Far Cry 1.34 source code (2006)
archive.org
archive.org
Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder.
Would boost the pipeline of talent for the entire industry
Windows 9x and classic Mac OS. No one has sold these OSes for 20+ years and they turned out to be evolutionary dead ends. It would make sense to release their sources so people could learn from them and run them on new hardware more easily.
Flash Player. Adobe has stated in no uncertain terms that Flash is dead. Is there any good reason why the sources need to stay closed if they aren't going to make any further gains, financial or otherwise, from this product and its ecosystem? I mean the Flash Player plugin and standalone app specifically, not the Flash authoring software — that's still alive under a new name, Adobe Animate.
Trident, the Internet Explorer engine. Again, it's dead for good as far as Microsoft is concerned, so why not release its sources for people to learn and hack on?
Presto, the Opera engine. This was leaked and of course I hoarded it, but it would be nice to see an official release.
Winamp. The company behind it pivoted to some kind of streaming social donation thing. It does not seem interested in maintaining the old Winamp app.
Path, the social media thing for "close friends", their mobile apps. The apps were insanely cool, especially at the time of Path's peak around 2013, but the service was shut down a few years ago. Unless they're going to somehow resurrect the service, there's no good reason for the sources for the apps to remain closed. I'd love to take a look at their implementation of real-time photo filters.
Thinking of it, it makes more sense for non-game apps than for games to release sources. Old games do sometimes come out as "remasters" for modern platforms. These usually reuse the engine and sometimes some of the assets. Non-game software, on the other hand, when it's dead, it's usually dead for good.
This isn't a recent thing - as another comment points out, even the original Doom ran into this problem and only the Linux source was released.
As it is, the source is mostly just lost to time, making humanity poorer.
I sort of think that with a smart OS license for game IP you could put a lot of stuff into the public domain and it would flourish in really interesting ways like fan fiction.
The assets are commonly licensed, so you can't include them at all, or in large parts. Commonly the game data is not part of the release either.
You still have registration in USA, so if you register then you have to deposit, if you register with corporate ownership then you pay a yearly renewal, if you stop paying the deposit goes to public domain. Simples.
Windows for example couldn't be made open source because of licensed, closed source code blocks.
It's a shame how many pieces of software are already totally lost forever.
We don't see technically ambitious PC exclusive games like this anymore, as the market for these games greatly decreased in relevance. Most people don't own an expensive desktop PC anymore (due to smartphones and laptops doing most of their jobs) and they just buy a console if they want to play games.
Like the Witcher 3, which was absolutely stunning when it first released. Similarly (although originally a console exclusive) Red Dead Redemption 2 looks incredible on PC. We also have releases like Hellblade: Senuas Sacrifice which pushed the limit of what was possible to achieve with limited resources (regarding the development, not the hardware).
Honorable mentions should probably also include Star Citizen, which although still unreleased is definitely an incredibly technically ambitious project. As is Cyberpunk 2077. The launch might have been a total disaster, but afaik it's the first big game to ship a full ray-tracing renderer.
Maybe we have a different understanding of what a 'technically ambitious' game is. But I see technical improvements left and right. Unreal Engine 5 comes with some features that are just mind-blowing and make a whole new level of graphical fidelity available even to small indie developers. Just take a look at the recently released footage of "Unrecord", where lots of people thought it was real life footage.
The difference is that consoles didn't really start to become viable for the FPS genre until the Xbox/PS2 generation (and even then it was really just Halo).
So an FPS was PC exclusive by default with only the biggest games getting a clumsy console port or spinoff years later (like FarCry Instincts). Consoles became a first class citizen in the world of FPSes with the 360/PS3 generation in the mid-2000s. That's why FarCry 1 (2004) was a PC exclusive but FarCry 2 (2008) released on consoles and PC at the same time.
You should consider A Plague Tale: Requiem. Even without ray-tracing, it is by far one of the most beautiful games I've played in a long time (since The Witcher 3, at least). Not to mention it has a sucker-punch of a story and a phenomenal soundtrack.
Smaller tech leaps in client-side game software is difficult to protect from instant duplicaton. The cloud and mobile is the 'last moat'.
Are we going to move into black box software designs and trusted platform modules in hardware to enforce a technology moat for devs on pc's?
The real winner that year was The Chronicles of Riddick: Escape from Butcher Bay, which did what Doom 3 did (stencil shadows, normal maps, unified lighting) on Xbox months before Doom 3's release on PC. It's the better game, too.
And crysis 4 is coming.
$ grep -ir "remove this after e3" | wc -l
40The last levels, however, were all inside claustrophobic buildings with weird monsters running around.
If all levels had the feeling of the first ones, it would be my favorite game of all time.
And indeed at the end you were just pumping 500 rounds into unstoppable Doom-style monster deep inside some dark hallway.
Stopped gaming years ago but saw my cousin playing Far Cry 6 the other day and it looked better but not that much better. After 17 years. Crazy.
Far Cry 1 was a beautfiul game, absolutely, but the new iteration clearly does look a lot better than the original.
the gaming industry is in a very odd place, and not unlike the film industry. Rehashes and sequels to increasingly aging 80s and 90s franchieses is the done thing. It generates nostalgia bucks from the older folks, the new folks are ignorant of the originals so just consume them at face value, and there is the magic 3rd property of being much cheaper to develop than creating something original.
This has lead to a huge drought of good new things because MBAs are not condusive to creative risks.
In gaming, what also follows the same line is stuff like graphical development. It's far more economical to take the Original game engine, and just gradually modify it as each generation passes. As a result, the most recent Far Cry game is almost identical in graphical quality to the last 3-4 at least (and it's not massively far away from the original either).
Because of cost-saving increment culture. Now, there is an additional element at play here, increasing polygon counts are exponentially uneffective - if a car with a circular wheel has 3 points, it looks awful. Double those points to 6, and hexagonal wheels look a hell of a lot better, and are passable in many older games. Double it again to 12 and it becomes indistinguishable from a circle at a glance. Double it to 24 and you would barely notice, double it again and it looks no different to the last generational increment.
The other issue is despite tooling coming so far, we it still takes a human artist the same amount of time to draw and design something. If that has to be done at increasingly extreme levels of detail, it's going to require more artists (and artists also don't even work well like that). So that also presents new problems.
So along with all the cost-saving and business optimisation of the pipeline of games production, there are real factors at play in how things have improved that really change how things look and feel.
I will say, if you watch a youtube video of the original game being played in high detail on a high end machine (this would have been before 1080p was a thing I believe) and watch a video of FC6 with a modern high-end machine at max settings, it's still impressive.
Back in the day far cry 1 was ultra realistic graphics.
The game was fun to play, the most annoying thing is if you throw a rock or grenade where they can see if your stealth meter in instantly goes to zero and they start shooting you.
I played it a lot, hehe.
Coming out of the bunker was amazing and then the realization that it would be a guided tour because "Doyle" :|
github.com/StrongPC123/Far-Cry-1-Source-Full
breachforums.vc/Thread-FarCry-1-Leaked-Source-Code
I guess it is interesting about github
What will come next, if it ever comes, it will be a game a whack-a-mole that the copyright owners have no chance of winning.
Last I heard they were hosting Nintendo ROMs, in unarguable infringement of the copyrights.
But the engine didn't even support Linux yet, so they spawned a new Open 3D Foundation for it, and renamed the engine Open 3D. I haven't heard of anyone using it seriously yet.
FreeFarCry, with new assets à la Freedoom?
I wonder how it runs natively on a Raspberry Pi?
The huge maps, tropical setting and vehicles meant you could hide in the jungle and snipe at someone on the other side of a bay, or sneak right up behind them.
If you have a closed source game and copyright expires then how does that affect the sources?
Do closed source games not require the sources to be released after copyright expires?
However, with copyright expiring 70 years after the death of the author(s), by the time copyright does expire, the sources will have disappeared.
Someone could add raytracing maybe
- Multiple inheritance
- Over-abstraction
- Excessive identifier prefixing and suffixing
- Use of friend
- Use of bit fields instead of bools
- Inconsistent mixture of custom and built-in int types
- Direct storage of pointers instead of reference-counted containers
- Custom (and likely broken) _smart_ptr
- Cancerous coding style that adds too many lines
- Functions with 7+ arguments
- Lots and lots of duplicated code
- Inadequate use of const
- Inconsistent coding styles
- class name and base classes at the same indentation level
- Redundant prefixing of directories ~~and namespaces~~ with the name of the project
Edit: My bad, they don't use namespacing at all. It's a flat namespace. At least they don't using namespace std.