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. >> >> _______________________________________________ >> 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 >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > 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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