Thanks Tom Edwards. On Sat, Feb 12, 2011 at 6:25 AM, Tom Edwards <t_edwa...@btinternet.com>wrote:
> > 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. >> >> _______________________________________________ >> 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 >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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