The valve-erc its self is a non existent site, if you look on the archive.org 
you find it. If this is a copy and past from the forums, that makes it much 
easier to find.

--------
Owner Nigredo Studios http://www.nigredostudios.com

--- On Sat, 12/2/11, Marcus Posey <witsalldonebe...@gmail.com> wrote:

From: Marcus Posey <witsalldonebe...@gmail.com>
Subject: Re: [hlcoders] GoldSrc questions.
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Received: Saturday, 12 February, 2011, 12:47 PM

Can you link to the source?

On Fri, Feb 11, 2011 at 6:50 PM, Tom Schumann <schumann....@gmail.com> wrote:

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







-----Inline Attachment Follows-----

_______________________________________________
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