Actually, I just found it.
>From the article titled "Half-Life's Code Basis" by Chris Bokitch,
originially posted on the VERC:

 What came first, the chicken or the egg? What is Half-Life built on, Quake
1 or Quake 2? These questions pop up pretty frequently, and neither seems to
have an accepted answer. In an effort to extinguish the argument, I've asked
the people who know best. About Half-Life, that is. We're not touching the
question about the chicken.

Ken Birdwell explains it like this:

"It is fundamentally just a heavily modified Quake 1 engine. There are about
50 lines of code from the Quake 2 engine, mostly bugs fixes to hard problems
that Carmack found and fixed before we ran into them."

At its core, it's a Quake 1 engine. You can tell this by comparing
Half-life's map compiling tools with those shipped with Quake1. You'll find
very minor differences -- none of them are fundamental. The core rendering
is architecturally identical to Quake1, the only "significant" change is
removing the fixed palette, making map lighting RGB instead of 8 bit, and
converting software rendering to be 16 bit color instead of 8 bit color,
which was pretty easy and only required minor code changes. Our skeletal
animation system is new, though it was heavily influenced by the existing
model rendering code, as were a lot of our updated particle effects, though
less so with our beam system. Decals are totally new, our audio system has
some major additions to what already existed, and at ship time our
networking was almost totally Quake1 / QuakeWorld networking but about a
year later Yahn rewrote most of all of it to be very different in design.
The most highly changed sections are the game logic; ours being written in
C++ and Quake's being in written interpreted "Quake C". Our AI system is
very *very* different from anything in Quake, and there's a lot of other
significant architectural changes in the whole server and client
implementations, though if you look hard enough you can find a few remnants
of some nearly unmodified Quake1 era entities buried in places.

Jay Stelly adds, "We also took PAS from QW and/or Q2 and a couple of other
minor routines I can remember (no more than 100-200 lines of code there).
There was some feature overlap (as Ken mentions) like game code DLLs and
colored lighting, but we developed our own solutions to those independent of
Q2."

So there it is. This should put some arguments to rest. Half-Life is based
on Quake 1, although it has a very small amount of Quake 2 code. Yahn notes
that "we did use some of the winsock functions from Q2, that's about it.
Probably more than 50 lines, but nothing too interesting."

On 12 February 2011 10:47, Tom Schumann <schumann....@gmail.com> wrote:

> I believe it's the Quake engine with some parts of the Quake 2 engine used
> very late in development.
> I can't remember where I saw that though.
>
> On 12 February 2011 09:30, Krzysztof Krysztofiak <sezam...@gmail.com>wrote:
>
>> Hello there, I'm still confused about GoldSource, i mean i know it's based
>> on Quake, but i do not really know if it's modified Quake Engine
>> (QuakeWorld) or Quake 2 Engine.
>>
>> Wiki doesn't really tell to me anything because i do not belive Wiki,
>> everyone can change his mind there and share with it with other people.
>>
>> So ?
>>
>> Cheers.
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to