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View Full Version : IGN:Quake 3 Source Code to be Released


RobertoOrtiz
08-13-2005, 06:49 PM
QUOTE:
" At QuakeCon today, id Software's annual event down in Texas, John Carmack announced that the Quake III source code will be released under the GPL, "hopefully some time next week," to be available on their FTP site."
>>LINK<< (http://pc.ign.com/articles/641/641567p1.html)

-R

lightblitter22
08-13-2005, 06:59 PM
That's a six year old graphics engine. :hmm:

animateddave
08-13-2005, 07:06 PM
That's a six year old graphics engine. :hmm:

Doesn't mean you can't use it and get decent results.

eMPeck
08-13-2005, 07:13 PM
Doesn't mean you can't use it and get decent results.

Exactly, just check what they did to Q1 with Tenebrae...

Ninjas
08-13-2005, 10:45 PM
I think the Q3 engine still has some legs. At least until the XBox 360 comes out

BRUTICUS
08-13-2005, 11:58 PM
I guess this is good news if you want to make a mod with more than just new characters and maps. If you want to change some actual physics and hardcoded attributes like bounding box sizes (I believe bounding boxes are hardcoded as they were in Quake2).

Im trying to think of just what else is hardcoded in the engine. It would be nice to have a new skeletal system for the engine. That segmented model (head, torso, legs) crap sucks.

erilaz
08-15-2005, 01:44 AM
The q3 engine was pretty sweet. I'm sure there will be lots of people who will utilise it's tech.

csven
08-15-2005, 01:12 PM
But has an open source tools pipeline emerged? I'm unaware of any workable open source bsp compilers. And using *Radiant without paying id license fees for its use (for a commercial game) is not a legal option iirc.

zappenduster
08-15-2005, 09:55 PM
Doesn't mean you can't use it and get decent results.

yeah the new wolfenstein or enemy territory looked pretty good as tuned q3 engine

btw. anyone got a link to carmacks keynote speech as video ?

Cronholio
08-15-2005, 10:11 PM
But has an open source tools pipeline emerged? I'm unaware of any workable open source bsp compilers. And using *Radiant without paying id license fees for its use (for a commercial game) is not a legal option iirc.

There's this

http://www.osmanturan.com/

Plus some other odd opensource BSP compilers that seem to be abandoned. You could also write your own compiler, it really doesn't seem that difficult. If you are competent enough to understand the q3 source, writing a few tools shouldn't be that difficult. A guy I used to work with wrote a plugin for Max that basicly was Radiant right inside of Max. He could build levels and spit BSPs right out of Max. Only took him a few weeks to write and get most of the functionality he needed.

animateddave
08-20-2005, 02:13 AM
ftp://ftp.idsoftware.com/idstuff/source/quake3-1.32b-source.zip

There it is, though the site is busy of course so keep trying.

phexitol
08-20-2005, 08:15 AM
There's my personal favorite, QuArK (http://dynamic.gamespy.com/%7Equark/), which is open source :)
Currently supports 21 games + several mods.
SourceForge page is here (http://sourceforge.net/projects/quark/).

Phil Lawson
08-21-2005, 10:42 AM
Also up on fileplanet: -

http://www.fileplanet.com/156321/150000/fileinfo/Quake-III-Arena-Source-Code-%5BFull-Source%5D-v1.32b-

tozz
08-21-2005, 10:49 AM
betanews also has a mirror :)

http://fileforum.betanews.com/detail/Quake_3_Source_Code/1124550740/1

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