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Re:Source code for Quake 2 rerelease by mmh0000 on Thursday August 10, 2023 @07:31PM (#37083090)
Oh man! Memories.

Back in 1999, Quake II was the game I played (like, literally the only one). I sunk so much time in QII and I wrote my very first code building a Mod.

I think it's fair to say, Quake II turned me from a computer user into a computer programmer. And set the course for my entire adult life and career.

From my original mod, I learned how to calculate vectors, learn an existing code base, integrate autobuilds for rapid testing.

I also dabbeled in making maps, learning 3rd art, but, quickly realized I am no artist or designer.

Sadly, my version control and backup policies at the time were non-existant and I've lost all my original code.

The next game that really got my attention in the same way was Tribes 2, the scriptings and modding you could do there was truly amazing.

Re:Source code for Quake 2 rerelease by mmh0000 on Thursday August 10, 2023 @07:37PM (#37083141)
In my endless files, I just found the binary of my mod.

https://xn0.co/Xeno-Mod_1.9_Setup.exe

Because I'm sure everyone on HN just downloads execs from a random internet source and runs them!

But if you have the OG QII, are curious, it is safe to run.

Re:Source code for Quake 2 rerelease by klipklop on Thursday August 10, 2023 @07:43PM (#37083182)
What does your mod do?
Re:Source code for Quake 2 rerelease by mmh0000 on Thursday August 10, 2023 @07:52PM (#37083280)
This is all from memory so, I might be missing some things:

Adds 10 extra weapons

Changes the damage ratio of all weapons

Imports the "gravity mines" from one of the Q2 expansion packs

Adds togglable "moon boots" (low gravity, on a per-player basis)

Adds a grappling hook, with swing physics

Has "secret" command to turn invisible. (I can't remember what it is). Because back in 1999 I didn't realize people could unpack binaries and read them.

Re:Source code for Quake 2 rerelease by thadt on Friday August 11, 2023 @12:32AM (#37085134)
My cousin and I burned hours in Quake2 with a mod that did these. Jumping around in low G while grappling around all over the map while trying to hit each other was fantastic - thank you for some of the best early FPS gaming I can remember!
Re:Source code for Quake 2 rerelease by giantrobot on Thursday August 10, 2023 @07:55PM (#37083306)
> Because I'm sure everyone on HN just downloads execs from a random internet source and runs them!

...should I not?

Re:Source code for Quake 2 rerelease by gonzo41 on Thursday August 10, 2023 @09:14PM (#37083939)
This is what work computers are for.
Re:Source code for Quake 2 rerelease by rabbitofdeath on Thursday August 10, 2023 @09:25PM (#37083996)
This. If you aren't helping test your company's security - who is??
Re:Source code for Quake 2 rerelease by koolba on Thursday August 10, 2023 @09:31PM (#37084028)
No way I’m running that unless you publish it on NPM.

Then you could even do: npx run [email protected]

Re:Source code for Quake 2 rerelease by epolanski on Friday August 11, 2023 @04:02AM (#37086235)
Someone making a Nix with quake 2 and that specific mod and making sure it runs fine on OpenBSD as we speak.
Re:Source code for Quake 2 rerelease by mulmen on Thursday August 10, 2023 @10:13PM (#37084297)
> Because I'm sure everyone on HN just downloads execs from a random internet source and runs them!

Not true, some of us have JavaScript disabled.

Re:Source code for Quake 2 rerelease by anotherhue on Thursday August 10, 2023 @07:36PM (#37083128)
Discovering the drop down console was a revelation.

An homage: http://guake-project.org/

Re:Source code for Quake 2 rerelease by AdmiralAsshat on Thursday August 10, 2023 @08:15PM (#37083469)
The Windows terminal now has a quake-style dropdown mode by default.
Re:Source code for Quake 2 rerelease by bee_rider on Thursday August 10, 2023 @08:56PM (#37083800)
I wish I could find a use for that, it is a funny idea. Unfortunately in a world where all of you stuff is in terminals, having one special drop down one is less useful.
Re:Source code for Quake 2 rerelease by cyberax on Thursday August 10, 2023 @09:29PM (#37084022)
I use iTerm2 that pops up F12, it's surprisingly close to that drop console behavior.
Re:Source code for Quake 2 rerelease by Shared404 on Thursday August 10, 2023 @09:11PM (#37083916)
I use Yakuake (KDE's equivalent) for my password manager at work.

I find most DE's painful without that ability. The main exceptions are i3/sway or cwm, where I just launvh a terminal and then kill it.

Re:Source code for Quake 2 rerelease by bee_rider on Friday August 11, 2023 @07:48AM (#37087597)
I think that must be it, I use i3, so popping open a shell is always an easy option.
Re:Source code for Quake 2 rerelease by bombcar on Friday August 11, 2023 @02:34AM (#37085748)
Never use sudo again! make the drop down be always at your root shell.
Re:Source code for Quake 2 rerelease by q87b on Friday August 11, 2023 @05:28AM (#37086738)
sv_cheats 1
Re:Source code for Quake 2 rerelease by semi on Friday August 11, 2023 @12:00PM (#37090194)
I hadn't set this back up after getting a new laptop, but it's great for any of the one-off things you might need to do like confirm that some webserver is down like someone on chat complained it was, or lookup an ip or dns entry.

So the real benefit IMO is that it then lets you keep your actual terminals more clean and focused, and not just interleave that kind of stuff with whatever you are doing.

Re:Source code for Quake 2 rerelease by mentos on Thursday August 10, 2023 @07:50PM (#37083253)
Tribes 2 was my first taste of modding, the game holds a super special place in my heart too. Then came Ultima Online emulators Sphere and RunUO that turned me from a gamer into a programmer too.
Re:Source code for Quake 2 rerelease by ljm on Thursday August 10, 2023 @08:33PM (#37083599)
Tribes 2 and Unreal Tourney were childhood faves.. when I played something other than CS 1.6
Re:Source code for Quake 2 rerelease by johngalt2600 on Thursday August 10, 2023 @09:40PM (#37084074)
This man computes
Re:Source code for Quake 2 rerelease by mcronce on Thursday August 10, 2023 @08:33PM (#37083600)
Rune was mine. A buddy and I got into level design, and I got into modding along with it
Re:Source code for Quake 2 rerelease by n4te on Thursday August 10, 2023 @09:41PM (#37084098)
I had a lot of fun making the HaVoC Tribes 1 mod. It was really cool seeing there was 1000 people online playing my mod at once.
Re:Source code for Quake 2 rerelease by mmh0000 on Thursday August 10, 2023 @09:54PM (#37084190)
You made HaVoC?! I loved HaVoC! Thank you so much for making it and putting time into it.

I assume this[1] is your website, please do not ever let the website go offline. It is such a perfect reminder of the time it is from.

[1] http://havoctribes.com/

Re:Source code for Quake 2 rerelease by n4te on Thursday August 10, 2023 @10:01PM (#37084223)
Hello! Yes! It's cool you remember. I resurrected the site a while ago and gave it a domain. I also have a HaVoC server running on a Linode, so there will always be a server up. The master servers are a bit of a mess and it's a little hard to setup a client, but it's possible. I skipped T2 and haven't played T1 in a long time. I played Tribes: Ascend for a while, it's pretty good but now dying/dead. I miss T1. PubG and others just don't do it for me. Nowadays I play Rocket League occasionally and that's it.
Re:Source code for Quake 2 rerelease by harrid on Friday August 11, 2023 @02:11AM (#37085633)
_the_ havoc? That's awesome. I was toying around with tribes modding too but only trivial stuff. Havoc was always the ultimate thing you could do and an inspiration for me. Thanks!
Re:Source code for Quake 2 rerelease by n4te on Friday August 11, 2023 @05:55PM (#37094530)
I didn't really expect anyone who played HaVoC to see my post. It's cool you guys are out there!

Like you I was just tinkering, though I stuck with it for a long time. At that point I was 19 and literally living in my mom's basement.

It's all server side so there wasn't a huge amount you could do. The flame thrower was just the grenade launcher rotated upside down. The shotgun was my best invention, IIRC made up of two ELF guns rotated 90. Deadly up close with a delay before firing, only useful from afar to take off a sliver. Cloaking and hitting someone in the back with it was great -- click-click BANG dead. Good times!