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Amiga computer related discussion => Amiga Gaming => Topic started by: Calen on August 13, 2005, 07:48:56 PM

Title: Quake 3 Source
Post by: Calen on August 13, 2005, 07:48:56 PM
In a recent interview with John "Quake" Carmack, it has been confirmed that the Quake 3 source code will be released under GPL in a week or so.

Hey Hyperion :-)

On a completely different subject, he also mentions are beloved computer...

snip
Quote
His biggest pet peeve with the console market is how closed off it is: you have to apply to be a developer and get a special development kit and get product approval from the hardware manufacturer, etc. (As opposed to the PC market, where anyone can develop and game creators can release content updates, point releases, and so on.) That's just the nature of the market. If the PS3 opens up, it'll be more like the old Commodore Amiga, a platform anyone can use for a variety of applications. Certainly Microsoft will never do this with the Xbox product line, but Carmack is holding out hope that Sony could experiment.


Carmack Interview (http://www.gamespy.com/articles/641/641662p1.html)
Title: Re: Quake 3 Source
Post by: adonay on August 14, 2005, 09:27:56 AM
Lol you stole my topic. http://www.forumplanet.com/PlanetQuake/topic.asp?fid=1486&tid=1722900

hope to see quake 3 for os4 soon then hehehe

adonay :-D
Title: Re: Quake 3 Source
Post by: Coolit on August 14, 2005, 11:49:42 AM
Excellent!

Do you think a 68k version is possible or ppc> only?
Title: Re: Quake 3 Source
Post by: odin on August 14, 2005, 01:48:41 PM
Q3 68k?!??! :roflmao:
Title: Re: Quake 3 Source
Post by: Effy on August 14, 2005, 02:25:18 PM
An A1200 in tower with Blizzard 200+ Mhz and a Voodoo3 ???  :-?
Title: Re: Quake 3 Source
Post by: Coolit on August 14, 2005, 02:49:09 PM
Thats what I was thinking odin   :lol:
Title: Re: Quake 3 Source
Post by: odin on August 14, 2005, 03:32:44 PM
Heck, even on a 604 with some VooDoo card it would crawl if you ask me :-).
Title: Re: Quake 3 Source
Post by: Coolit on August 14, 2005, 03:35:47 PM
It would be interesting to see if something could be done with it, quite a challenge for someone there  :-)
Title: Re: Quake 3 Source
Post by: bloodline on August 15, 2005, 11:48:29 AM
Quote

Effy wrote:
An A1200 in tower with Blizzard 200+ Mhz and a Voodoo3 ???  :-?


Make and drink a cup of tea, while watching an episode of Columbo between frames...
Title: Re: Quake 3 Source
Post by: Waccoon on August 15, 2005, 03:13:33 PM
I wish more developers did this.  I'd kill to get new versions of Viper Racing and Dungeon Keeper that could run better on modern hardware.  Being able to race against 30 cars or have more than 120 creatures in your dungeon would be sweet. :banana:
Title: Re: Quake 3 Source
Post by: Nickman on August 20, 2005, 09:33:15 PM
It's out :)

README:
http://dwl.xbox-scene.com/nfo/quake3-1.32b-source-README.txt

SOURCE:
http://dwl.xbox-scene.com/~xbox/xbox-scene/sources/games/quake3-1.32b-source.zip
Title: Re: Quake 3 Source
Post by: Piru on August 20, 2005, 10:38:00 PM
Running on MorphOS:

Screenshot 1 (http://194.255.113.16/~bigfoot/test/q3a-1.jpeg)
Screenshot 2 (http://194.255.113.16/~bigfoot/test/q3a-2.jpeg)
Screenshot 3 (http://194.255.113.16/~bigfoot/test/q3a-3.jpeg)
Screenshot 4 (http://194.255.113.16/~bigfoot/test/q3a-4.jpeg)
Screenshot 5 (http://194.255.113.16/~bigfoot/test/q3a-5.jpeg)
Screenshot 6 (http://194.255.113.16/~bigfoot/test/q3a-6.jpeg)

It took bigfoot 5 hours to port.
Title: Re: Quake 3 Source
Post by: Coolit on August 20, 2005, 11:44:31 PM
lol 5hrs, take it there was a race to be the first :crazy:

EDIT: so wheres the 68k port? its been 7hrs!
Title: Re: Quake 3 Source
Post by: B00tDisk on August 21, 2005, 03:07:12 AM
Quote

Coolit wrote:
lol 5hrs, take it there was a race to be the first :crazy:

EDIT: so wheres the 68k port? its been 7hrs!


Actually to simulate a 68k port, just go to the collection of photos listed above in the thread and load one every few minutes or so.  Then you've got just about what Q3 would be like under 68k! :-D
Title: Re: Quake 3 Source
Post by: spavatch on November 12, 2005, 01:17:38 PM
Oh c'mon, a man can dream, right? :-D
Title: Re: Quake 3 Source
Post by: Karlos on November 12, 2005, 01:27:27 PM
Quote

Piru wrote:
Running on MorphOS:

Screenshot 1 (http://194.255.113.16/~bigfoot/test/q3a-1.jpeg)
Screenshot 2 (http://194.255.113.16/~bigfoot/test/q3a-2.jpeg)
Screenshot 3 (http://194.255.113.16/~bigfoot/test/q3a-3.jpeg)
Screenshot 4 (http://194.255.113.16/~bigfoot/test/q3a-4.jpeg)
Screenshot 5 (http://194.255.113.16/~bigfoot/test/q3a-5.jpeg)
Screenshot 6 (http://194.255.113.16/~bigfoot/test/q3a-6.jpeg)

It took bigfoot 5 hours to port.


A reflection on the quality of the source, bigfoot or both?
Title: Re: Quake 3 Source
Post by: Managarm on November 12, 2005, 01:56:53 PM
Just scanned the thread quickly. Quake 3 will be released for the A500 when?
Title: Re: Quake 3 Source
Post by: Lemmink on November 12, 2005, 02:36:02 PM
Quote

Just scanned the thread quickly. Quake 3 will be released for the A500 when?

it has allready been released last year on 30th of February :lol:
Title: Re: Quake 3 Source
Post by: Karlos on November 13, 2005, 12:19:23 AM
A 680x0 port is perfectly feasable but it would just be so slow that you could probably render the frames by hand faster :lol:
Title: Re: Quake 3 Source
Post by: Piru on November 13, 2005, 01:16:19 AM
@Karlos
Indeed. The only thing causing slight problems is the OpenGL. It might build with current public 68k MiniGL, but it wouldn't actually work correctly.

Other than that it should be rather easy, just grabbing the MorphOS port source from http://bigfoot.morphos-team.net/files/ and adjusting it for AmigaOS and 68k.

You'd probably want to use a cross compiler system to build it though.
Title: Re: Quake 3 Source
Post by: MskoDestny on November 13, 2005, 02:16:09 AM
Quote

Karlos wrote:
A 680x0 port is perfectly feasable but it would just be so slow that you could probably render the frames by hand faster :lol:

Well perhaps it would be feasible on Coldfire with a decent 3D card. Of course, who knows if we will ever see a Coldfire accelerator.
Title: Re: Quake 3 Source
Post by: whabang on November 13, 2005, 10:28:00 AM
That's up to Oliver Hannaford-Day to decide. Elbox have zero credibility these days.

On a side note, there is a version of Q3 for Smartphone now. 176x120... Wee!

It should run fine on the A1, tho'.

Title: Re: Quake 3 Source
Post by: Argus on November 13, 2005, 11:19:31 AM
Quote

whabang wrote:
That's up to Oliver Hannaford-Day to decide. Elbox have zero credibility these days.


Speaking of that, any news on his Coldfire card for the A4000?  Nice blue board  :-)
Title: Re: Quake 3 Source
Post by: Karlos on November 13, 2005, 12:17:38 PM
Quote

Piru wrote:
@Karlos
Indeed. The only thing causing slight problems is the OpenGL. It might build with current public 68k MiniGL, but it wouldn't actually work correctly.

Other than that it should be rather easy, just grabbing the MorphOS port source from http://bigfoot.morphos-team.net/files/ and adjusting it for AmigaOS and 68k.

You'd probably want to use a cross compiler system to build it though.


Regarding the GL issue, in my experience Q3 degrades rather nicely on less featured hardware. I suspect the vertex lighting model should at least work more or less as expected...

Don't start giving me ideas now :lol:...

It has been a while since I wrote loads and loads of 680x0 asm just for fun ;-)
Title: Re: Quake 3 Source
Post by: Jose on November 13, 2005, 12:59:34 PM
@Karlos

Ahh, go ahead we see you want to :-)
What was Quake2's minimal specs on 68k BTW ? 060 at 66mhz ?
Title: Re: Quake 3 Source
Post by: Karlos on November 13, 2005, 02:53:19 PM
Downloaded, but I am not promising diddly :-P

Quake 2 on 060/66 with voodoo is perfectly playable AFAIK.

I guess I would need to write my own gl implementation if there is any chance of making Q3 work :lol:

Might make a fun slideshow though...
Title: Re: Quake 3 Source
Post by: divined on November 21, 2005, 05:57:35 AM
What about a Quake 4 port? Do you people think the source for that one will be available any time soon? Is it even feasible to run such games on a PowerPC based AmigaOS 4.0?
Title: Re: Quake 3 Source
Post by: odin on November 21, 2005, 10:10:36 AM
Ehm, yeah. The source of Q4 will be released next week, right after pigs fly. The game's only been just released, dude!
Title: Re: Quake 3 Source
Post by: divined on November 22, 2005, 02:36:34 PM
I know dude! I was just trying to point out the fact, that we`re only trying to run an older generation game on the PowerPC based Amigas.

Cheers!!!
Title: Re: Quake 3 Source
Post by: Karlos on November 22, 2005, 02:51:36 PM
There are reasons beyond the liscence issue.

Are there even any OpenGL implementations on AmigaOS or MorphOS that even support fragment shaders?