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User: 7thFace

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  1. Re:How about discussing the code!? on Bungie Releases Marathon 2 Under GPL · · Score: 1

    Actually, the code isn't eight years old. It's a little over 4, with parts dating back further. It supports PPC and 68k, and according to Loren Petrich, head Marathon tech guru, it shouldn't be a lot of trouble to get it working under CodeWarrior. Things the Marathon series (engine-wise) first:

    Marathon 1 (December 1994)
    *Looking up and down
    *Dual-trigger weapons
    *Panel-based rechargers instead of pick-ups
    *Multi-story maps (This was not clever trickery, but the result of using portals as opposed to BSP trees. Tomb Raider does this in a 3d format, and Duality and Prey did as well before their untimely cancellations.)
    *5d space (Worked for same reason as multi-story maps.)
    *Monster AI was better than its contemporaries
    *8 player networking

    Marathon 2 added swimming to the mix, as well as improved lighting and a wider display.

  2. Re:How about discussing the code!? on Bungie Releases Marathon 2 Under GPL · · Score: 1

    Actually, the code isn't eight years old. It's a little over 4, with parts dating back further. It supports PPC and 68k, and according to Loren Petrich, head Marathon tech guru, it shouldn't be a lot of trouble to get it working under CodeWarrior. Things the Marathon series (engine-wise) first: Marathon 1 (December 1994) *Looking up and down *Dual-trigger weapons *Panel-based rechargers instead of pick-ups *Multi-story maps (This was not clever trickery, but the result of using portals as opposed to BSP trees. Tomb Raider does this in a 3d format, and Duality and Prey did as well before their untimely cancellations.) *5d space (Worked for same reason as multi-story maps.) *Monster AI was better than its contemporaries *8 player networking Marathon 2 added swimming to the mix, as well as improved lighting and a wider display.