/me still hasnt seen the quote...... Ah what the hell, ok your right, valve used an outdated engine to base their revolutionary game on, they just rewrote every single bit of code, so as to make it look like the quake 2 engine then added fancy new bits.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
sigh, I can't believe its the Q1 vs Q2 argument, _AGAIN_... Everyone whos anyone knows that its Q1 with some Q2 code and most of the Q2 Netcode.
Then again, all your argument points have no real solid basis, just because it says that it uses some Q2 source on the cd-case doesnt mean it IS the Q2 source (I mean, come on... how is that a valid argument point? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
Other than that, get some <a href='http://collective.valve-erc.com/index.php?go=q1_or_q2' target='_blank'>VERC into you</a>.
- NS was written with Visual C++ - The Botman version of the SDK that you can compile with borland doesn't have some features such as VGUI - NS has VGUI - HL uses a very improved verion of the Quake 1 engine. Look at the names of the standard map compile tools, they're different from Quake 2.
<!--QuoteBegin--FireStorm+Jun 9 2003, 11:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireStorm @ Jun 9 2003, 11:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - HL uses a very improved verion of the Quake 1 engine. Look at the names of the standard map compile tools, they're different from Quake 2. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> and if that isnt enough, look at the level format in the header fiels form the Q1, Q2 and HL compile tools source code. HL is Q1 with most of the limits extended for larger maps. Q2 uses a different level format entirely.
Valve also wrote their own software rendering (Q1/Q2 didn't have coloured lights in software....)
Comments
Ah what the hell, ok your right, valve used an outdated engine to base their revolutionary game on, they just rewrote every single bit of code, so as to make it look like the quake 2 engine then added fancy new bits.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Then again, all your argument points have no real solid basis, just because it says that it uses some Q2 source on the cd-case doesnt mean it IS the Q2 source (I mean, come on... how is that a valid argument point? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
Other than that, get some <a href='http://collective.valve-erc.com/index.php?go=q1_or_q2' target='_blank'>VERC into you</a>.
Another Q1vsQ2 arugment effectively solved
- The Botman version of the SDK that you can compile with borland doesn't have some features such as VGUI
- NS has VGUI
- HL uses a very improved verion of the Quake 1 engine. Look at the names of the standard map compile tools, they're different from Quake 2.
and if that isnt enough, look at the level format in the header fiels form the Q1, Q2 and HL compile tools source code. HL is Q1 with most of the limits extended for larger maps. Q2 uses a different level format entirely.
Valve also wrote their own software rendering (Q1/Q2 didn't have coloured lights in software....)
-- Codeman