Quake 3 Source Code to be Released 394
fwice writes "QuakeCon has just kicked off and at the end of the keynote speech, John Carmack made an announcement saying that the Quake 3 sourcecode will be released shortly. "
Every nonzero finite dimensional inner product space has an orthonormal basis. It makes sense, when you don't think about it.
This is great (Score:5, Informative)
Yay
Re:This is great (Score:5, Funny)
Hopefully we'll see Tenebrae3! (Score:2, Interesting)
Give me Quake III on DEC Alpha or give me death! (Score:2, Funny)
Re:Hopefully we'll see Tenebrae3! (Score:4, Interesting)
For shit's sake, Quake 3 was the first Id game to actually support mods as first-class citizens with their own keybinding menus and stuff. The Q3 TCs are an order of magnitude more complete than the Q2 ones because of it (Action Q2 is nice, but having to use the console for everything is inexcusable in a modern game).
Plus, Q3 allowed for replacement of all major media in game, without even modding. This means that there are already numerous replacement collections of player models and weapon models available on Polycount (not having monster models makes it easier) and maps on various mapping sites. As a result, all you'd have to replace to make a FreeQ3 TC would be the textures and sounds - everything else has been done already (whereas Q1 didn't have prevalent player-model and weapon-model replacements at the time of opensourcing).
This is by far some of the best news the opensource gaming world has ever seen. I can't wait to see this capitalised on.
Re:This is great (Score:5, Insightful)
Yes, really nice of them to do this time and time again. It's worth mentioning though that not only id opensources their previous generation games.
To name a few, Star Control 2 was opensourced and is being developed on Sourceforge. Beneath the Steel Sky sourcecode was also opened. It would be great to see this trend continue and expand.
Re:This is great (Score:2)
Re:This is great (Score:3, Informative)
Special thanks to:
[...]
Tony Warriner and everyone at Revolution Software Ltd. for sharing
with us the source of some of their brilliant games,
Re:This is great (Score:3, Interesting)
The Precursors [medievalfuture.com] are recreating the MOD music the game originally shipped with and have replaced about 75% of the in-game ditties and l
Re:This is great (Score:3, Interesting)
Re:This is great (Score:5, Informative)
They do. Still make a profit, that is. When they release an engine, they release it as GPL. Anyone can make a game out of it, but then they must release their game under the GPL. As a result, many companies will choose to purchase a commercial license instead of dealing with the issues imposed by the GPL.
The only real reason for the lead time on Open Sourcing their software is that ID doesn't want to help competitors by outright teaching them the technology they developed. Once the technology is old hat, then keeping the source closed becomes less important.
Re:This is great (Score:5, Insightful)
Thanks id (Score:5, Informative)
At this point for tons less work than writing a game engine from scratch you'd have a very nice modern engine for whatever you want as long as you release the source with it.
Thank you id Software.
Keen? (Score:2, Insightful)
Dopefish lives. (Score:3, Funny)
Dopefish ate it.
Re:quake4 coming soon ? (Score:2)
Re:This is great (Score:5, Insightful)
Modders have always had tools to put their own content on computers.
The problem with the "hot coffee" content was that the game publisher supplied it. The tools were never the problem.
Re:This is great (Score:3, Funny)
Will it be modified? (Score:5, Interesting)
Should be interesting...
Re:Will it be modified? (Score:3, Interesting)
I've been looking forward to this for a while. I had tons of fun writing normal mods for Q3.
Re:Will it be modified? (Score:5, Insightful)
However, given source releases of other games (remember descent), they may clean out some expletives from various comments
Re:Will it be modified? (Score:5, Interesting)
Re:Will it be modified? (Score:2)
Re:Will it be modified? (Score:3, Insightful)
I think you should understand what exactly moding entails. It is not an addition, it is a modification, of whatever sections of the engine source the company has chosen to make available. In the cas
Re:Will it be modified? (Score:4, Interesting)
Er, no. Companies never make _engine source_ available. Otherwise you'd be able to easily circumvent copy protection, cheat detection, etc.
What companies make available is _mod source_, eg modules which the engine loads and runs the mod code. Different engines handle this in different ways. For instance UT uses a VM similar to java. quake3 offers VM as well as machine-native DLLs.
In essence the engine is the linux kernel and mods are linux executables.
HL1 and HL2 are based off of _quake1_ engine code. HL2 still has a lot of icky quake SDK cruft in it, if you bother to look. It simply is not better than quake3. The only reason why it might "appear" to be good is that it is a very simple engine running very simple mods -- the amount of traffic traveling over the link is very small.
But give it a complex game to run, with tons of complex entities and complex gamestates, and it will not do as well as q3 engine games.
quake3 works _excellent_ in high packetloss and high latency situations. i've tested it to eg 80% packetloss and 500ms latency and it was still playable.
and er... unlagged doesnt change player movement prediction. it does make a change to serverside extrapolation if clients drop command packets, but that's a different thing entirely.
Disclaimer: I wrote etpro [anime.net] and ettv [anime.net].
Re:Will it be modified? (Score:3, Insightful)
True enough, at least now. At one time I wrote a Q3 mod called GibHappy. It was very simple, however. But in reality it matters how the netcode performs for endusers, not how pretty or ugly the code itself is.
Er, no. Companies never make _engine source_ available. Otherwise you'd be able to easily circumvent copy protection, cheat detection, etc.
It depends how you define "engine". If you strictly mean the 3D engine
Re:Will it be modified? (Score:5, Interesting)
Actually... The Doom source release consisted of only the Linux version, not the code for the DOS version, because id used a third-party DOS sound driver. So they simply stripped the DOS version out. Didn't much matter anyway, considering that neither the DOS nor Linux versions were particularly useful when the Doom source was released.
And thinking about it, all of their source releases were rather devoid of comments. There were actually comments included in the code, but not a lot of them, and it's not uncommon to see a couple of pages of rather dense code with only a couple of one line comments splattered around. I think that's mostly their coding style - there were very few comments in the first place, rather than having been stripped out. And what would be the point in stripping the comments? To make the code harder to read? Then why would they release it at all?
As for "company secrets", you are aware that id tend to be very open about what they're doing, and quite freely share new ideas and methods with everyone else (maybe not the instant they come up with them, but they don't seem big on the whole "company secrets" bit), right? And considering the age of Quake 3, there's probably nothing at all in there that would count as a secret, because virtually everyone who wants to know how something like Q3 works already does.
Re:Will it be modified? (Score:3, Informative)
Modifications (Score:2)
Let the race to port this begin... (Score:4, Insightful)
Oh yes, and start imagining the Beowulf clusters...
Re:Let the race to port this begin... (Score:5, Funny)
ttyquake [slashdot.org]
some screens for the lazy
screen shot [mr.net]
Re:Let the race to port this begin... (Score:2)
Re:Let the race to port this begin... (Score:4, Interesting)
Re:Let the race to port this begin... (Score:4, Funny)
Cool (Score:5, Informative)
Excellent! (Score:3, Interesting)
torrent of carmacks keynote (Score:5, Informative)
A reasonable model (Score:5, Interesting)
I wish there were some other commercial developers that could manage to follow the same sort of pattern. Do some of the old X11 nVidia drivers contain sufficiently outdated stuff that they could be safely open sourced? Are there some other applications that are currently locked up, not being sold nor developed, that could be opened up? I assume part of the problem is bookkeeping: you can keep software on your books as an asset even if you probably couldn't make a dime trying to sell it anymore - and "goodwill from the community" doesn't fit into accounting.
Jedidiah.
Re:A reasonable model (Score:2)
Non-free model you mean? Commercialism and free software are compatible.
Re:A reasonable model (Score:5, Informative)
It's a great gesture, and iD gets (as it should) a lot of respect from the OSS community from it; i just wanted to point out that they still do make cash out of their "older" engines. No conflict of interests there.
Re:A reasonable model (Score:2)
This is naturally in order to not piss off their customers.
Your reasoning (was Re:A reasonable model) (Score:3, Insightful)
Now... (Score:5, Funny)
Oh, wait...
Re:Now... (Score:2, Funny)
and really see how fast it is
Re:Now... (Score:3, Interesting)
For example, ids ported q3 uses OSS, wich is kind of deprecated now and doesnt even work with all soundcard drivers (i have to hack it through esddsp to get mmap-stuff to work), with the program released as free software anyone is allowed to make it work with ALSA, JACK, or whatever they see fit.
Re:Now... (Score:2)
Re:Now... (Score:3, Informative)
Put all this into a
Note that this is for a single sound card with a single audio channel, etc.
To test, try starting up two mplayers or something.
Quake 3 Source Code to be Released (Score:5, Informative)
Re:Quake 3 Source Code to be Released (Score:3, Insightful)
Re:Quake 3 Source Code to be Released (Score:5, Insightful)
The only practical result from a company selling a game based on GPLed source code is that they couldn't easily do any copy-protection tricks on their game content.
To be fair, it'd be kind of tricky to make any real money from such a project - especially with the large number of fairly decent free mods available for Quake3 engine games. But it's theoretically possible... :)
Re:Quake 3 Source Code to be Released (Score:2, Informative)
Re:Quake 3 Source Code to be Released (Score:2)
It'd be extremely interesting if a small group of artists/modders could pull it off though - put together a professional-quality game with entirely their own content but using a (slightly) modified Quake3 engine. Maintain the engine as an opensource (GPL) project on their website, sell the content for $5 or so.
Ah well, it's a nice idea. :)
Re:Quake 3 Source Code to be Released (Score:3, Informative)
Re:Quake 3 Source Code to be Released (Score:2)
what use is the physic engine without the storyline and the content??
if you consider that anyone had to release a game made with the physic engine also gpl
i think it would more be a problem to clearly seperate the engine from the content
maybe you had to release the game content also as gpl
the problem is that other companys could steal parts of your code and reuse it as in their closed source stuff without you knowing
Re:Quake 3 Source Code to be Released (Score:3, Interesting)
All I was suggesting was that it'd be technically
Re:Quake 3 Source Code to be Released (Score:2)
Re:Quake 3 Source Code to be Released (Score:2, Interesting)
Legacy cheating isn't as much of a problem, which is why the Quake1 GPL wasn't much of an impact; but legacy che
Uh... (Score:2)
Re:Quake 3 Source Code to be Released (Score:2)
This is the reason (Score:5, Interesting)
Re:This is the reason (Score:2)
This would probably be a more practical gesture if you want to support open source. (Which, I can't tell if you do or not - but still, just a thought.)
Can't wait? Do it yourself. (Score:5, Interesting)
DXQuake3 : http://www.dxquake3.dsl.pipex.com/ [pipex.com]e s.htm [pipex.com]
DXQuake3 features : http://www.dxquake3.dsl.pipex.com/dxquake3_featur
Re:Can't wait? Do it yourself. (Score:4, Insightful)
Re:Can't wait? Do it yourself. (Score:2)
Re:Can't wait? Do it yourself. (Score:5, Insightful)
However...
Quake 3 also runs on Linux & Mac. Not to denigrate your project whatsoever, but it *is* DirectX and thus (depending on how you've organised stuff) might not be straightforward to port.
Re:Can't wait? Do it yourself. (Score:3, Insightful)
Re:Can't wait? Do it yourself. (Score:4, Insightful)
DirectX isn't the end; especially since the two biggest game platforms out there don't support it: Gameboy Advance and Playstation2. Programming in DirectX limits him to PC games.
Nosferatu Total Conversion (Score:5, Informative)
They made some nice changes to the engine : a particle engine, Ingame video playback, Cube maps, Specular maps, Lightblooms and some more modifications.
Have a look at this screenshot [nosferatuthegame.com] or even better, the videos [nosferatuthegame.com]
Let me clear this up: (Score:5, Informative)
No we are not really waiting for the Quake3 src in order to release Nosferatu for free. The game is based upon a heavily modified version of the Qfusion Engine which in turn is based on the Quake2 sourcecode.
Engine : Quake 2 -> Qfusion - > Nosferatu Engine
No Quake3 in there
We just use some data formats from quake3
Re:Let me clear this up: (Score:2)
Damn, and all this time I thought you guys were going to use the Q3 engine : Am I crazy, or have you guys changed plans ? I would have sworn I'd seen that you people would be using that engine.
Anyways, kudos to you all, and it looks very promising.
A shameless site plug (Score:5, Informative)
One site to keep an eye on for your Quake3 source needs is QuakeSrc [quakesrc.org], particularly the forums.
Most of the current Quake engine moders hang out here.
Obligatory Futurama quote.... (Score:2)
In other news. (Score:5, Funny)
Re:In other news. (Score:2)
native alsa sound support! (Score:4, Interesting)
maybe quake 3 will finally work with dmix.
Re:native alsa sound support! (Score:2)
Has anyone got a good way to work around the problems with ALSA? The only success I've had has been with artsdsp, but with that the sound lags 2 secs behind gameplay, which is too distracting. Anyone know a way to make arts react a bit faster?
Re:native alsa sound support! (Score:2)
I suppose you could run JACK as a real-time process. This way, sound doesn't get preempted.
And if you actually want to read the comments... (Score:3, Informative)
http://www.gamecloud.com/article.php?article_id=1
More companies should follow. (Score:2, Insightful)
Id has enough sense to realize that there is a point in a piece of software's lifecycle where their innovation has made "enough money". So, they can release their Quake X engine under GPL to benefit the community, while at
The moral of the story is: (Score:5, Insightful)
This is about letting some other (even if they are in the software industry or not) guys learn something from what you have done.
Carmack has been one of the legends of the genre, and even if his usual habit (create the best visual environment possible, and go on) has started to loose it's success (half life vs doom 3) there is no doubt that he is very very good programmer. For a lot of other programmers, it's a good oppurtunity to see what kind of tricks he's been doing.
The release is late, but this makes it fair for the companies who paid to licence the engine. If you can't make money from a source code in 4 years after you've bought it, than you have much more serious problems than this release. It's kinda sad to see all those complaints, since Carmack has no obligation to release code, and he gets complaints instead of thanks when he does it.
I'll possibly never compile the thing since i don't have time for that as an "enterprise developer" (oh god, why did i fail so badly?), but it'll feel good to have source code of quake 3 somewhere around my hard drive.
Whatever, good work Mr. Carmack, thanks..
Re:The moral of the story is: (Score:2, Insightful)
Or maybe: you can be a nice guy, when you have millions of dollars (and you've gotten over the Ferrari thing).
AltTab! (Score:2)
Great news for artists and researchers. (Score:5, Interesting)
We host and or link to [selectparks.net] about 120 game-based artworks many of which are built on/for Quake3.
Over the years several artists wanting to sell work to museums and/or have work shown in museums/galleries have hit a legal 'glass ceiling' due to the issue of IP. This has resulted in game-based artworks that rely on proprietary third-party engines having less-than equal opportunity where other mediums are concerned.
This is welcomed greatly in the art world. True to form as always, thanks John.
This will help MOD projects based on Q3A kick off (Score:3, Interesting)
Re: (Score:2, Insightful)
Re:But it used to be closed source. (Score:3, Insightful)
The problem is that the "open source" nonsense is just fucking irrelevant one way or the other. Make a killer new game engine, something competitive with Doom 3, and release it under the GPL. What have you got? Not much.
The difficulty in getting a killer new game out is in the co
if... (Score:3, Interesting)
engines nowadays are far more advanced than q3's, so it isn't very viable for most commercial ventures. still it's quite a nice little engine that runs beautifully on current and older hardware.
good job iD.
Re:Licensing (Score:5, Informative)
Well the Doom, Quake, and Quake II source were all released as GPL, so I'm unsure why you would expect Carmack to suddenly change his mind and go with something different for the Quake III source.
Jedidiah.
Re:Licensing (Score:5, Informative)
Re:Licensing (Score:4, Informative)
Re:punkbuster not included (Score:4, Informative)
Re:punkbuster not included (Score:2, Insightful)
It's crap at that, but it's very good at stopping people using duplicate CD keys. Which is a shame, because I see nothing morally wrong with two people on a LAN using the same copy to play on a server.
I hope this release helps kill off punkbuster usage on Quake 3 servers.
Punkbuster is shit (Score:2)
Re:Punkbuster is shit (Score:2)
I wouldn't have cared, except that it was impossible to turn off once turned on. Even removing the commands that enabled it from the server's config files and restarting the server didn't do it. I know this sounds crazy, and if I came accross someone raving about how it posessed his PC I too would discount that
Re:punkbuster not included (Score:3, Interesting)
Re:What worth after 6 years? (Score:2)
Re:one question for everyone (Score:5, Informative)
XBOX Doom 3 (Score:5, Informative)
Re:Payback for banning (Score:3, Insightful)
Re:Quake engine? (Score:2)
Ah yes, the HL2 engine, which judging by the leaked alpha version still contains Quake 1 code.