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!"
Take a look at VALVe, at least they released the source of Half-Life 2 before the game was released...
Ohwait...
#define cdkey_correct 1
October 2, 2003, if I read my log... er, recall correctly.
If you don't want to register, but also don't want a capped download: Demon FTP.
I wonder what the most bizarre platform this can be ported to now is?
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Anyone fancy posting a link to the actual download, rather than yet another javascript-implemented, advert-laden bullshit fest, registration required download portal?
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.)
I'd like to get it but don't shop online (I know, I know, I'm being a fool), and I haven't been able to find it anywhere, even second hand. It looks like it was never released on Sold Out or Xplosiv or anything like that. Anyone know if there are plans to do any sort of re-release?
I am trolling
In this day and age of everyone trying to patent this, litigate that, and everything in between, it's refreshing to see a company, that really doesn't have any motive to make any money off of this, AND in an industry where this concept seems somewhat unusual, release its source code, instead of letting this go off into some useless void. Actions like can only help the industry as a whole, as some burgeoning programmer will have many sleepless nights ahead spending his/her own time learning the tips and tricks employed in this source code. Thank you.
Mirror
So what can be done with this? Since it's the Q3 Arena code, are developers limited to similar games of running around shooting each other? Or, could someone use this code and remake some older game such as Ultima Underworld?
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.
No, id Software doesn't rule because they are open sourcing an outdated graphics engine. There will always be complainers...
They rule because they are open sourcing it to make room for cheap games based on that engine. Carmack and Co know that they don't have to give the engine out, but the people that follow their games religiously, this is kind of 'giving back to the community'. The fact this engine will be open sourced means that it can also be improved upon, free of charge. Indy developers (mind you, id Software is one of the FEW left) get a chance to develop a great game -- albeit one that lacks a bit graphically compared to the D3 and HL2 standards -- to cater to a niche crowd and make a name for themselves.
The sheer price to enter the market for game developing is HUGE. Especially when it costs more money to develop a reliable engine than to buy one from somebody else. Those engines can run into the hundreds of thousands of dollars, and for a small gaming firm, or even a lone developer, that entry fee is too high a price to pay.
id Software should be commended for their efforts to continue supporting open source, make room for solo developers, and help broaden the PC gaming genre as we know it by including those who previously had restraints on their investment into gaming.
And to those of you assholes who continually compare Doom3's engine to the Source engine, and say it sucks... just write an engine that's even half as good as the Q3 engine, and then maybe you can say what sucks, and what doesn't. Doom3 may not have been graphically spectacular in its own instance, but I have a feeling that the engine behind it will do much of what the Q3 engine did -- pave the way for amazing games, and challenge hardware AND software vendors to up their efforts to support the T&L and effects that the D3 engine is spectacular at.
The price is always right if someone else is paying.
Here's a link: http://www.filerush.com/download.php?target=quake3 -1.32b-source.zip
Well, it compiles and runs under OSX, but it's not pretty.
So far, there's three pretty major bugs that I've noticed in my limited trial.
1. Trying to ping multiplayer servers crashes the game
2. Several of the 3D models are really messed up, and some are missing. I was playing against a bunch of bodyless people... all that were present was legs.
3. The Quake 3 header on the setup screen is missing.
The odd thing, is that I assumed that since the last build to come out of iD worked great on my G4, that the source would just compile and run without problems... boy was I wrong.
Of course I compiled under 10.4.2, and I think the last time it was compiled under 10.2.x, so the difference in compilers could probably be the difference.
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
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
First off, a big thanks to John Carmack for opening doors for developers... again.
The most exciting thing about this release is the GPL'd version of QeRadiant included with it. Radiant is a tool that many professional level designers swear by. For the first time ever, it is now available for independents to use when creating content for their own games. Prior to this, you needed a license from Id Software in order to use it for commercial purposes.
I'm intrigued. If this method is faster than the `standard' one, then why isn't it in libc? After all, math.h only defines the interface, and the C standard only defines the input-output semantics, not the implementation. Is it just laziness / ignorance on the parts of libc developers, or are there disadvantages associated with this approach (other than assuming a 32-bit float size and a specific format for floating point values)?
I am TheRaven on Soylent News
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
Results of `grep -ri fuck *':
//NOW close the fucking brush!! // what the fuck? // fuck, don't have a clean cut, we'll overflow // since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing // fuck, don't have a clean cut, we'll overflow // vm fuckage // vm fuckage //FIXME: this is a fucking mess // dragged backwards or fucked up // FIXME: this code is a TOTAL clusterfuck // cleaning up after merging and thinks badly fucked up // FIXME: this bend painting code needs to be rolled up significantly as it is a cluster fuck right now
1.
2. i = 0x5f3759df - ( i >> 1 );
3.
4.
5.
6.
7.
8.
9. Note: Unix CR/LF in *.dsw/*.dsp fucks up MSVC++.
10. How the fuck did this happen?
11. some files, and between their revisions and ours we fuck this up.
12. break;
13.
14. {"rem", "Less than half a fucking man."},
15. {"rem", "You're fucking dumb! Suck it down."},
16.
17. this could fuck up if you have only part of a complex entity selected...
18.
I see quite a bit of BSD licensed code in there or usage thereof. Any BSD license with an advertising clausal is incompatible with the GPL (see http://www.gnu.org/licenses/license-list.html) still Quake3 is licensed under the GPL. Wouldn't this be a problem?
Yes, there was a budget title (Paintball somthing or another) that was developed based on the Q1 source that purchased a commercial license.
We didn't charge much, but I still think they should have just saved the money and released their source.
John Carmack