View Full Version : Quake3 Source code released...
August 24th, 2005, 09:45 AM
... could it (http://trevp.dyndns.org/stuff/quake3-1.32b-source.zip) benefit legacy in some way?
August 24th, 2005, 10:04 AM
Possibly, possibly not. I've downloaded it myself, mostly for educational purposes.
As you might expect - much of it (especially in the rendering department) is very, very different from the Doom engine.
August 24th, 2005, 03:24 PM
If modern engines were like Doom's we'd still be stuck with graphics the quality of a kitten squashed in a box.
August 24th, 2005, 04:32 PM
well its fun to think of features from Quake 3 that would be cool in Doom... i would say Beziere (sp?) curves. don't know how the hell it would work, but that isn't the point.
August 24th, 2005, 04:43 PM
porting doom to quake3 engine would be cool.
Boingo the Clown
August 24th, 2005, 05:10 PM
What would most benefit Legacy would probably be the net code used by Q3. That's the kind of thing one should be looking at.
August 24th, 2005, 06:07 PM
porting doom to quake3 engine would be cool.big difference between porting and remaking.
August 25th, 2005, 06:36 PM
Agrees with Boingo and Exl in a morbid kinda way.
September 6th, 2005, 02:17 AM
For the new netcode we are currently using the OpenTNL library, which is basically the netcode
Tribes 1/2 used. Should be quite good, when we get it working.
I guess Hurdler might be interested in looking how they did certain cool renderer effects.
Bézier surfaces aren't really hard to render, but they require a new map construct and new collision routines.
September 6th, 2005, 05:03 AM
Just as the forbidden S****s word do. A new map format is like, somewhat, reformatting Doom.
September 6th, 2005, 10:27 PM
As long as legacy still flows like hot butter on ice then most of us should still be happy :P
meaning if it plays as good as it would if all clients had a 30 ping.
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