Source code of Q3 available

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Source code of Q3 available

Post by Lukin »

As John Carmack promised, here it is: ftp://ftp.idsoftware.com/idstuff/source ... source.zip
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

Yay again...
User avatar
seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

http://www.quake3world.com/forum/viewtopic.php?t=9054

so who's going to do anything with it?

now i come to think of it - whatever happened to JazzD's engine? he posted some pics last year but he hasn't been around since :confused:
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

seremtan wrote:so who's going to do anything with it?
I am. I reckon' Timbo will have a go at it too.
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

seremtan wrote:now i come to think of it - whatever happened to JazzD's engine? he posted some pics last year but he hasn't been around since :confused:
I still have that somewhere...
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

his forum is still up iirc. Posted there a few months ago asking him what was going on with the engine. (And now don't remember the answer, if there even was one) *searches for forum again*.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Real Life issues and interests took priority, plus the project didn't have a goal so he was really just 'hacking' features together without a purpose - I don't mean to imply that it was a half arsed job in saying that btw..! :icon25:
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

This doesn't really belong in LEM. :paranoid: It was already posted in Q3AD btw. I can't wait so see some nice things done with the source now though (a bug free 1.33 PR with faster map loading -> q3fusion etc.). :)
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

this forum was for programming discussion too until today :)
User avatar
Scourge
Posts: 15559
Joined: Mon Mar 25, 2002 8:00 am

Post by Scourge »

Oeloe wrote:This doesn't really belong in LEM. :paranoid: It was already posted in Q3AD btw. I can't wait so see some nice things done with the source now though (a bug free 1.33 PR with faster map loading -> q3fusion etc.). :)
Not to mention completely new games. I think I'm going to have a go at messing around with it a bit.
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

CrinklyArse wrote:*downloads*
i wish i knew what the hell any of that meant :(
[url=http://www.last.fm/user/Resplended/?chartstyle=Awesome35][img]http://imagegen.last.fm/Awesome35/recenttracks/3/Resplended.gif[/img][/url]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

well, if you have never touched C/C++/OpenGl ect...trying to mod quake 3 is well, gonna be a tad hard. :D

What exactly are you asking?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

From what I hear, its really bad... You know bad as in bad, not good bad, bad bad?
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

bork[e] wrote:well, if you have never touched C/C++/OpenGl ect...trying to mod quake 3 is well, gonna be a tad hard. :D

What exactly are you asking?
not asking anything, just saying that i don't understand it so you guys better make something good! :D
[url=http://www.last.fm/user/Resplended/?chartstyle=Awesome35][img]http://imagegen.last.fm/Awesome35/recenttracks/3/Resplended.gif[/img][/url]
User avatar
Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

scourge34 wrote:
Oeloe wrote:This doesn't really belong in LEM. :paranoid: It was already posted in Q3AD btw. I can't wait so see some nice things done with the source now though (a bug free 1.33 PR with faster map loading -> q3fusion etc.). :)
Not to mention completely new games. I think I'm going to have a go at messing around with it a bit.
Eya, fusion. Forget about that one, kf will be along shortly with an 64> tower
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

CrinklyArse wrote:
bork[e] wrote:well, if you have never touched C/C++/OpenGl ect...trying to mod quake 3 is well, gonna be a tad hard. :D

What exactly are you asking?
not asking anything, just saying that i don't understand it so you guys better make something good! :D
oh, ok then. :icon32:
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

o'dium wrote:From what I hear, its really bad... You know bad as in bad, not good bad, bad bad?
What is? If you're talking about the source, it's cleaner than Q1 or Q2.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

^misantropia^ wrote:
o'dium wrote:From what I hear, its really bad... You know bad as in bad, not good bad, bad bad?
What is? If you're talking about the source, it's cleaner than Q1 or Q2.
Yes but its not as good, rendering wise, as people hoped. Hell apart from a few things, Q2E is streets ahead of it, hell, even other peoples Quake 2 Clean ports...
RR2DO2
Posts: 1
Joined: Sun Jun 18, 2000 7:00 am

Post by RR2DO2 »

Hey, but were those out 5 years ago? Right ;)
Post Reply