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Quake 3: Arena Source GPL'ed

Posted by CowboyNeal on Sat Aug 20, 2005 09:35 AM
from the flawless-victory dept.
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!"
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[+] A Look At Free Quake3 Engine Based Games 77 comments
Thilo2 writes "As most of you probably know, id software released the Quake3 engine in summer 2005 under the terms of the GPL, nearly two years ago. Ever wonder what came out of it? Even though the engine is eight years old, just recently two independent projects have released fully featured multiplayers games, weighing in with downloads of about 550 megabytes each. Urban Terror and World of Padman, formerly modifications that required you to have the original Quake III Arena game, can now be played independently as stand-alone versions. Urban Terror combines realistic environments and weaponry with movement similar to Quake3. World of Padman on the other hand is a colorful shooter in comic style giving you fun weapons like water balloons and water pistols to shoot with. Last but not least there is Tremulous, a first person shooter with added real time strategy elements which has been out for quite some time now. Interesting to note, its game data is licensed under a CC license. All three games use an improved Quake3 engine from ioquake3, which has cleaned up the Quake3 source code since its release and made many improvements like OpenAL, Vorbis and SDL support, and thus are available for Windows, Linux and MacOSX. If you are willing to compile the engine yourself you can get support for even more platforms like Solaris or *BSD."
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  • by 88NoSoup4U88 (721233) on Saturday August 20 2005, @09:39AM (#13361594) Homepage
    Releasing the source several years after the game is released, how lame !

    Take a look at VALVe, at least they released the source of Half-Life 2 before the game was released...



    Ohwait...

  • by daserver (524964) on Saturday August 20 2005, @09:41AM (#13361606) Homepage
    #define cdkey_correct 1
  • by Dave2 Wickham (600202) on Saturday August 20 2005, @09:42AM (#13361611) Homepage Journal
    If you don't want to register, but also don't want a capped download: Demon FTP [demon.co.uk].
  • porting (Score:5, Insightful)

    by jaavaaguru (261551) on Saturday August 20 2005, @09:42AM (#13361613) Homepage
    I wonder what the most bizarre platform this can be ported to now is?
  • Real download link (Score:5, Insightful)

    by cortana (588495) <samNO@SPAMrobots.org.uk> on Saturday August 20 2005, @09:42AM (#13361614) Homepage
    Anyone fancy posting a link to the actual download, rather than yet another javascript-implemented, advert-laden bullshit fest, registration required download portal?
  • BugMeNot (Score:5, Informative)

    by Anonymous Coward on Saturday August 20 2005, @09:43AM (#13361618)
    Remember, http://www.bugmenot.com/ [bugmenot.com] to get the download at more than 50KBps without having to sign up.
  • Hmm (Score:5, Informative)

    by PsychicX (866028) on Saturday August 20 2005, @09:44AM (#13361628)
    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.)
    • Re:Hmm (Score:4, Interesting)

      by bani (467531) on Saturday August 20 2005, @10:20AM (#13361767)
      Indeed, it's some of the cleanest C code I've seen laid out to date.


      Lollerskates.

      Cleaner than q1 or q2 maybe, but it is not really a good example of clean / well written C code in general.

      For example, take a look at CL_DemoFilename() for some real "OMGWTFBBQ".

      I can't tell if that code is serious or a joke. But it's there.

      As for stretches of pages of uncommented assembly code -- it's still there. See BoxOnPlaneSide() in game/q_math.c for example. Or S_WriteLinearBlastStereo16() in client/snd_mix.c.

      I really wouldn't use quake3 source as an example of well formatted / readable code. :-)
      • Re:Hmm (Score:5, Interesting)

        by PsychicX (866028) on Saturday August 20 2005, @10:32AM (#13361822)
        Ok, admittedly there are stretches where you can feel Carmack's..."magic" work. They clearly wanted to leverage MMX. But, as a whole, the engine is nicely laid out and the architecture is pretty nice. Ignoring the lower level math code -- which frankly tends to look horrendous on ANY engine, due to the MMX, SSE, and whatnot that's usually involved in production code -- things are easy to find and understand. The renderer could still use a lot more commenting as to why it's doing some of the things it's doing (the sky code, for example), but it's really not that difficult to figure it out. No, it's not the best C code on earth. But it is pretty good C code, and besides which it's probably relatively hack free compared to most production source. (It WAS intended for licensing, after all.)
        • Re:Hmm (Score:4, Interesting)

          by bani (467531) on Saturday August 20 2005, @11:00AM (#13362011)
          The platform independent code is mostly ok (eg server/ and client/), but the platform specific code is an ugly mess.

          While most of the code in game/ cgame/ ui/ etc are ok, most of the code in unix/ and win32/ is really ugly.

          As for ugly low level C math code (game/q_math.c) most of it is actually pretty clean -- its the gobs of uncommented asm that's ugly.

          The doom3 sdk is much better -- the simd asm code is in general very well commented.

          But there's really little reason to use asm anymore, since the autovectorization in gcc is very nice. It also allows the compiler to optimize much better -- inlined asm functions are hard for the compiler to optimize.

          As for hack free... no.. there are plenty of ugly hacks in the quake3 code. It's the nature of the beast :-/

          • float Q_rsqrt( float number )
            {
            long i;
            float x2, y;
            const float threehalfs = 1.5F;

            x2 = number * 0.5F;
            y = number;
            i = * ( long * ) // evil floating point bit level hacking
          • Re:Hmm (Score:5, Interesting)

            by John Carmack (101025) on Sunday August 21 2005, @01:50AM (#13365387)
            Personally, I think the Q3 code is pretty clean on the whole. It was a commercial product done under time pressure, so it isn't a polished gem, but I consider it good.

            Anyone working on the Q3 codebase today should just delete all the asm code and use the C implementations. Making a commercial game with fairly high end requirements go 10% faster is sometimes worth writing some asm code, but years later when the frame rate pressure is essentially gone, the asm code should just be dumped in the name of maintainability. All the comments in the world wouldn't change this decision a bit.

            >But there's really little reason to use asm
            >anymore, since the autovectorization in gcc is
            >very nice.

            I was pretty much with you until that point. I fully agree that there is little reason to use asm anymore (I haven't written any in years -- Jan Paul did all the SIMD work for Doom 3). Knowledge of asm is good to allow you to manipulate compiler output by changing your C++ code, but there isn't much call for writing it by hand.

            However, autovectorization in gcc is a particularly bad argument against writing asm code. Scalar compiler code is much, much closer to hand codeed asm in performance than compiler generated SIMD code is. Optimized SIMD coding almost always requires significant transformations that compilers can't really do on their own.

            The argument about inline asm hurting compiler optimizations is only true if you are trying to use short snippets of asm, which is generally a bad idea. Asm code that doesn't loop a lot isn't likely to contribute significantly to your performance, with the exception of things like ftol replacements.

            John Carmack

  • by m50d (797211) on Saturday August 20 2005, @09:45AM (#13361635) Homepage Journal
    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?
  • Thank you (Score:5, Insightful)

    by TheGreatDonkey (779189) on Saturday August 20 2005, @09:47AM (#13361640)
    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.
  • by Anonymous Coward on Saturday August 20 2005, @09:47AM (#13361643)
    Mirror [bdash.net.nz]
  • by Anonymous Coward on Saturday August 20 2005, @09:49AM (#13361648)
    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?
  • by HerculesMO (693085) on Saturday August 20 2005, @10:03AM (#13361707)
    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.
  • by solios (53048) on Saturday August 20 2005, @10:04AM (#13361710) Homepage
    Seriously. The last version of Q3A (that I'm aware of, anyway) for OS X has a glitchy, game-crashing plasma gun.

    Oh, and the screen dumps I've taken (multihead, radeon9600) are static, as opposed to game content. o.O
  • Filerush.com torrent (Score:5, Informative)

    by rg3 (858575) on Saturday August 20 2005, @10:21AM (#13361773) Homepage
  • by jayslambast (519228) <slambast&yahoo,com> on Saturday August 20 2005, @10:24AM (#13361786)
    While most of you probably know this, you have to do one thing before compiling the code. The '.md' files in the lcc/src need to be converted to unix end of line characters, otherwise one of the lcc compiler programs will barf. To fix this, jump into the lcc/src directory and run this little perl function on all the files in that directory.
    cd lcc/src

    tcsh
    foreach i (*)
    perl -p -e 's/\r/\n/g' $i.unix
    mv $i.unix $i
    end
    and btw, if there is a nice unix utility that already does this, let me know.
  • MacOSX Version... (Score:5, Interesting)

    by graffix_jones (444726) on Saturday August 20 2005, @10:31AM (#13361819)
    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.
  • does it compile on OSx86?

    *runs*

  • Radiant (Score:5, Interesting)

    by Sludge (1234) <slashdotNO@SPAMtossed.org> on Saturday August 20 2005, @11:52AM (#13362323) Homepage

    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.

  • by jcdr (178250) on Saturday August 20 2005, @12:22PM (#13362523)
    Tested on a Debian Sarge:

    # Get the code
    wget ftp://ftp.idsoftware.com/idstuff/source/quake3-1.3 2b-source.zip [idsoftware.com]
    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 ./unix/cons

    # Result
    cd install
    find -ls

    # Install the packs
    # You needs to original files!
    # I do not find them in the source.
    cp -a /usr/local/games/quake3/baseq3/* ~/.q3a/baseq3/

    # Playing ./linuxquake3
  • by zeno921 (894827) on Saturday August 20 2005, @12:57PM (#13362716) Homepage
    Results of `grep -ri fuck *':

    1. //NOW close the fucking brush!!
    2. i = 0x5f3759df - ( i >> 1 ); // what the fuck?
    3. // fuck, don't have a clean cut, we'll overflow
    4. // since the cmd formatting can fuckup (amount of spaces), using a dumb step by step parsing
    5. // fuck, don't have a clean cut, we'll overflow
    6. // vm fuckage
    7. // vm fuckage
    8. //FIXME: this is a fucking mess
    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; // dragged backwards or fucked up
    13. // FIXME: this code is a TOTAL clusterfuck
    14. {"rem", "Less than half a fucking man."},
    15. {"rem", "You're fucking dumb! Suck it down."},
    16. // cleaning up after merging and thinks badly fucked up
    17. this could fuck up if you have only part of a complex entity selected...
    18. // FIXME: this bend painting code needs to be rolled up significantly as it is a cluster fuck right now
  • by hauk (698641) on Saturday August 20 2005, @01:03PM (#13362757)
    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 [gnu.org]) still Quake3 is licensed under the GPL. Wouldn't this be a problem?
    • by Anonymous Coward on Saturday August 20 2005, @05:28PM (#13363758)
      I guess you're referring to this in code/game/bg_lib.c:
      /*-
        * Copyright (c) 1992, 1993
        * The Regents of the University of California. All rights reserved.
        *
        * Redistribution and use in source and binary forms, with or without
        * modification, are permitted provided that the following conditions
        * are met:
        * 1. Redistributions of source code must retain the above copyright
        * notice, this list of conditions and the following disclaimer.
        * 2. Redistributions in binary form must reproduce the above copyright
        * notice, this list of conditions and the following disclaimer in the
        * documentation and/or other materials provided with the distribution.
        * 3. All advertising materials mentioning features or use of this software
        * must display the following acknowledgement:
        * This product includes software developed by the University of
        * California, Berkeley and its contributors.
        * 4. Neither the name of the University nor the names of its contributors
        * may be used to endorse or promote products derived from this software
        * without specific prior written permission.
        *
        * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
        * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
        * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
        * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
        * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
        * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
        * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
        * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
        * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
        * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
        * SUCH DAMAGE.
        */
      The advertising clause was officially rescinded [berkeley.edu], so it shouldn't be a problem. It should be deleted from that file, though.
    • 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.
    • Chances that UE3 will be GPL'd: 0
      Chances that Doom3 will eventually be open source (minus that code they had to license or something): 1

      Carmack kics Sweeney's ass. By the way, doom3 etc was designed for - you guessed it - doom3, while UE3 is designed to be used as an engine for lots of games, so its not a fair comparision. But hey, if we're going to throw around numbers, how bout you take a guess at how many games have used the Quake engines? It's pretty damn high.

      p.s. Ubisoft using your engine isn't exac
        • Quake 1 cleanly separated the graphics code from the game code. This means that any Quake 1 mod / total conversion (and there really is no difference between a total conversion and a different game based on the same engine) benefited from every advance made to the graphics code. If you take a look at some of the things being done with Quake 1, you will find that they are quite impressive - particularly when you bare in mind that they are basing it on 10 year old software.
          • Re:Unreal Engine 4 (Score:5, Interesting)

            by John Carmack (101025) on Sunday August 21 2005, @01:33AM (#13365346)
            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
    • Re:UT forever. (Score:5, Informative)

      by PsychicX (866028) on Saturday August 20 2005, @09:57AM (#13361680)
      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.
      • I would be open to that if it was available on other platforms! But it's not, it's only available on windows, and no matter how you feel about OSS, GNU hippies, and the like, that's not good.
    • Re:Nice (Score:5, Informative)

      by jericho4.0 (565125) on Saturday August 20 2005, @11:03AM (#13362024)
      That's Carmacks magic number! Of course it doesn't need commenting!

      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.

      • Re:Nice (Score:5, Informative)

        by jericho4.0 (565125) on Saturday August 20 2005, @11:18AM (#13362103)
        (replying to my own post)

        float InvSqrt (float x)
        {
        float xhalf = 0.5f*x;
        int i = *(int*)&x;
        i = 0x5f3759df - (i >> 1);
        x = *(float*)&i;
        x = x*(1.5f - xhalf*x*x);
        return x;
        }
        It runs much faster than math.h, and it's very usefull.

        This paper [google.ca] 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.

        • Re:Nice (Score:4, Interesting)

          by TheRaven64 (641858) on Saturday August 20 2005, @12:09PM (#13362445) Homepage Journal
          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)?
          • Re:Nice (Score:5, Informative)

            by bani (467531) on Saturday August 20 2005, @12:17PM (#13362486)
            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.
    • Take a look at Nexuiz [nexuiz.com]. It's a free FPS arena game, complete with a selection of levels, player models, weapons, music, sound effects and a range of AI bots.

      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