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PocketQuake2 someday.


PocketQuake2 someday.

Postby Robotbeat » Dec 14, 2001 @ 12:36am

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Re: PocketQuake2 someday.

Postby Dan East » Dec 14, 2001 @ 12:49am

From the readme.txt:<br>[fixed]<br>Quake II 12/11/97 public code release<br>-------------------------------------<br><br>This source code distribution is only for hard-core people that are going to<br>spend a lot of time pouring over it.  This is NOT a how-to-make-levels-for-q2<br>type dsitribution!<br><br>The files readme_7_1.txt and readme_9_17.txt are what little documentation I<br>had for our code licensees.  They aren't completely up to date, but they<br>are the only information I have to give you right now.<br><br>The instructions cannot be followed directly, because you aren't getting all<br>the files that the full licensees do, but they are still good for giving a<br>general overview.<br><br>I included a quick unpack program to allow you to extract the textures (or<br>anything else you want) from the quake 2 .pak file.  This will be necessary<br>for using our editor (but it would be a cool idea for other editors to read<br>textures directly from the pak file!).  I wrote it in java, so you will<br>need to install sun's java run time environment to use it:<br><br>http://java.sun.com/products/jdk/1.1/jre/index.html<br><br>Get used to it -- most of our utilities from here on out will probably be<br>java based.<br><br>We will be releasing the updated game source code after the point release,<br>and it will likely include many changes.  Don't say we didn't warn you.<br><br>I don't warrant that any of these tools will be usable by normal people.<br>Our tools are designed for our systems -- high end OpenGL accelerators<br>with lots of memory, and they probably aren't apropriate for most ameture<br>work.  They should serve as good source material for people that want to<br>create more down to earth tools, though.<br><br>A specific warning:  our editor seems to cause several 3dlabs drivers to<br>blue screen NT at various times... Be careful.<br><br>As usual, please please please don't bombard me with questions about this.<br><br>Have fun, and I hope you can learn a thing or two from it.<br><br>John Carmack<br>[/fixed]<br><br>Dan East
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Re: PocketQuake2 someday.

Postby Robotbeat » Dec 14, 2001 @ 1:01am

Dan, what exactly does that mean in English? What does that mean we may do with the source code(legally), and what does that mean we can do with the source code (practically)?
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Re: PocketQuake2 someday.

Postby RwGast » Dec 14, 2001 @ 1:05am

it looks like a partial release to me, nothing can be ported from it if thats what you want. Also i would like to know how it is lrgal to distribute this
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Re: PocketQuake2 someday.

Postby Dan East » Dec 14, 2001 @ 1:12am

Well, several things make me think this isn't supposed to be distributed. First off, this source was released in 1997 (the question is to whom). Second, none of the source contains any copyright or identification at all. Not even an "id Software" is thrown in. If it was meant to be distributed it would have the GNU GPL legal crap and other copyright info in every source file. This distribution also contains several tools for editing maps, etc. So I believe the purpose of distributing this source was to provide additional technical information to those producing content for the Quake2 engine.<br><br>I built the "game" project, and it produced the gamex86.dll library. I checked my official Quake2 install, and that DLL is indeed there. However, the source for the actual Quake executable is not included, so it appears a whole other component, at least as large as this one, is missing.<br><br>Dan East
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Re: PocketQuake2 someday.

Postby Robotbeat » Dec 14, 2001 @ 1:19am

John Carmack is one of the founding members of id, so I don't think that this is illigit. Whose that one guy who comes on this board sometimes and says he got the (full)source code for Quake 2?<br><br>I own Quake 1, 2, and 3. I bought them all together. I bought them mainly because I wanted to play all of Quake 1 on my Pocket PC (with a clear, well..., translucent conscience). So, it would be to id's benefit to release the source code so that more people would buy Quake2.
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Re: PocketQuake2 someday.

Postby Robotbeat » Dec 14, 2001 @ 1:56am

Is anyone willing to beg ID for the opportunity to port Q2 to the Pocket PC? Say, someone with a nice big reputation for doing a good job with other id ports for the Pocket PC? (hint, hint: his initials are D. E.)<br><br>Some guy got id to let him port Q2 to Solaris, so I don't see why they wouldn't let you do the same. I sound like I am begging. That's because I am. I'm trying to get Dan involved in this, mostly because of his reputation. I wouldn't be able to help in this because I know hardly anything about C. However, someone else can do this for me. I need to get more sleep. Goodnight.<br><br>Thanks, Dan. Thanks for putting up with me. I don't want to sound like I'm trying to force you to do this because I know you wouldn't budge if I tried to do that. I also don't want to sound too whiney. Goodnight.
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Re: PocketQuake2 someday.

Postby RwGast » Dec 14, 2001 @ 2:01am

So it produces gamex86.dll, well then it is perfectly legal it is released for mod maker i indeed have edited this source millions of times in mod make ventures for quake2. The weird thing is ID releases the game dll for mod makers and can be found at http://www.planetquake.com/qdevels  this copy is the right copy these comments do not exist in the one released by ID and yes the code i have is also indeed labled with GNU licensing stuff all over same as quake3 (if intrested about q3 dll/qvm editing goto www.planetquake.com/code3arena ). As far as i can tell its legit its just not id's originall release to mod developers. :) hope this clears some stuff up.
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Re: PocketQuake2 someday.

Postby MirekCz » Dec 15, 2001 @ 6:43am

Is it just me, or Quake 1 ports works slow or even very slow on most machines? 5-15fps isn't really playable (haven't heard anyone getting more, didn't read many messages from here thru).. and guess what, quake2 engine will work probably 50% slower.... so where's the point in porting it? Just to see that it works, and then play something else which gets a decent fps rate? I guess it would be better to work a bit more on quake 1 performace so it's playable for many folks and enjoy it, instead looking at a slide show from quake2..., and yes, I believe quake 1 is the best quake ever... (nothing is more enjoyable then a 4vs4 tdm on dm3 map...)<br>And yes, thanks Dan for your hard work, I appreciate it... I will beat you all in my favorite game once I get my hands on a PPC...:)
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Re: PocketQuake2 someday.

Postby Paul » Dec 15, 2001 @ 7:06am

50% slower? thats optimistic.
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Re: PocketQuake2 someday.

Postby Paul » Dec 15, 2001 @ 7:09am

thats 50 by the way, didnt want to make a new bug
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Re: PocketQuake2 someday.

Postby Robotbeat » Dec 15, 2001 @ 1:54pm

Isn't John Romero a huge Pocket PC guy? Doesn't he happen to be a founder of ID software? hmmm... Yes, I do believe we have "connections". I would trust Dan with almost anything. He seems ike a very trustworthy, mature, and responsible guy. I'm sure that if Dan asked seriously, he would get the source code and permission to port the game to Pocket PC.<br><br>Mirek Czerwinski is right, though. We need to get a consistent 15 fps on Quake 1 (without decreasing the overall experience) before starting on porting Quake 2. <br><br>I salute you, Dan, for your work on Wolfenstein, Doom, and (most of all) Quake!<br><br>(and the x86 emulator)
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Re: PocketQuake2 someday.

Postby suchiaruzu » Dec 15, 2001 @ 9:35pm

dan didnt port doom
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Re: PocketQuake2 someday.

Postby Robotbeat » Dec 15, 2001 @ 9:54pm

It sounds like he plans on it, though! He also hasn't released his X86 emulator yet. (Hint! Hint!;))
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Re: PocketQuake2 someday.

Postby suchiaruzu » Dec 15, 2001 @ 10:13pm

cause he has been busy working on dexplor.<br>and he will be busy working on plugins and the top secret mission i gave him. whoops!
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