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Mail Archives: djgpp/1998/04/24/22:16:25

Newsgroups: comp.os.msdos.djgpp
Distribution: world
From: cwalsh AT nf DOT sympatico DOT ca (Colin Walsh)
Organization: Colossal Software
Subject: Re: about Quake2 src
Reply-To: cwalsh AT nf DOT sympatico DOT ca
References: <353D3106 DOT 72258309 AT lasalle DOT edu DOT co> <1998042310441100 DOT GAA12029 AT ladder01 DOT news DOT aol DOT com> <353FAC3B DOT 73B8BED1 AT uni-koblenz DOT de>
Message-ID: <3541443a.0@204.101.95.15>
Lines: 25
Date: Sat, 25 Apr 1998 02:08:15 GMT
NNTP-Posting-Host: 204.101.95.15
NNTP-Posting-Date: Fri, 24 Apr 1998 22:08:15 EDT
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

In article <353FAC3B DOT 73B8BED1 AT uni-koblenz DOT de>
"Marco Kögler" <koegler AT uni-koblenz DOT de> wrote:

> It's not the complete source, but a package designed to give those that
> want to modify/create levels, etc... an understanding of how things
> work. If I remember correctly, it had a bunch of routines starting with
> 'Q_', those where routines from their actual rendering engine. I also
> believe that none of the AI stuff was available. So, 'Quake 2 Source'
> doesn't quite live up to it's name, 'Quake 2 Developer Kit' is probably
> better. BTW, why would ID Software themselves release the source for a
> library they are licensing for BIG bucks?
> 
> Marco Koegler

AFAIK, this source is for compiling a DLL that Quake 2 uses to
handle the behaviour of AI, level data, object interaction, etc.
In Quake, id used their own Quake-C which they felt was too slow
for what they were trying to do, so they went with "real" code
this time.

Colin Walsh
cwalsh AT nf DOT sympatico DOT ca



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