Q3 source code
Quake III Arena source code released under GPL
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We're done packaging up the Quake III Arena source code for a GPL release:
af8aaac46cc82035e1cba632b1a16e03 quake3-1.32b-source.zip
ftp://ftp.idsoftware.com/idstuff/source/quake3-1.32b-source.zip
note that a build of Q3Radiant 200f is included under GPL as well
some D3 SDK things:
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I've uploaded an XCode project file [1] to make it easier to build
the gamecode on Mac. There is no SDK source update needed at
this point.
[1] ftp://ftp.idsoftware.com/idstuff/doom3/source/mac
[Source]
Nice one Nexus anyways with modern dissasemblers you get most of the code even formated to any kind of programming languaje, but having the original source code is cool.
warez: LOL. Thats completly not true. Disassembling cant be done that way. If that would be so easy no one would buy modern game engines. Disasm is not 100% accurate. Just for an little example get IDA, Olly, or DriverStudio - one of the best debuggers/disasseblers. Write an simple program (let's say calculator) in ASM, compile it, and now dissasemble. All jumps, calls, etc will be showed in a little different way You wrote it. Just try to compile that code again... now imagine how the code would look like if you would try to port it into CPP or Delphi. No, it not possible.
Also there will be no ;comments in code, and thats the main advantege of good, full commented / documented source code.
Of course disasms are very handy especially when working with small programs, network aplications, or when You have the source code and You are debugging, for testing security, speed, stability, but definetly not for disassembling the game engine and using it.
I said "most" of the code not all of it also was thinking about something like .NET Reflector if you ever used it you know what I mean, not perfect but getting better every day, anyways it is true that decompiling the whole game engine wouldn't be that easy.