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> Was also interesting hearing Carmack lament how so few much loved games release their source code Couldn't agree more - it's sad that id is/was one of the ex
by jamesfinlayson 3y ago
> Was also interesting hearing Carmack lament how so few much loved games release their source code
Couldn't agree more - it's sad that id is/was one of the exceptions.
I'm still waiting for the GoldSource engine to be open sourced...
- Cthulhu_ 3y agoWasn't GoldSource based on the Quake engine? I'm reading that it's heavily modified, mainly in terms of enemy AI.
- eropple 3y agoYup - mostly Quake, some QuakeWorld, some Quake II.
- jamesfinlayson 3y agoIt is but it was a reasonable leap on Quake - Quake had 256 colour palette for the whole game whereas Half-Life had a 256 colour palette per texture, Half-Life got coloured lighting, Quake had game code written in QuakeC whereas Half-Life had game code written in C/C++, Quake had vertex animations but Half-Life had skeletal animations etc. Definitely the same bones and I'd say that a lot of engine code would be identical, but there were some big changes that aren't trivial to implement in id Tech 2 to get feature parity with Half-Life.
- badsectoracula 3y agoFWIW there is Xash3D[0] which while not technically open source, it does provide some of the practical benefits of having an open source engine (the issue is that Xash3D uses some HLSDL headers and needs to link against HLSDK to work but HLSDK is not compatible with GPL - the devs have tried to contact Valve for letting them use HLSDK with GPL but Valve never responded). Specifically it has been ported to a bunch of platforms and supports not only Half-Life but also other GoldSource-based games (e.g. i was able to play Gunman Chronicles using it - i have the original CD version but it has DRM that makes it impossible to play under Linux, meanwhile with Xash3D the game plays natively and i can use raw mouse input and widescreen resolutions). [0] https://github.com/FWGS/xash3d-fwgs https://github.com/FWGS/xash3d-fwgs