Headhunters Source Code?
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Headhunters Source Code?
Someone pointed out that the Headhunter's source code is no where to be found on the internet.
Does anyone happen to know if it exists anywhere. I checked qarchive.quakedev.com and it isn't located in the PlanetQuake mirrors like gamers.org
The old headhunters page says "source code available by request".
According to searches, the source code file would be named hh31src.zip
Does anyone happen to know if it exists anywhere. I checked qarchive.quakedev.com and it isn't located in the PlanetQuake mirrors like gamers.org
The old headhunters page says "source code available by request".
According to searches, the source code file would be named hh31src.zip
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
A while ago, I cracked it open (I wanted to add tutorbots to it, at the time) with that tool that decompiles progs.dat (someone reminds me of the name of that proggy, I'm blanking...), and if I remember well, it worked fine. The decompilation product wasn't the most readable, but I remember it compiled back. Have you tried that?
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CocoT - Posts: 695
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CocoT wrote:A while ago, I cracked it open (I wanted to add tutorbots to it, at the time) with that tool that decompiles progs.dat (someone reminds me of the name of that proggy, I'm blanking...), and if I remember well, it worked fine. The decompilation product wasn't the most readable, but I remember it compiled back. Have you tried that?
I asked around and managed to get ahold of Headhunters 1.0 source and then someone saw that and gave me Headhunters 3.0 source.
I've decompiled using a couple of different decompilers before, if I recall DEACC32.EXE did a pretty good job (yeah, it makes a mess but at least you can make sense of the code).
If ever I need to actually figure out the difference between 3.0 and 3.1 to close the gap, decompiling both and using ExamDiff to see what happened would go a long way towards reconstructing the 3.1 source.
My concern was more about the potential loss of the source code of a well-known Quake mod rather than actively using it/playing around with the source.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Oh I see... cool
Well, I'm glad you found at least the source to version 3.0. Do you think it'd be ok to make it public? The more people here have it, the safer it is, I guess. Unless maybe the creators would object to it, you think?
Maybe we should have a thread about whether or not ripping apart old source code is acceptable or not. I mean, I could understand how, some years ago, people obviously wanted to protect their work, but it seems with all the GPL stuff going and the fact that, well, these mods are old and the community could probably do something nice with them, we should maybe reconsider the question...
Do you guys think it'll be worth it trying to see who knows who here, particularly in terms of "older" coders, and to try to ask permissions to make old code public, maybe on a special page of a site, somewhere (or on the files depositary)? We could even think of some sort of "public announcement" (here, on Quake devpt sites, on PQ) where we'd ask for these source codes. It feels like, with extra tweaks and new maps, it'd be easy to "ressurect" nice older, maybe forgotten mods. Who knows, we could even have people writing short tutorial-like articles on how they tweaked FBX into it. But maybe I'm over-optimistic...
Well, I'm glad you found at least the source to version 3.0. Do you think it'd be ok to make it public? The more people here have it, the safer it is, I guess. Unless maybe the creators would object to it, you think?
Maybe we should have a thread about whether or not ripping apart old source code is acceptable or not. I mean, I could understand how, some years ago, people obviously wanted to protect their work, but it seems with all the GPL stuff going and the fact that, well, these mods are old and the community could probably do something nice with them, we should maybe reconsider the question...
Do you guys think it'll be worth it trying to see who knows who here, particularly in terms of "older" coders, and to try to ask permissions to make old code public, maybe on a special page of a site, somewhere (or on the files depositary)? We could even think of some sort of "public announcement" (here, on Quake devpt sites, on PQ) where we'd ask for these source codes. It feels like, with extra tweaks and new maps, it'd be easy to "ressurect" nice older, maybe forgotten mods. Who knows, we could even have people writing short tutorial-like articles on how they tweaked FBX into it. But maybe I'm over-optimistic...
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
Baker wrote:I've decompiled using a couple of different decompilers before, if I recall DEACC32.EXE did a pretty good job (yeah, it makes a mess but at least you can make sense of the code).
NO, BAD BAKER! BAD BAD BAD BAKER! NO FLOUR FOR YOU
- FrikaC
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