I'm looking to try and learn how to program for a Source mod, but struggling to 
find resources. I'm a Computer Science graduate and the language I've mostly 
used is Java, but I just don't know really where to start when it comes to 
games programming. I've never touched it before and I don't know quite what's 
involved. Any help/pointers will be greatly appreciated. 

Thanks

Date: Sat, 12 Feb 2011 11:32:58 -0600
From: witsalldonebe...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] GoldSrc questions.

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.



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