Quake 3: Arena Source GPL'ed 485
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!"
Mirror, sans registration... (Score:5, Informative)
Re:So... (Score:2, Informative)
BugMeNot (Score:5, Informative)
Hmm (Score:5, Informative)
In short, I like. 1 thumb up. (Hey, it's still C, and I'm a C++ guy in and out.)
Mirror without the BS (Score:5, Informative)
Re:Real download link (Score:5, Informative)
Re:Unreal Engine 4 (Score:3, Informative)
Re:UT forever. (Score:5, Informative)
The uncompressed size of the source is just over 35MB.
Re:UT forever. (Score:2, Informative)
That's not tiny at all.
Re:Do stores still have the game? (Score:2, Informative)
Re:Mirror, sans registration... (Score:4, Informative)
Re:porting (Score:3, Informative)
Re:Ha ! Bit late uh. (Score:2, Informative)
A FreeBSD port can also be found here [freebsd.org], made by the guy who helped with the FreeBSD XBOX port.
Filerush.com torrent (Score:5, Informative)
Tip for compiling on linux (Score:5, Informative)
Re:Tip for compiling on linux (Score:2, Informative)
Re:porting (Score:1, Informative)
A FreeBSD port can also be found here [freebsd.org], made by the guy who helped with the FreeBSD XBOX port.
eh... no need for perl here (Score:5, Informative)
that's all you need
Re:Nice (Score:5, Informative)
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:Ha ! Bit late uh. (Score:2, Informative)
heh, guess that native binary runs faster than the official linux one under emulation "RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations"
thx for the port!
Re:Nice (Score:1, Informative)
Re:Nice (Score:5, Informative)
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.
Nexuiz is similar... (Score:3, Informative)
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 roots. Nexuiz is at 1.1 release and is one of those GPL games that really show that OSS gaming can work. It's eaten a lot of my time :-)
Re:Nice (Score:5, Informative)
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.
How to compile this on Linux (Score:5, Informative)
# Get the code
wget ftp://ftp.idsoftware.com/idstuff/source/quake3-1.
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
# Result
cd install
find -ls
# Install the packs
# You needs to original files!
# I do not find them in the source.
cp -a
# Playing
Re:eh... no need for perl here (Score:2, Informative)
dos2unix `find lcc/src`
Re:How to compile this on Linux (Score:1, Informative)
Re:How to compile this on Linux (Score:2, Informative)
gcc --version
gcc (GCC) 3.3.5 (Debian 1:3.3.5-13)
Only get 4 smalls warnings.
Re:Tip for compiling on linux (Score:2, Informative)
unzip -a quake3-1.32b-source.zip
-a auto-convert any text files
Re:Anything of interest developed with Q 2 source? (Score:2, Informative)
Re:My first hack (Score:1, Informative)
Re:License problem, GPL/BSD mixed code? (Score:4, Informative)
Re:And that's why id Software rocks. (Score:3, Informative)
These are just a few examples. There are very few "INDY" software shops that turn out a decent game, if any game at all.
Weird... (Score:3, Informative)
-ReK
How to compile with warnings (Score:3, Informative)
If you do a release build the -Werror is not used and it should compile. To do a release build the command is
Or you can get past the inline assembly constraint warnings by editing the Construct file in the code directory and removing the -Werror from $BASE_CFLAGS = $COMMON_CFLAGS . '-g -Wall -Werror -O ';
I've successfully compiled using both methods on my Fedora Core 3 box. The gcc -v output is:
gcc version 3.4.4 20050721 (Red Hat 3.4.4-2)
So to recap jcdr's tips with my addition, you have:
wget ftp://ftp.idsoftware.com/idstuff/source/quake3-1.
unzip quake3-1.32b-source.zip
cd quake3-1.32b
find -type f -exec dos2unix {} \;
cd code
./unix/cons -- release
And from there you have the compiled binary in the install directory.
burnin
Re:eh... no need for perl here (Score:1, Informative)
unzip -a quake3-1.32b-source.zip
Converts all text files to unix while extracting.
Re:Compiling on x86_64 and pointer to int casts (Score:1, Informative)
Re:eh... no need for perl here (Score:2, Informative)
# Transformation for UNIX
find -type f -exec dos2unix {} \;
The find -type f is finding all regular files (as opposed to symlinks, directories, ports, etc... in unix, everything is a file so you need to be specific)
The -exec dos2unix {} is executing dos2unix on each file found, inserting the name for the brackets. This method executes as each file is found, as opposed to queueing the job until all the files are found.
The \; terminates the command.. although the backslash is normally an escape code, I think the semicolon is the actual terminator.
Re:bullshit? (Score:3, Informative)
I wrote the Enemy Territory 2.60 Release [activision.com] for Id/Activision under contract with them.
I've also had the engine source for over a year under contract with Id/Activision so I could write this [anime.net]. You might have heard of this little get together called Quakecon [quakecon.org]. It was used to broadcast the qualifier and tournament matches.
Care to tell us what exactly is your experience with the q3 engine code?
lcc code not GPL-compatible (Score:1, Informative)
If it is required, it might be a serious problem, since the license is not compatible with the GPL.
Re:And that's why id Software rocks. (Score:2, Informative)
A successful one.
Perhaps other indie developers should spend less time stroking themselves reading their manifestos, and more time working on sustainable business plans and a product that will sell.
Re:Nice (Score:2, Informative)
Re:And that's why id Software rocks. (Score:3, Informative)
Really now...
Compiler - GCC. Check.
Debugger - GDB/DDD Check.
Network Middleware - Q3:A engine network stack, or OpenPlay, or ADAPTIVE Communications Environment, or... Check.
Game Physics - Q3:A engine, or Crystal Space, or NeL, or... Check...
Game Rendering - Ditto...
Installer - Loki/LGP Installer, Autopackage, NSIS, etc. Check.
3D Modeler - Blender, etc. Check.
Sound - OpenAL, FMOD, etc. Check.
Gee, there seems to be all the tools for someone to make a game in hand for cross-platform development of professional games (HINT: They DO make games with the above stuff and people have bought them- even in recent times...) and all Open Sourced, with no costs whatsoever if you can support yourself.
Seems to me, you missed the boat somewhere.