From: bas AT merlin DOT ebicom DOT net Message-Id: <2.2.32.19970212192402.006f5e2c@merlin.ebicom.net> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" 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