# History In November 2016 **eukara** started work on **OpenCS**, a project which focused solely on creating a clean-room implementation of **Counter-Strike 1.5** in QuakeC for **FTEQW**, which then was the only Quake engine fork which adhered to the GPL **and** supported the **level and model format** of **Half-Life** mostly to spec. Its strong game-logic enhancements such as **Client-Side QC** as well as its QuakeWorld backbone also made it more desirable over other Quake engine forks. **OpenCS** was feature complete with all CS 1.5's content had to offer by December of 2016, however the name conflicted with the **OpenMW** sub-project **OpenCS**, so eukara changed it to avoid any future conflicts. To emphasize the free-software aspect, eukara renamed the project **FreeCS**. Work on **FreeCS** had then paused so more work could be done on what would later become the **gs-entbase** component. Another project (**The Wastes**) required more compatibility with the full set of map entities present in Half-Life. When those matured, they were then backported to the FreeCS source tree. Then, in November 2017, **FreeCS** was featured on Phoronix. After the release of **The Wastes** in April 2018, the game which introduced the **gs-entbase** component, more work was done in the FreeCS source tree in regards to the netcode. A lot had been learned about prediction and taking full advantage of the custom networking available in **FTEQW**, but new features have also been added to the engine to take full advantage of what the content had to offer: Features like interacting with [OpenAL's EAX extension](EFX.md), [model-events](VVM.md), support for WAD3 decal parsing and countless QuakeC extensions were all added by either Spike (FTEQW Author) or eukara himself to make everything possible. **Many projects running on FTE have since taken advantage of these extensions as well!** By the summer of 2019, multiple other mods from other engines started taking shape. At this point, the tree was overhauled so it would support multiple mods easier and that a lot of code would be shared between all of them. This is the structure of the src tree we still use to this day. *So a name had to be thought of that would neatly tie all projects under one roof together*: **Nuclide!** **Trivia**: *The name Nuclide calls back to an earlier project of ours, which tried to create a work environment similar to GoldSrc for the original Quake engine.* In April of 2020, the weapons were rewritten to be fully client-side predicted. So the meaning and scope of **Nuclide** has changed, mainly to make work easier as at one point The Wastes and FreeCS were two seperate code-trees. Now they're unified into one. We'd like to consider Nuclide to be FTE's reference SDK for game-logic, like **Source SDK Base** is to **Source Engine**.