Wolfenstein - Enemy Territory Public Source Released
DeadBugs writes "According to Blue's News: 'The public source code for Wolfenstein: Enemy Territory is now available from id Software, Activision, and Splash Damage (the developer working on Doom 3's multiplayer content), offering modification authors the resources to create mods for the free multiplayer shooter.' First they release a free game, and now free source code for it - there are download links at Splash Damage's files section."
While I'm all for releasing a game and its source for free, I don't see how a professional game studio can exist without selling anything. Maybe they are trying to prove themselves as a legitimate development house so that they can get paid projects later. Interesting strategy if that's the case, sort of like professional mod makers.
In linux libertas
Ahem, the public source code was released, not the engine code (obviously, but...). This is just for modmakers. Really cool, but the engine's still viable business for id.
Ok last time they released the source for the original RTCW, there were a ton of cheaters spawning out of nowhere. Then punkbuster and a million different patches came. It was DLL hell everytime.
This time, wolf ET is a free game with no finanical backing or any development attention as a matter of fact. Some bored 15 year old is going to create new aimbots and player-kicker scripts using the source.
As if activision isn't ignoring and neglecting this game enough.
The public source allows you to make game mods. For example, Quake Rally for Quake 3, or Counter-Strike for Half-Life. Or even something as simple as the mutators in Unreal Tournament. You can change game physics and make a new game within the engine, but can't change how the engine renders stuff.
There are only 6 official maps and they get boring, very quickly. Why? Close quarters and open areas along with the ability to call in airstrikes/artillery and panzerfausts (for some reason the Allies use them too) means just two or three field ops or soldiers can bottleneck an entire team. Oh and I wouldn't recommend you stand around in your spawn for too long. Most players have figured out exactly where and at what angle to fire mortars into opposing spawn areas. Hopefully we'll see some more mods and maps which steer players away from this kind of spawn killing.
In particular I noticed these prohibited acts...
section 2 (prohibitions)
One may not --
h. reproduce or copy the Software (except as permitted by section 3. hereinbelow);
i. publicly display the Software;
j. prepare or develop derivative works based upon the Software;
you are allowed to distribute the software but
section 3 which describes permitted uses;
basically rules out everything except distributing the unaltered code without commercial gain.
To me, it really doesnt seem worth looking at with these kinds of restrictions. And presumably the mere fact of looking at the code could potentially lead to IP Violations if you were to develop a similar game.
I'll post the full licese as an AC after this message, but I'd like to here your views / interpretations of the license because it seems rather restrictive to me.
Electronic Music Made Using Linux http://soundcloud.com/polyp
ET is an excpetional game (arguably the best team based shooter around) .pk3 files. Only cosmetic things like sounds and models can be changed.
but none of the vitals were scripted in the
The actual game play stuff, rate of fire, damage, splash damage, weapon type and class, objective types, player classes ect were hard coded. Which pretty much prevented us from making and underlying changes to the actual play of the game.
Hopefully this source will change that.
"Public source" seems to mean the header files to compile against, and the source code for the RTCW:ET-specific bits of the game (i.e. not the engine). This is the same sort of thing as the Half-Life SDK which the original (pre-commercial) Counterstrike was based on.
:-)
(For Debian users: if this was in Debian, it'd be a binary package called something like rtcw-enemyterritory-dev
As for the licensing (Polyp2000: thanks for posting the text), many game SDKs have restrictive EULA-like licenses (presumably the publishers insist on them) which mean that the majority of distributed mods for those games are likely technically illegal, as are many activities which an average gamer would probably consider perfectly reasonable.
In this case, among other things, the EULA asserts that you can't back up the SDK to a CD (only to "one (1)" hard disk), and that commercial distribution of a "New Creation" (mod) is not allowed (so magazines which distribute "RTCWstrike", or whatever the next big mod is called, on their cover CDs are potentially in trouble).
This isn't Free Software, it's not Open Source, and indeed the "non-commercial distribution" stipulation probably means it wouldn't even make it into Debian's non-free section.