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    Quake Source Released


    Linguica

    Yes, this has nothing to do with Doom, but I figured that since no one has yet made good network code for Doom, some enterprising soul will be able to rip out Quake/Quakeworld's netcode and plug into Doom with hopefully kickass results. Quoting is easy and fun, so why not... here's Carmack.

    This is the complete source code for winquake, glquake, quakeworld, and glquakeworld.

    The projects have been tested with visual C++ 6.0, but masm is also required to build the assembly language files. It is possible to change a #define and build with only C code, but the software rendering versions lose almost half its speed. The OpenGL versions will not be effected very much. The gas2masm tool was created to allow us to use the same source for the dos, linux, and windows versions, but I don't really recommend anyone mess with the asm code.

    The original dos version of Quake should also be buildable from these sources, but we didn't bother trying.

    The code is all licensed under the terms of the GPL (gnu public license). You should read the entire license, but the gist of it is that you can do anything you want with the code, including sell your new version. The catch is that if you distribute new binary versions, you are required to make the entire source code available rce code available for free to everyone.

    What this will mean for Doom source ports I can only imagine, but I hope it doesn't flush them down the toilet as coders run to newer code. Go get it.

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    Not that I care about Quake, but this looks a bit appealing. I would absolutely love to one day play DOOM on the internet. I sure hope the remaining DOOM community has the sense of loyalty enough to use this to DOOM's advantage.

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    Guest Density

    Posted

    hehe, now I can learn how to use opengl right.... other then that, I don't care too much

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    Guest Fanatic

    Posted

    ...QDOOM with Quake's internet capabilities. Just imagine it, go ahead, I'll wait....

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    Guest Anonymous User

    Posted

    Sorry bud, but no amount of optimization is ever going to make net play playable on a 14.4 modem...get with the times already.

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    Guest Anonymous User

    Posted

    The quake source includes so many things that it would take forever for someone coding as a hobby to encorporate all the feature into a doom port. So, why not use the whole source and build doom support into it? You change the code so that you can play Doom with it and presto you have a port with good multiplayer, support for 3D models both with software and hardware. I am sure a hobby coder would definately have a tough time beating the quake's optimizations for speed in software mode. Its pretty amazing that it displays the 3D models without a 3d card and with a measily pentium 75.

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    Pentium 75? Hell, I play it on a measly 486 DX4 100. It runs a little slow, but it's playable. What I want to see is a Doom-->Quake level converter. He he he! Be sure to read my info line!

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    Guest Stealth

    Posted

    They do have a Doom-->Quake level converter.. Somewhere. Whooo, I cant believe they've released this.. I need to go wipe

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    using the quake source in a tc for doom/doom2 would allow proper rooms above rooms, 3d bridges, 3d models, not to mention highres/opengl modes and awesome networking. the full 3d engine is reason enough to consider it to take doom into the next millenium.

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    Guest Sir Robin

    Posted

    I can already imagine how someone will rant about making DooM into Quake, which is silly... But I'm pretty damn sure that someone will, but face it: the only attempt to convert DooM into Quake at the moment is QDooM (and my interrupted QooM [or was it Duake?] project).<P> Anyway, I hope that we will get something great for DooM from Quake source code... I'm sure it has a lot to offer and before someone starts ranting about stealing source code... Well, the code is out for use and besides every source port has already stolen most of it's code. From where? Why of course from original DooM source code, nobody wrote a new DooM engine, they are all just modifications of old so dont start getting hypocritical about stealing stuff from Quake. Hmm, suddenly my writings seem like a rant or something...<P>

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    Guest Density

    Posted

    I think that is would be smarter and better if whoever is developing the Doom->Quake converter to use the Quake source code and make a Quake->Doom converte. I think that The Quake code release is "The Right Thing" because it shows young undergroung programmers what it takes to make a game, also showing how some nice thinks are done (like QuakeWorld's great networking code)....

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    On IRC, when he first heard, Darkfang started freaking out when he heard that the Quake source was released, and then vowed that after SmashDM was complete he'd start on a Quake-engine Thrust and forget Doom editing even existed. Just some fallout...

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    Guest Stealth

    Posted

    Eh.. You cant do a quake->doom level converter. Using the doom engine anyways. Wow. I can only imagine some of the cool mods or totally different games going to spawn. These are going to be very groovy times. I'm already trying to make qwcl mods and playing them.. very interesting

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    Guest Anonymous User

    Posted

    I don't be converters as in a Converter!! I mean as in a Port... but you could do a quake to doom level converter if you converter Doom's 2D BSP tree to a 3D BSP tree. This is neeeded because Doom's BSP doesn't have any information on the floor's shape, Doom's floors are rendered a little like a texture-mapped flood-fill....

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    Guest Density

    Posted

    the comment below is mine :D I forgot to enter in something :D

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    Guest Density

    Posted

    If you think about it, if you want to make MODS, you just use QuakeC. So the Quake source code is only useful if you add something to the engine, or make a totally new game (which would be cool). I don't know, maybe ppl can surpise me, maybe make the menu system better hehe :D

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    Guest ViolentEd

    Posted

    I think a Quake->Doom engine would be the wisest decision right now. The Doom source codes are now obsolite, mine as well move with the times, as it's avalable to do right now.

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    I don't think there's much to worry about. Doom is unlikely to be turned into Quake. After all, ZDoomGL is more advanced than Quake in several ways anyway (coloured lighting, MD2 support), the only important things Quake has that ZDoomGL doesn't is decent TCP/IP support and true 3D.

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    Guest Fanatic

    Posted

    ...already exist in EDGE, and I'm using them heavily in QDOOM.

    We don't have slopes implemented, but it is planned. Many of my levels already have *real* 3D bridges in them, and a buttload of other 3D-ish stuff.

    The only thing missing is awesome network code, which we have brought someone on board for that, who is a specialist for this particular task. Just a matter of time... <blockquote> -Marc

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    This is GOOD so no gloomy bastards going on about 'ah bad for the doom community' or something please.

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    Fix the bugs and make more versions of the game.

    Quake1 has literally HUNDREDS of outstanding bugs. I forget which page it is, but there was a bugfixing 'mod' out there which fixed a bunch of these via QuakeC. The logical step would be to integrate these into the main executable. To be honest, it'd be rather stupid to try and add Quake2/3 features to Quake1. Why? In another year (or two), Carmack will most likely release the source to Quake2, which is far superior to Quake1 in terms of code efficency and design. Basically, Quake1 will be most useful for showing HOW to make a good software renderer, and what you need to do to make something multiplatform.

    As for people suggesting how 'Quake is better then Doom' or 'Doom is better then Quake', they're two different animals. Personally, I strongly oppose any ideas which try and change the WAD format of Doom (exception to the Hexen WAD format), simply because that kills all the tools which work with Doom. The fact that Doom HAS so many utilities available is what makes it an awesome game for editing. Quake and it's sequels have far fewer such tools, and too many of them cost $$$.. something I don't think is good if you want to encourage hobbyists or just those who are curious. I believe this is partly why Doom maps still far outnumber those for every other game out there.

    And yes I know that DeeP97 is a Doom editor and costs money, but that thing is constantly developed so it's ok.. as opposed to horrible editors like Worldcraft which have abysmal interfaces and never get fixed. Moral of the story; I don't think you should have to pay for anything other then the game itself unless the editors are of the same quality level as the game. And that's all I'm saying about that.

    Finally, as for Doom itself, I DO think it'd be fantastic if the Quakeworld code could be integrated with the Doom-engine series of games. Imagine playing an 8 player game of Hexen (v1.1 supports 8 players) over the 'Net with GameSpy.. something which only LAN players could do before. Or getting into a Doom Legacy 32-player DM or a similar sized match with ZDoom on a dedicated server.. without having to hassle with setting up all the options ahead of time. This my friends is what Doom could use. True 3D isn't all that it's cracked up to be, and to be honest, I LIKE working around the engine limitations. That's part of the fun of level editing (the quick compile times and easy-to-understand editors help too).

    This concludes my rant.. I could probably write my thoughts out better on my own page.. but.. nah ;)

    http://sailorscout.cjb.net

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    Guest Anonymous User

    Posted

    This is good for mutiplay in the way way we can now add more then four players and include dropin play.For if done correctly we can have doom on gamespy. This may also lead to better team games with a true doom touch. Just imagine your regular doom e1m1 for an example. With everything exactly the way it was but with ten people instead of four. Also with a set frag or time limit. This shall be great for online play doom just as well as single.

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    How about someone make it so you can use the reg 2D maps, then 'borrow' the 3D map thing from Quake. Thats about all that would be good... well, except for Multiplayer. ;) BTW, any who says 'Screw Doom, I'm gonna work on Quake', you are a bunch of morons. :P Take Quake, use some of it's stuff in Doom, but don't give up because your a fricken moron who thinks that Quake is better then Doom, because it's not. Just look at sales, and look around stores. Do you see any Quake 1 games? NO! I've personally seen a bunch of stores that STILL sold Doom stuff. So, to you the dumb one who thinks Quake is better then Doom, get the %^&* off Doomworld and go jump in front of a bus. :)

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    Guest The Pilot

    Posted

    I'm not a programmer, but it seems to me that it would be quite difficult to implement the Quake networking code into a Doom source port, or to build Doom into Quake. Every little piece of data about the current level needs to be sent to everyone, including players, items, the state of moveable things like lifts, etc. Quake's game is totally different from Doom. Someone will probably be able to use Quake's code to finally make net play possible with it, but I don't think it will be overnight.

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    Guest DarkFang

    Posted

    Well, thats great! I'm gonna use the Quake source with Thrust and turn it into an Unreal-type game. Of course, this will mean that I am soon to depart from the Doom community, but, not without doing SmashDM first!

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    Guest gutwrencher

    Posted

    If people are going to do internet Doom (DoomWorld anyone : ) they must make so all the different ports can use the same server/client code so people can use thier favorite port and connect up to the same server. ie Server with ZdooM clients, ZdooMGL clients, Legacy clients and so forth.

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    Guest Anonymous User

    Posted

    Just have it still be Doom but using Quake's 3D engine. Everyone's been improving the Doom engine, now we can use Quake's and build off of it.

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    Guest suicidalmaniac

    Posted

    In addition to putting in client/server code, the QuakeC code would be nice to add to Doom. Forget DoomC++! (just kidding, it actually sounds like it would be better) But really, it WOULD be a nice alternative to DoomC++...

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