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Pocket Quake II?


Re: Pocket Quake II?

Postby 999 » Mar 25, 2001 @ 6:38am

Yea, they really taxed the heck outta the Quake engine.<br><br>
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Re: Pocket Quake II?

Postby Moose or Chuck » Mar 25, 2001 @ 7:48am

As a moderator I can lock messages right?
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Re: Pocket Quake II?

Postby Dr. Phat » Mar 26, 2001 @ 4:01pm

Moose, you can, but why? This iis getting somewhere. HHowever, moving it to the Developer thread might be a good idea (Requests). Im not a mod in this board, or else I would have.
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Re: Pocket Quake II?

Postby Moose or Chuck » Mar 26, 2001 @ 5:32pm

I'm a moderator in this forum but it still won't let me do any moderator tasks. I'll have to talk to Matt when he's online next. Matt, if you read this, talk to me on AIM.
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Re: Pocket Quake II?

Postby EdipisReks » May 12, 2001 @ 1:02am

i just looked at my half-life box, and it clearly says that it uses the quake II engine. i think valve would know what they were using.
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Re: Pocket Quake II?

Postby Moose or Chuck » May 12, 2001 @ 1:33am

well halflife's engine is almost completely rewritten, even thouugh Q2 will play on a p200 i'm doubting it'll port over, because of our bad floating point math skills :(
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Re: Pocket Quake II?

Postby randall » May 12, 2001 @ 2:06am

I really don't know why this decided to pop up again.<br><br>Halflife started out as a MOD for Quake. Deep into the project, VALVe decided to completely rewrite the engine to support their cool features and badass storyline.<br><br>They licensed Quake from id Software. 70% of the code was eventually rewritten. Somewhere along the line id Software let them peek at the QuakeII code, but VALVe wasn't stupid enough to do another complete rewrite by converting to QuakeII. (unlike Ion Storms Daikatana).<br><br>So the Publisher took certain liberties in stating that it uses QuakeII technology. Sierra normally avoids the whole thing by simply stating "licensed technology from id Software".<br><br>Don't believe a word the publisher says. They'd claim it was UT technology if they thought it could make them another buck.<br><br>Last modification: randall - 05/11/01 at 23:06:00
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Re: Pocket Quake II?

Postby Moose or Chuck » May 12, 2001 @ 8:38am

I concer with your analysis
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Re: Pocket Quake II?

Postby Moose or Chuck » May 12, 2001 @ 12:06pm

its so completely different than those engines thou, so it really doesn't matter. sept for the fact the worldcraft happens to compile maps for both
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Re: Pocket Quake II?

Postby Russ Smith » May 22, 2001 @ 1:12pm

OK, so I started this thread with what turned out to be a "dumb" question.  As I indicated in the tag line, I thought it was asking too much.  I didn't know for sure.  I thought that there might be some dim possibility as Doom4CE runs both Doom I & II WADS.  (FYI: I own Quake.  I never got Quake II or III.)  Thanks for answering the question.  I like the way the thread has developed though.  Maybe there will be a Pocket Half-Life for the next gen Pocket PCs.
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Re: Pocket Quake II?

Postby Eoin » May 26, 2001 @ 7:40pm

The source to Quake 2 is not available, nor is it available for any Games that use the Quake 2 engine. You may be thinking of the SDKs developers release so that mods such as CTF can be developed. CounterStrike for Half-Life would be an example, Half-Life is not opensource but they have an excellent SDK. If you *were* to get hold of the Quake 2 source, by the time you stripped it down to run on the PPC it would look exactly like Quake!<br><br>-Eoin
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Re: Pocket Quake II?

Postby randall » May 26, 2001 @ 7:59pm

The Sin source code is available. It is a heavily modified Quake2 engine. You can build some cool stuff with SinScript.
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Re: Pocket Quake II?

Postby Slicky » May 27, 2001 @ 6:05am

Just read your curiosity in Porting this and that, however i even believe processing power wouldn't get a matter, at least until Xscale Arcitecture is heavily in use.<br>The real matter IMHO is the super tiny, unusable disply, at least 640x480 would be ok but not half of this res.<br><br>I don't know how you think about that fact, however i bet most don't acquire a PPC just because of it's heavily graphical and therefore the usefullness you have to sacrifice.<br><br>Sure PPC's weren't constructed as a replacement for notebooks or even a PC's, but as time passes, and CPU's are getting more and more power every 3months, it's very likely that the manufactures are at least starting this challenge.<br><br>And porting all the cult games, or better said at least tryin' to port 'em, seems a vast effort to start this challenge, and maybe all this just because the PPC and their users don't have any real competitors now.<br>What Palm?! forget this pice of crap, now wonder that palm is making loss since the release of the PPC's.<br><br>To get  back to the real issuse of PPC's.<br>I praying that manu's implement higher res displays,16 bit (nothing below or above) and reflective, by making them a little bit bigger.<br>upgrading them to 640x480.<br><br>It will show up in the next months if my whining is heard.
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Re: Pocket Quake II?

Postby Moose or Chuck » May 27, 2001 @ 8:53am

There already are multiple programs to change the resolution of a PPC. JSLandscape 2.0+ has VGA 640x480 support. and NVDisplay can change the resolution to any user-defined setting, such as 900x600, 1600x1200, or even 2x2. Not too great for reading things on a PocketPC, as the text becomes too small for anyone to recognize, but for gaming this is a great technology to implement, as long as the processing power doesn't limit it.
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Re: Pocket Quake II?

Postby Slicky » May 27, 2001 @ 4:54pm

Well might be, but just for working.<br>But i think you know what i'm talking off, the phsyical resolution is the important.<br>I'm sure you won't by a 640x480 monitor since you can have a nearly unlimited virtual resolution just limited by processing power and memory.<br>And come on what does a virtual resolution (or display) bring in games like Quake, the might give you a little advantage in some  strategic 2D games.<br>:)
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