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Mail Archives: djgpp/1997/02/12/20:34:03

From: bas AT merlin DOT ebicom DOT net
Message-Id: <2.2.32.19970212192402.006f5e2c@merlin.ebicom.net>
Mime-Version: 1.0
Date: Wed, 12 Feb 1997 19:24:02 +0000
To: djgpp AT delorie DOT com
Subject: Re: Quake Editing Utilites

At 06:49 PM 2/12/97 EST, you wrote:
>
>On 12 Feb 1997 08:15:50 GMT alaric AT oasis DOT novia DOT net (Alaric Dailey)
>writes:
>>Robert Vasquez (digital DOT fx AT worldnet DOT att DOT net) wrote:
>>: > What do you mean the source code to the game "floating around"?
>>: 
>>: Exactly what I said, the source code to Quake is floating around on 
>>the 
>>: net, not too many people have it though. Its in GCC, and some of it 
>>: compiles under djgpp.
>>
>>Since Quake was written in Djgpp it should ALL compile under Djgpp AND
>>gcc.
>
>Actually, If Id did the same thing that they did with Doom, then Quake
>was most
>likely written under GNU, the original FSF compiler.  
>
> "DOOM was developed on a NeXT Cube using the Gnu Objective-C compiler
>and 
> the NeXT Step operating system.  The code was then ported to the PC and
>the  
> Watcom compiler under the Rational Systems 32-bit DOS extender."
>
>  -  _More Tricks of the Game Programming Gurus_, Chapter 12, page 398.
>
>Again, I don't know if Quake was developed this way, but I suspect they
>did not 
>use Watcom because you don't see the little banner when you run the game.
>
>-Fwec
>
>
Yeah, they did build it on next originally but ported it to dos with djgpp,
and from what i hear they only used c, no c++ or objc, FYI: they did the win
port with vc++ :)


Bob Sayers
http://www2.ebicom.net/~bas/

DJGPP - Fast, free, totaly 32 bit, totaly cool, get it today at
http://www.delorie.com/djgpp

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