to find the BSP code in Quake 2 because they had called it model_t or some such meaningless thing. I can see why Q3 was so popular for licensing, despite being in C. Indeed, it's some of the cleanest C code I've seen laid out to date. Naturally there are hacks here and there, and a few very weird design things...and the C versions of what would in C++ be inheritance and aggregation are hilarious. Overall though, I think this code is going to go a lot farther than Q1 or Q2 source ever did. Compared to everything else out of id, this source is really quite nice. No stretches of pages of uncommented assembly code. Most functions have documentation if it's not obvious what they do. All of the members of the major engine structs are well commented, for the most part.
In short, I like. 1 thumb up. (Hey, it's still C, and I'm a C++ guy in and out.)
Mirror
Never mind, here's a link for UK readers.
WTF does D3 have to do with this, or UE3 for that matter? According to the timestamps in the source, the last time this code was touched by id (not counting preparations for GPL release) was 2002. And the number of games based on Q3 tech...it's a massive portion of the industry. If you play any FPSes, you've probably played a game based on the Q3 engine. Call of Duty, Jedi Academy, and Jedi Outcast, for example, are fairly well known examples.
It's 5MB after it's been compressed into a zip. As you may or may not know, zip compresses text really well.
The uncompressed size of the source is just over 35MB.
That's code we're talking about. There is no map, meshs or textures into this, just the code, no data. So it's basicly 5 megs of text into a zipped archive.
That's not tiny at all.
I found it at Walmart, I believe, for $10 a few months back. I'd assume they still have it.
Doom's been around for ages, and runs on the ipod for starters.
I am trolling
Mirrors can be found here and here.
A FreeBSD port can also be found here, made by the guy who helped with the FreeBSD XBOX port.
**TODO** Steal someone elses sig.
Here's a link: http://www.filerush.com/download.php?target=quake3 -1.32b-source.zip
Mirrors can be found here and here .
A FreeBSD port can also be found here, made by the guy who helped with the FreeBSD XBOX port.
**TODO** Steal someone elses sig.
find lcc/src | xargs dos2unix
that's all you need
It's the first guess for finding an inverse sqare root using Newtons method. We're still waiting for a mathamatitian to tell us if it's the best choice, but it works. That's one of Carmack's claims to fame in the CS world.
"A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
very nice, compiled just fine, but cant test due no display atm
heh, guess that native binary runs faster than the official linux one under emulation "RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations"
thx for the port!
See here for a nice explanation.
This paper says that it was first found in the Quake 3 source. I guess it's in the SDK somewhere?
I wanted to add, too, that this is an example of why companies don't release code. They view things like this as secrets to be kept. Kudos to Carmack for having the confidence.
"A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
The really interesting thing is that its engine is derived from the "Dark Places" engine, which is (in turn) an enhanced Quake I engine. Over the years, the developers of Dark Places and Nexuiz have done an incredible job of bringing this engine up to date and adding high quality eye candy - it's closer to the Q3 engine's capabilities than its modest roots. Nexuiz is at 1.1 release and is one of those GPL games that really show that OSS gaming can work. It's eaten a lot of my time :-)
the reason why this code isn't in libc is because this code is an approximation (but a good one). suitable for games but bad for scientific purposes.
there are several reasons why this code exists in quake3:
1) it was written back before modern FPUs and SSE etc. nowadays doing square roots in hardware is faster, especially if you vectorize. but back in 1999 it wasn't.
2) it was written for mods to use in the quake vm (quake's bytecode interpreter). an engine trap may have been slower.
Tested on a Debian Sarge:
3 2b-source.zip
./unix/cons
/usr/local/games/quake3/baseq3/* ~/.q3a/baseq3/
./linuxquake3
# Get the code
wget ftp://ftp.idsoftware.com/idstuff/source/quake3-1.
mkdir q3a
cd q3a
unzip quake3-1.32b-source.zip
cd quake3-1.32b
# Transformation for UNIX
find -type f -exec dos2unix {} \;
# Compiling
cd code
# Result
cd install
find -ls
# Install the packs
# You needs to original files!
# I do not find them in the source.
cp -a
# Playing
or just a little shorter
dos2unix `find lcc/src`
http://www.quake2evolved.com/news.htm Most advanced Quake II port at the monet. They are currently giving the game a full overhual with high res textures and new models plus full real time lighting.
Quake 3 stopped checking cd keys for online play about 2 years ago.
id Software is not owned by anybody. They are INDEPENDANT of other owners. For example, look at Blizzard North (World of Warcraft, etc). They are owned by Vivendi. Epic Entertainment (Unreal Tournament) is owned by Atari.
These are just a few examples. There are very few "INDY" software shops that turn out a decent game, if any game at all.
The price is always right if someone else is paying.
I don't get this... id have their own tracker, why aren't they using it....
-ReK
md5sum -c reality.md5
reality: FAILED
md5sum: WARNING: 1 of 1 computed checksum did NOT match
The build scripts are using -Werror when you do a debug build. Debug is also the default build. So those inline assembly constraint warnings cause the build to error out.
./unix/cons -- release
3 2b-source.zip
If you do a release build the -Werror is not used and it should compile. To do a release build the command is
Or you can get past the inline assembly constraint warnings by editing the Construct file in the code directory and removing the -Werror from $BASE_CFLAGS = $COMMON_CFLAGS . '-g -Wall -Werror -O ';
I've successfully compiled using both methods on my Fedora Core 3 box. The gcc -v output is:
gcc version 3.4.4 20050721 (Red Hat 3.4.4-2)
So to recap jcdr's tips with my addition, you have:
wget ftp://ftp.idsoftware.com/idstuff/source/quake3-1.
unzip quake3-1.32b-source.zip
cd quake3-1.32b
find -type f -exec dos2unix {} \;
cd code
./unix/cons -- release
And from there you have the compiled binary in the install directory.
burnin
Better yet.
unzip -a quake3-1.32b-source.zip
Converts all text files to unix while extracting.
No, he's trying to use the 32 bits of the 32-bit address as a 32-bit integer, not take the integer at the address. Since there are now 64 bits (8 bytes) in a pointer, you have to either find an Emit8 or do 2 Emit4s with the high and low parts of the address. Obviously, whatever consumes the emission will have to be modified to accept 8 bytes on the other end.
The unzip -a looks to be the most elegant with this code from a post above being a close second. To the person who mentioned dos2unix, this is the preferred way of running it recursively.
# Transformation for UNIX
find -type f -exec dos2unix {} \;
The find -type f is finding all regular files (as opposed to symlinks, directories, ports, etc... in unix, everything is a file so you need to be specific)
The -exec dos2unix {} is executing dos2unix on each file found, inserting the name for the brackets. This method executes as each file is found, as opposed to queueing the job until all the files are found.
The \; terminates the command.. although the backslash is normally an escape code, I think the semicolon is the actual terminator.
Actually I've been working on the Q3 code for a number of years. I wrote this and this for example.
I wrote the Enemy Territory 2.60 Release for Id/Activision under contract with them.
I've also had the engine source for over a year under contract with Id/Activision so I could write this. You might have heard of this little get together called Quakecon. It was used to broadcast the qualifier and tournament matches.
Care to tell us what exactly is your experience with the q3 engine code?
The code in the lcc/ directory is under a GPL-incompatible license that seems to be "noncommercial use only" if the code is reused in certain ways. Is this an extra, or is it required to build/run Quake 3?
If it is required, it might be a serious problem, since the license is not compatible with the GPL.
A successful one.
Perhaps other indie developers should spend less time stroking themselves reading their manifestos, and more time working on sustainable business plans and a product that will sell.
- 'sup, G?
If you can't afford the $100 cost to get torque, you won't have any of the other stuff you need to make a game.
Really now...
Compiler - GCC. Check.
Debugger - GDB/DDD Check.
Network Middleware - Q3:A engine network stack, or OpenPlay, or ADAPTIVE Communications Environment, or... Check.
Game Physics - Q3:A engine, or Crystal Space, or NeL, or... Check...
Game Rendering - Ditto...
Installer - Loki/LGP Installer, Autopackage, NSIS, etc. Check.
3D Modeler - Blender, etc. Check.
Sound - OpenAL, FMOD, etc. Check.
Gee, there seems to be all the tools for someone to make a game in hand for cross-platform development of professional games (HINT: They DO make games with the above stuff and people have bought them- even in recent times...) and all Open Sourced, with no costs whatsoever if you can support yourself.
Seems to me, you missed the boat somewhere.
I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas