eviltwigflipper@Posted: Tue Aug 05, 2008 4:20 am :
Recentlly ive been working on a project, and ive ported Quake 3 to c++, redid the sound engine, and im going to start reduing the rendering engine make it look nicer and probley use DirectX 9.0. This is going to be for a portfolio but i was wondering would be there be any interest in me releasing the source code.



Hemebond@Posted: Tue Aug 05, 2008 10:26 am :
eviltwigflipper wrote:
make it look nicer and probley use DirectX 9.0.
WTF? Ew.



Tr3B@Posted: Tue Aug 05, 2008 11:41 am :
You have to release the source with any released binaries anyway because you are bound to the GPL.



mavrik65@Posted: Tue Aug 05, 2008 1:07 pm :
I thought the quake 3 source code was already written in c++?



The Happy Friar@Posted: Tue Aug 05, 2008 1:45 pm :
q3a was id's last straight "c" program. D3 is c++.

besides the fact you have to release the code if you release a binary, people will want the source anyway.



zeh@Posted: Tue Aug 05, 2008 2:51 pm :
Ditto on what people said - you *have* to release the source. Don't forget the code is licensed under the GPL, so you have to distribute your version too. GPL is serious business.



mavrik65@Posted: Tue Aug 05, 2008 5:23 pm :
so what would porting q3a to c++ allow you to do? have you any specific goals?



eviltwigflipper@Posted: Tue Aug 05, 2008 6:00 pm :
Its a portfolio project i wasn't even going to release it in the first place haha. But ya it allows for tighter integration for the game code(im using different classes for the rendering, network, ui, aas, and such), and the tools. Right now I have the editor running as a built in tool(similar to Doom 3), and it compiles a maps as ascii files(instead of binary), and the collision data seperate.

Im aware if i release it i need to release the source code :), but i didn't know how dead the quake 3 community was.



phantazm11@Posted: Tue Aug 05, 2008 10:44 pm :
I'm sure if you released the source code it would be appreciated :)



Jack Rammsdell@Posted: Wed Aug 06, 2008 1:33 pm :
I still play quake 3 and play around with the source.



aardwolf@Posted: Tue Aug 26, 2008 6:04 pm :
so any new developments on this?



Kristus@Posted: Wed Aug 27, 2008 12:50 am :
Eh? I thought it already was CPP. Well. there you go.
And yeah, as previously stated. DX... ewww. why restrict Yourself like that?



New Horizon@Posted: Wed Aug 27, 2008 4:16 am :
Indeed, openGL would be far better. At least then the code could be used across different OS platforms.



aardwolf@Posted: Fri Sep 19, 2008 7:56 pm :
Well, in the commercial world devs usually say, why bother making it cross-platform, when only the pc (windows) platform and the xbox 360 platform count, and both use DX, direct3d, etc? :D And games can be made for both with the easy as f*** XNA devkits, unlike the hard as s*** opengl code. :)



New Horizon@Posted: Sat Sep 20, 2008 12:22 am :
A little extra sweat, for more compatibility.



eviltwigflipper@Posted: Tue Aug 05, 2008 4:20 am :
Recentlly ive been working on a project, and ive ported Quake 3 to c++, redid the sound engine, and im going to start reduing the rendering engine make it look nicer and probley use DirectX 9.0. This is going to be for a portfolio but i was wondering would be there be any interest in me releasing the source code.



Hemebond@Posted: Tue Aug 05, 2008 10:26 am :
eviltwigflipper wrote:
make it look nicer and probley use DirectX 9.0.
WTF? Ew.



Tr3B@Posted: Tue Aug 05, 2008 11:41 am :
You have to release the source with any released binaries anyway because you are bound to the GPL.



mavrik65@Posted: Tue Aug 05, 2008 1:07 pm :
I thought the quake 3 source code was already written in c++?



The Happy Friar@Posted: Tue Aug 05, 2008 1:45 pm :
q3a was id's last straight "c" program. D3 is c++.

besides the fact you have to release the code if you release a binary, people will want the source anyway.



zeh@Posted: Tue Aug 05, 2008 2:51 pm :
Ditto on what people said - you *have* to release the source. Don't forget the code is licensed under the GPL, so you have to distribute your version too. GPL is serious business.



mavrik65@Posted: Tue Aug 05, 2008 5:23 pm :
so what would porting q3a to c++ allow you to do? have you any specific goals?



eviltwigflipper@Posted: Tue Aug 05, 2008 6:00 pm :
Its a portfolio project i wasn't even going to release it in the first place haha. But ya it allows for tighter integration for the game code(im using different classes for the rendering, network, ui, aas, and such), and the tools. Right now I have the editor running as a built in tool(similar to Doom 3), and it compiles a maps as ascii files(instead of binary), and the collision data seperate.

Im aware if i release it i need to release the source code :), but i didn't know how dead the quake 3 community was.



phantazm11@Posted: Tue Aug 05, 2008 10:44 pm :
I'm sure if you released the source code it would be appreciated :)



Jack Rammsdell@Posted: Wed Aug 06, 2008 1:33 pm :
I still play quake 3 and play around with the source.



aardwolf@Posted: Tue Aug 26, 2008 6:04 pm :
so any new developments on this?



Kristus@Posted: Wed Aug 27, 2008 12:50 am :
Eh? I thought it already was CPP. Well. there you go.
And yeah, as previously stated. DX... ewww. why restrict Yourself like that?



New Horizon@Posted: Wed Aug 27, 2008 4:16 am :
Indeed, openGL would be far better. At least then the code could be used across different OS platforms.



aardwolf@Posted: Fri Sep 19, 2008 7:56 pm :
Well, in the commercial world devs usually say, why bother making it cross-platform, when only the pc (windows) platform and the xbox 360 platform count, and both use DX, direct3d, etc? :D And games can be made for both with the easy as f*** XNA devkits, unlike the hard as s*** opengl code. :)



New Horizon@Posted: Sat Sep 20, 2008 12:22 am :
A little extra sweat, for more compatibility.