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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