http://web.archive.org/web/20070301012630/http://collective.valve-erc.com/index.php?go=q1_or_q2

On 12/02/2011 1:47, Marcus Posey wrote:
Can you link to the source?

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