

Quake Source in Late 99? 63
Anthony Fuentes
writes "According to this .mp3 interview with John
Carmack (@37:15), he is planning to release the source to
quake in late 1999. Doesn't sound like he has completely
committed, but cool none the less. "
"second quarter 1999" (Score:1)
Hahaha.. too little, too late. (Score:1)
Yeah, yeah, I could/should have deleted it before I made the CD, but too late now, so I hope that JC releases the Quake source sooner than later (I have ideas...)
Ion Storm (Score:1)
id is cool (Score:1)
Who whined about that? (Score:1)
Even a lot of otherwise hardcore OSS folks consider gaming a special case (or support, say, OSS engines and proprietary data files).
Any mirror for those mp3s? (Score:1)
Not all of us have access to such services in our hometowns. I know I dread returning home for breaks because I don't have my wonderful dorm ResNet service.
*DSL doesn't exist in my area, and TKR cable (Bridgewater, NJ) doesn't even know what a cable modem is.
The Ozzman strikes again (Score:1)
crystal space (Score:1)
mp3 interview (Score:1)
quake source on ftp == very old code indeed (Score:1)
MP3 pulled (Score:1)
supposed to be posted to the public
Anyone have a mirror?
-- Jochen
Um, hack*coff*coff* (Score:1)
Know why? Because shipping any game is tougher than shit. At the start, everything is exciting and the enthusiasm is high. Writing new code is fun. But at the end, when all you're doing is fixing bugs life is miserable, and your only goal is getting the f****er out the door.
Not that that is unique to writing games. But games make it tougher by putting a premium on performance (well, not SSI maybe;), and how quickly they become yesterdays technology.
So since it's not going to be used a decade later, there is no reason to sweat over making it look like the standard C library. Just point out to a kid looking at the code that here is an example of a program that runs on millions of machines without a hitch. I think you'll see some beauty in it then.
Maestro-2 does work. (Score:1)
crystal space (Score:1)
crystal.linuxgames.com
crystal space (Score:1)
is it just me... (Score:1)
Incidentally, the information you can glean from the tools is much more informative than the runtime.
not just you... (Score:1)
The 'Right Way To Do Things' is to ship, even if it's a hack. Remember, this is a game, not an operating system, or a CAD package, a game.
GPL model not feasible for id software (Score:1)
but, at least, one of the ways the FSF says you can make money off a GPL'd program
is to sell technical support (ala RedHat)
while this is fine for something like Linux, which can be daunting to the new user
a game like Quake is not that hard to figure out
the reason i post this, is becuase i see some of you griping that they don't GPL or OpenSource thier current moneymaking programs
well, the reason is they would have been out of business shortly after wolfenstien3d.
and we really couldn't have that could we?
i know i would be an even sadder person than i already am without Wolf3D, DooM, and Quake
just a thought...
Excellent... (Score:1)
Too bad the network code will be rather old and crusty, but even then it'll be a pleasure to look at
Not news (Score:1)
Any mirror for those mp3s? (Score:1)
Any mirror for those mp3s? (Score:1)
I get it thru Mediaone. Just stay away from them if you are thinking about cable.. THEY SUCK!
Any mirror for those mp3s? (Score:1)
any game plans? (Score:1)
Laugh at it??
:)
Not the same as Open Source (Score:1)
Not that this isn't a good thing, it just isn't the same as Open Source with Capital Letters. It will still be useful and helpful for cadres of programmers wanting to learn something about graphics and real time rendering, and maybe even network stuff if they release the QuakeWorld stuff. Anyhow, it's still not official, so we'll have to wait!
AS
AS
any game plans? (Score:1)
After the release of the Doom source, a whole bunch of improved versions came out; Boom, PRBoom, ZDoom, GLDoom, WinDoom, etc. In fact, most of them have added significant improvements(Key bindings, jump, z-look, more special effects, less limitations, better graphics/sound/resolution, hardware acceleration), and are currently in the process of rolling them up into one. Just because its old does not make Doom outdated. In very many ways Doom was more fun and satisfying than Quake ever was, and good games does not rely on state of the art engines. Look at Jedi Knight and many of their 2d adventure games... They are all hits without relying on technology beyond Commander Keen or DooM. Someone will see the Quake code, see how good it is, and add to it 3d sound support, or voice over network, maybe some real dynamic lighting/shading code, more real world physics, portals, etc.
It is far from useless. I really do think someone will take it and run with it...
AS
AS
GPL model not feasible for id software (Score:1)
For all intents and purposes, I think iD/Id games do satisfy open source and public licenses in a loose way, just that the really important/special/money making parts are closed and covered up... The rendering engine, the network engine, and the data format/world representations...
AS
AS
any game plans? (Score:1)
AS
AS
3 cheers for open source! (Score:1)
Hahaha.. too little, too late. (Score:1)
mtor
I'd start cheering... (Score:1)
-Chris