On Sat, Feb 12, 2011 at 4:13 AM, Marcus Posey <witsalldonebe...@gmail.com>wrote:

> 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.
>>
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Thank you all for your replies, usefull replies :)


Thank you again, and have a very safe and productive day.

-- 
Greetings,
Krzysztof Krysztofiak
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