Quake 3 Source Code to be Released
fwice writes "QuakeCon has just kicked off and at the end of the keynote speech, John Carmack made an announcement saying that the Quake 3 sourcecode will be released shortly. "
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I wonder if this source code will be modifier and edited some way to keep some company secrets hidden or if the comments will be purged.
Should be interesting...
mattdev@server$ touch
cannot touch `/dev/genitals': Permission denied
Does anyone know of projects that have been waiting for the source? I'd be interested to see what people are planning to do with it.
This seems such a reasonable model for making money out of software, but still keeping in touch with open source. Let's be honest, there are areas of software development that get some benefit from a commercial model and the cash incentive from selling your software when you're done. Game engines, where being cutting edge counts for a lot, is one of those areas. At the same time, software tends to go out of date fairly quickly, and if it was developed as a commercial app then it often ends up as abandonware, lost to the world - no longer being sold. Once you've stopped making cash out of your software then open source it and provide the community something to play with. You can end up with results like Tenebrae which is a fairly impressive open source engine considering it is built originally from Quake I source.
I wish there were some other commercial developers that could manage to follow the same sort of pattern. Do some of the old X11 nVidia drivers contain sufficiently outdated stuff that they could be safely open sourced? Are there some other applications that are currently locked up, not being sold nor developed, that could be opened up? I assume part of the problem is bookkeeping: you can keep software on your books as an asset even if you probably couldn't make a dime trying to sell it anymore - and "goodwill from the community" doesn't fit into accounting.
Jedidiah.
Craft Beer Programming T-shirts
This is the reason I actually buy every title from iD Software, even if I don't like the actual game (Quake 3, Doom 3).
DXQuake3 : http://www.dxquake3.dsl.pipex.com/e s.htm
DXQuake3 features : http://www.dxquake3.dsl.pipex.com/dxquake3_featur
That would be sweet: http://tenebrae.sourceforge.net/
I hope this means someone will add native alsa sound support. Who needs oss kernel emulation w/mmap?
maybe quake 3 will finally work with dmix.
If you don't want someone to copy something, don't give it to anyone.
You can't release commercial multiplayer games (what the q3a engine was built for) on GPL'ed engines, unless you want dozens of hacks ready for cheaters when the game hits the shelves. With the release of code, instead of just hooking dll's, they can code straight onto the engine to make every basic hack. This is why modders don't GPL their code, even though they give away their product for free.
Legacy cheating isn't as much of a problem, which is why the Quake1 GPL wasn't much of an impact; but legacy cheating still happens.
Giving away an engine, then selling maps isn't feasible for several reasons. One is due to conflicts and interoperability: most game servers currently allow you to download scenarios and models (for free, obviously) to overcome that. Are you gonna block downloads?
If you want restricted distribution and less cheating, you're gonna have to either GPL the client and keep the server secret or GPL the server and keep the client secret.
Relying on soley single player scenarios to sell a game also isn't the best strategy. Currently, every heavily played FPS and RTS relies on multiplayer for popularity. Even RPGs are relying on multiplayer.
This only applies to PC games. You can GPL a console game and not worry as much. However, GPLing console code is stupid, because you can't play your own games on your console without unlicensed modding.
We host and or link to about 120 game-based artworks many of which are built on/for Quake3.
Over the years several artists wanting to sell work to museums and/or have work shown in museums/galleries have hit a legal 'glass ceiling' due to the issue of IP. This has resulted in game-based artworks that rely on proprietary third-party engines having less-than equal opportunity where other mediums are concerned.
This is welcomed greatly in the art world. True to form as always, thanks John.
Not as much of a joke as you migth think.
For example, ids ported q3 uses OSS, wich is kind of deprecated now and doesnt even work with all soundcard drivers (i have to hack it through esddsp to get mmap-stuff to work), with the program released as free software anyone is allowed to make it work with ALSA, JACK, or whatever they see fit.
Especially in germany - where there is an age restriction on the Quake3 game and you cannot easily buy it. For instance, the Quake3 mod Padmod which can be found here http://www.worldofpadman.com/ has astonishing artwork while at the same time being without blood and from the concept suited for children (it's still fun for adults though). Unfortunately, the MOD does not have many gamers right now - one reason for this is certainly the ban on quake3 itself. With a seperate build one can now circumvent this ban which will hopefully bring new users to mod projects like these.
Modern ttys support colors too: http://sam.zoy.org/libcaca/
No GNU has been Hurd during the making of this comment.
All I was suggesting was that it'd be technically possible for a small (and abnormal :)) company to maintain a GPLed fork of the Q3A source for their own game engine (and thus not have to pay the large id licensing fee), but the aforementioned engine would be useless without their content. And they could sell their content under whatever license they chose.
Note that I wasn't (and still am not) saying it'd be likely, or even plausible. Just that it'd be possible.
0.40 of UQM is fantastic. It supports various scaling options now. The biadv scaler is absolutely beautiful; the game looks good at 800x600 and above resolutions. It also gives you the option of 3DO graphical menus or the PC menus. The in-game graphics of course are the 3DO versions which are superior to the old PC version. It is even better to play now than it was then.
The Precursors are recreating the MOD music the game originally shipped with and have replaced about 75% of the in-game ditties and larger pieces. They supply this music in both ready to listen forms and in a form that can be dropped in UQM's data directory. It adds some atmosphere to an already good game.
I submitted this story about 7 months ago: Quake III Source Release Delayed Sunday January 02, @01:42AM Rejected
It's all available in his blog
From January:
Quake 3 Source
I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isnt the same as having a royalty free license without the need to disclose the source, but Im pretty sure there would be some hard feelings.
Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably wont be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I wont wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.
Are they still using lossy compression for the voices and other audio? Also, have they made it so that you can use the pre-rendered CG video from the 3DO version? It has been a while since I have tried the UQM. I'd love to see the game has everything that the PC and 3DO version had. I first played the 3DO version, and it is still a favorite of mine, but there were things missing from the 3DO version. I'd hate to see the UQM not include the few goodies present in either of the previous versions.
I remember when they released the Q1 source code. I still avidly played Quake 1 (Quakeworld Team Fortress) and it completely killed the game due to rampant cheating that followed.
copyright laws were anywhere near sensible, we'd be getting the source code for all programs on a regular basis. not that i'm trying to diminish iD's contribution but let's keep things in perspective. or as they used to say "keep your eyes on the prize, hold on".
engines nowadays are far more advanced than q3's, so it isn't very viable for most commercial ventures. still it's quite a nice little engine that runs beautifully on current and older hardware.
good job iD.
Science : Proprietary , Knowledge : Open Source
Punkbuster... Yeah. I guess it works some times. But I've also been booted for being a Mac user (and thus a version behind), booted for using a CD key that was compromised (on a game I paid for, at that... good luck working that situation out), booted because some griefer accused me of cheating because I got off a lucky sniper shot or something. And when you're marked a cheater in one server, you can be marked a cheater in ALL servers-- making the multiplayer mode of a game I paid full price for worthless. I'm looking directly at you, Soldier of Fortune 2 (not my only punkbuster game, but the one where I had the worst problems.)
Of course, that could just be my experience... Maybe some of you love punkbuster. But IMO nothing works better than alert administrators monitoring their servers. A pain, I know, but sharing this task is something that makes a room a community. I keep coming back the the game Red Faction... It's not the newest, or even the most fun, but it doesn't use punkbuster and the admins of the servers I frequent are diligent and fair when it comes to booting modders and abusers.
Realtime texture map generation, natural sounding audio effect, all kinds of things become possible.