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Topic Starter Topic: Berserker@Quake3 source?

Grunt
Grunt
Joined: 28 Mar 2014
Posts: 55
PostPosted: 10-18-2016 08:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hey does anyone know if Berserker ever released the source code to his Quake 3 project? Maybe I overlooked it because of all the Russian text. I've looked around some of his sites like:
http://quakegate.ru/forum/bserserker-s-projects/
https://sourceforge.net/u/megabers/profile/
http://berserker.quakegate.ru/index.html




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Grunt
Grunt
Joined: 19 Sep 2012
Posts: 64
PostPosted: 10-21-2016 04:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


As far as I know the source code for Berserker Q3 was never released, because it was at a very early/unfinished development stage (with tons of errors). The development stopped around 2012 iirc!
Some material (texture) is still around, and also a very early beta version is still available for download.
The Berserker Q2 source code is still available (it ships with the game).
So, unfortunately, I also never found the source code for BerserkerQ3 :(

BTW, if you are looking for more modern idtech3 projects that released source code I highly recommend Qio Engine: https://sourceforge.net/projects/qio/
1. It is based upon Xreal (this means Qio comes with the real Xreal renderer, not the one from ioquake3! It also supports Doom 3).
2. Therefore it has all the Features you probably will know from Xreal (incl. real time lightning, fresnel effects etc.)
3. The project is alive, and there are very experienced programmers involved!
4. And the most important (at least for me) is that it has WORKING RAGDOLL simulation and supports accurate physics for objects like Barrels etc.

Here is a cool video showing the Vore from Q1: https://www.youtube.com/watch?v=YlUczDfqMFs
and other objects using the physics engine: https://www.youtube.com/watch?v=k2OHByLN6OI
Qio is more advanced than Berserker engine, or any other idtech3 engine I know...




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Grunt
Grunt
Joined: 28 Mar 2014
Posts: 55
PostPosted: 10-21-2016 11:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Awesome response and awesome looking engine. All off the Q3 engine? That's so cool. I'm definitely going to have to start looking into it. I didn't notice a website link though. DO you know if they have one?




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Grunt
Grunt
Joined: 19 Sep 2012
Posts: 64
PostPosted: 10-21-2016 12:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Precompiled .exe is included with the source code! You can test the current state of the development process (but please be patient, everything is in an early state).
A lot of Quake 3 code was gone during the process of making Xreal->ETXreal->Daemon(Unvanquished)->Qio!
Currently I try to merge Zack Middleton's Spearminnt engine into Qio!

Well, you should do the following:

1. Download the source code from here via SVN: https://sourceforge.net/p/qio/code/HEAD/tree/
2. The qio.exe resides inside the 'game' folder, there are other .bat files as well, for quick starts, and many many demo maps etc. (Hint: Load the Shambler monster from Q1)
3. Get in contact with the authors and help them with the project, or
4. Start with your own project based on Qio and make your hands dirty :)

It would be so cool if all people who are interested in programming would join a big team and support the Xreal based game, probably you're one of them?

EDIT: I think there is no official web-site with a forum or something (a typical programmer habit) :)




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Grunt
Grunt
Joined: 28 Mar 2014
Posts: 55
PostPosted: 10-21-2016 12:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah I found the game in the game directory. I agree that Q3 engine programmers for the Q3 engine really do need to stick together and share information. Great things would happen if they did. I am not am expert programmer. Just an average 'can do a lot of game programming' programmer / artist.

When I tried compiling the source the only error I got so far was:
fatal error LNK1104: cannot open file 'ode.lib'

I'm not sure what it needs here. I checked out ODE's link too at
https://sourceforge.net/projects/opende ... p_redirect




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Grunt
Grunt
Joined: 19 Sep 2012
Posts: 64
PostPosted: 10-21-2016 01:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yep! Compiling is a hassle atm!

There a a few things that should happend a t first (I'm working on it, but I can't guarantee that I will manage everything from beyond!)

1. Better compiling support (MSVC, Cygwin). Should be as easy as possible (using ioquake 3 makefiles). NOTE: iirc some libs are needing MSVC to compile (at least in the past ET Xreal etc.).
2. Backport some missing idtech3 features that are gone (bots, gametypes, and probably movement code (?)).
3. Support GPL 3 games (e.g.: ET Legacy, or even better, support every game Spearmint supports).




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Grunt
Grunt
Joined: 28 Mar 2014
Posts: 55
PostPosted: 10-21-2016 01:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bots are gone, oh no! Why's everyone always got to mess with the Q3 bot? It's a good bot. It's like the meeting went like this: "Ok so we want realtime shadows, and an updated rendering system, and physics, and... oh and no bots."
Dang. Wait, Xreal had bots didn't it? And I'm guessing by the Qio youtube videos that they still intend to have some sort of monster code?
I hope you are able to accomplish what you're working on. Except I do like having a working sln file. Most projects just abandon vis studio support and that is sad.

It's funny how I just set out to find a way to get a working vertex buffer object in Q3 and then go through hours of exploring another project only to return from where I started. Gotta have bots. :)




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Grunt
Grunt
Joined: 19 Sep 2012
Posts: 64
PostPosted: 10-21-2016 01:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


I 100 % agree with you. It seems to be a 'historical triumph' or 'special achievement' to remove bots!
Bots are very important. Xreal had bots, but ACE bots, not the Gladiator bots from Q3! My plan is to add the Gladiator bots as known from Q3 (with the enhancements I made for Spearmint bots). Porting bots back is the easiest task. I also added some code for more than 200, yes 200, monsters with a seperate AI (though, currently only for Spearmint, not for Qio!).
.sln file is MSVC, I like MSVC as well! That's why I think Cygwin and MSVC is a minimum.




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Grunt
Grunt
Joined: 28 Mar 2014
Posts: 55
PostPosted: 10-21-2016 01:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've been checking the Qio engine out since I woke up this morni... evening. Heh. It looks cool but young. Any test weapons able to be used? Is there a good map that has something to shoot at? I'm guessing people will have to recompile their maps with a new q3map2?

And your project sounds good. Any links? Monster code, that sounds awesome. I wish Q3 had greater entity limits and allowed for monsters. Something not as complex/heavy as dumping a bunch of clients in a game and calling them monsters, but still used the aas system.




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Grunt
Grunt
Joined: 19 Sep 2012
Posts: 64
PostPosted: 10-21-2016 02:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


Q3map2: There is also the good old Xmap2 Compiler :). New maps should be built from scratch. Making assets (maps, textures, models) is even more time consumng than coding :(
Monsters: The magic is to NOT treat monsters as clients (as clients suffer from various limits, mainly 64 clients are supported throughout the idtech3 code). A very good point to start from is a an old but cool Q3 mod from Jürgen Hoffman (JUHOX), called HUNT mod...
Currently my old project is on hold (due to the Qio engine merging) but parts can be found here: https://github.com/KuehnhammerTobias, new place will probably be here: https://github.com/ioid3-games
NOTE: googlecode.com, where I had my project in the past, stopped hosting projects, that's why there is no good history loging any more, not all but a lot of changes are already merged into Spearmint. But since I start from a new, this won't be a problem I think :/
NOTE 2: Spearmint (and games) aren't made by me, they are made by Zack Middleton!




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Grunt
Grunt
Joined: 28 Mar 2014
Posts: 55
PostPosted: 10-21-2016 03:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


You know if Jürgen Hoffman ever released the code to his hunt mod?




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Grunt
Grunt
Joined: 19 Sep 2012
Posts: 64
PostPosted: 10-21-2016 03:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, he did. You can find it here for example. It's called Modifia/Hunt: http://eliteforce.gamebub.com/quake3.php
EDIT: It's nice to talk to you. but I'm really tired now. It is very late here in Germany, where I live! So good night/or have a good day! I hope I'll hear from you!




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Grunt
Grunt
Joined: 28 Mar 2014
Posts: 55
PostPosted: 10-21-2016 08:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


I appreciate all the help. I'll be sure to check in and see what you're up to on GitHub.




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The Afflicted
The Afflicted
Joined: 21 Apr 2005
Posts: 509
PostPosted: 12-30-2016 06:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


The hunt mod is hard af to compile. You need to use qvms.

I'm pretty sad that this qio is in c++, and lacks the Q3A movement code. Why was it ever taken out?




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