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Topic: Quake 3 Source Code - Soon
trog
AGN Admin
Posts: 17245
Location: Brisbane, Queensland

Shacknews are reporting that Carmack has announced plans to GPL the Quake 3 source code in his QuakeCon keynote speech, apparently "within a week".

Update: As promised the source has been released; interested code hackers can grab it locally.
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parabol
Posts: 1620
Location: Brisbane, Queensland
Nice one!

The good thing is, unlike previous source releases, the engine isn't completely out of date. It can be modernised with pixel shaders, improved network code, etc but still be interesting enough for people to play today (unlike Tenebrae and other Quake 1 or 2 engine mods). I can't wait to see some community work from this release. Personally I wouldn't mind diving into the graphics code.

It's also good that he's chosen the GPL. There's nothing worse than an ego-tripping I.T. undergrad lone ninja-coder (as I've mentioned before) who thinks his source-code is so good and special that he has to keep it under wraps for fear of someone stealing it, despite him releasing the binaries for free without profits and secrecy not mattering anyway. Wankers. What are we talking about again?

last edited by parabol at 11:00:18 13/Aug/05
eXemplar
Posts: 1145
Location: Brisbane, Queensland
Hopefully we'll see a few more decent free (not to mention OS) FPS releases as a result of this.
Khel
Posts: 10370
Location: Wynnum, Queensland
Heh, my first thought when I saw the topic was "Phwoar, they're porting Quake 3 to the Source engine?"
trog
AGN Admin
Posts: 17249
Location: Brisbane, Queensland
heh good point :) fixed subject to reduce confusion
rolo_tomasi
Posts: 1075
Location: Sunshine Coast, Queensland
yeah thats what I thought Khel.
Raven
Posts: 1067
Location: Melbourne, Victoria
Bah, GPL. What a load :/ BSD licence all the way :(

But this is awesome news. I can't wait to see a Shader Model 3.0 version of Q3, or a version with netcode as good as Tribes 2 and optimizations that will make Team Arena playable (not that anyone will though :(

Khel, this would effectively allow for that though. Dunno why you'd want to. The Quake 3 netcode is still some of the best around for the small maps the game uses. As for the speed and fluidity of the graphics and input engine... nothing has since come close.
Tael
Posts: 2684
Location: Brisbane, Queensland
It's out:
http://www.3dgamers.com/news/more/1096482562/
0z
Posts: 975
Location: Brisbane, Queensland

let's hope there some kick arse freeware games made with the source code :)
parabol
Posts: 1649
Location: Brisbane, Queensland
As usual, I can't get it to compile first go :)

*waits for someone else to find a solution*
shad
Posts: 1214
Location: Brisbane, Queensland
Eagerly awaiting the huge number of hacked clients coming out much like when the quake source was originally released.
0z
Posts: 984
Location: Brisbane, Queensland
heh shad, but who plays quake 3 still? :P
Tael
Posts: 2685
Location: Brisbane, Queensland
Eagerly awaiting the huge number of hacked clients coming out much like when the quake source was originally released.
Quake III has Punkbuster support though, shouldn't Punkbuster block hacked clients?
nF
Posts: 11154
Location: Wynnum, Queensland
I doubt the source code has any bunkpuster code at all.
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