Oh. Last time I looked the VERC was still up. Guess I should check stuff more often.
On Fri, Feb 11, 2011 at 8:09 PM, Adam "amckern" McKern <amck...@yahoo.com>wrote: > 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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=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 > > >
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