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trog
AGN Admin
Posts: 17245
Location: Brisbane, Queensland
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| #0 02:12pm 22/08/05 |
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parabol
Posts: 1620
Location: Brisbane, Queensland
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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The good thing is, unlike previous source releases, the engine isn't completely out of date.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 |
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| #1 11:00am 13/08/05 |
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eXemplar
Posts: 1145
Location: Brisbane, Queensland
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Hopefully we'll see a few more decent free (not to mention OS) FPS releases as a result of this.
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| #2 11:39am 13/08/05 |
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Khel
Posts: 10370
Location: Wynnum, Queensland
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Heh, my first thought when I saw the topic was "Phwoar, they're porting Quake 3 to the Source engine?"
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| #3 11:49am 13/08/05 |
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trog
AGN Admin
Posts: 17249
Location: Brisbane, Queensland
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heh good point :) fixed subject to reduce confusion
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| #4 11:51am 13/08/05 |
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rolo_tomasi
Posts: 1075
Location: Sunshine Coast, Queensland
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yeah thats what I thought Khel.
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| #5 12:25pm 13/08/05 |
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Raven
Posts: 1067
Location: Melbourne, Victoria
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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. |
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| #6 03:39pm 13/08/05 |
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Tael
Posts: 2684
Location: Brisbane, Queensland
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| #7 04:51pm 20/08/05 |
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0z
Posts: 975
Location: Brisbane, Queensland
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let's hope there some kick arse freeware games made with the source code :) |
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| #8 04:53pm 20/08/05 |
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parabol
Posts: 1649
Location: Brisbane, Queensland
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As usual, I can't get it to compile first go :)
*waits for someone else to find a solution* |
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| #9 06:35pm 20/08/05 |
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shad
Posts: 1214
Location: Brisbane, Queensland
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Eagerly awaiting the huge number of hacked clients coming out much like when the quake source was originally released.
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| #10 11:23pm 20/08/05 |
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0z
Posts: 984
Location: Brisbane, Queensland
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heh shad, but who plays quake 3 still? :P
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| #11 11:31pm 20/08/05 |
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Tael
Posts: 2685
Location: Brisbane, Queensland
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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? |
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| #12 03:59pm 22/08/05 |
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nF
Posts: 11154
Location: Wynnum, Queensland
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I doubt the source code has any bunkpuster code at all.
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| #13 04:26pm 22/08/05 |
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system
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