Page 1 of 1

Berserker@Quake3 source?

Posted: Tue Oct 18, 2016 4:16 pm
by Captaintoottoot
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

Re: Berserker@Quake3 source?

Posted: Fri Oct 21, 2016 7:39 pm
by Captaintoottoot
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?

Re: Berserker@Quake3 source?

Posted: Fri Oct 21, 2016 8:54 pm
by Captaintoottoot
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

Re: Berserker@Quake3 source?

Posted: Fri Oct 21, 2016 9:23 pm
by Captaintoottoot
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. :)

Re: Berserker@Quake3 source?

Posted: Fri Oct 21, 2016 9:51 pm
by Captaintoottoot
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.

Re: Berserker@Quake3 source?

Posted: Fri Oct 21, 2016 11:07 pm
by Captaintoottoot
You know if Jürgen Hoffman ever released the code to his hunt mod?

Re: Berserker@Quake3 source?

Posted: Sat Oct 22, 2016 4:30 am
by Captaintoottoot
I appreciate all the help. I'll be sure to check in and see what you're up to on GitHub.

Re: Berserker@Quake3 source?

Posted: Fri Dec 30, 2016 2:49 pm
by Ganemi
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?