Posted by
Hemos
on from the anyone-can-have-it dept.
Scipius wrote to us with the news that Game OverLaird John Carmack has
re-licensed the Doom source code under the GPL. Things like this make my heart beat with joy.
142 comments
Re:A project idea forms ...
by
Negadecimal
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· Score: 2
#!/usr/bin/perl -w
use Doom;
Wolf3D
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Anonymous Coward
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I want Wolf3D source code GPL too!
Re:Wolf3D
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Anonymous Coward
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Yes, it would be nice to have wolf3d relicensed as GPL, just for the heck of it I guess.
What you say is basically correct, the code is not amenable to being extended to 3D. It's a rewrite, as Carmack noticed when he wrote Quake.
However some of the source mods already available have provided pretty good workarounds. Boom, for example allows you to create "fake" ceilings and floors so you can be underwater. More importantly there is a silent teleporter that preserves angle and momentum, so you can create some very good 3D effects by seamlessly joining two different sections of map as you walk up some stairs, or take an elevator (also supported.)
Some source mods also allow real heights. You can walk across the heads of a line of imps, take a ride on a cyber, control vertical aiming, jump, use weaker gravity, and look up and down.
It isn't perfect, but DOOM was always about doing as much as you can within the engine limits.
Frac is right, Carmack wanted to release the Q3 engine open source and has stated so deep down in his.plan file a while back. There was some conflict amongst the other members of ID that ended up with Carmack agreeing to keep it closed source. You can find it all in his.plan.
I read every Carmack's.plan update for about 3 years and don't remember anything like that. Maybe you could show it to me on finger.planetquake.com?
-jfedor
Linux G.O.D.
by
Anonymous Coward
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· Score: 0
> Hmmm... The LinuxGame distro.
How about Linux GOD (Games Only Distribution)
Re:Thank you John Carmack
by
paul.dunne
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Hmm, yeah, now that I think of it, I was talking about the Doom binaries -- not the same thing as the source. Self, take a hundred lines: "I must not post without thinking"...
How does a game engine relate to a programming interface? And who cares that DirectX 7 provides you with the ability to do what DOOM did 7 years ago? The point of having the DOOM source code is to improve and enhance DOOM, not to make new and different engines based upon another engine (though that is a possibility.)
Furthermore, DOOM is completely and utterly different from DirectX 7. DirectX 7 is a library; DOOM is an application. People don't link their program with libdoom.so; they do so with DirectX.so (or whatever it is in the Windows world). It's comparing apples and oranges.
Re:What it needs
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Anonymous Coward
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Dark Forces did something like that. I believe someone also did that back before Quake came out using multiple.WADs and a hacked version of the.EXE.
...a building which you can walk on one floor and also on the floor above it. No tunnels which go under a walkway, etc. We need to get this added. If this can be added...
Consider the fact that DOOM did not have a third dimension when it was made. I've read Carmack's book, and DOOM is very two-dimensional. It would be quite a feat to add a third dimension, and even if one were to do so, it would be very suboptimal, given the 2D BSPs. However, Duke Nukem proved you could do quite a bit of magic with teleporters, making you think a third dimension is in play.
Re:Thank you John Carmack
by
HoserHead
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· Score: 1
If Slackware used to include it, they did so illegally. That's probably why it's not in there anymore. Read DOOMLIC.TXT (available in, e.g., the xdoom source, or lxdoom, or any number of other doom derivitives) while you still can; it was a remarkably restrictive license, which pretty much everyone who hacked on it disregarded (and id didn't seem to care). Now that it's legal to redistribute/modify/etc, we don't have to worry anymore.
Of course, that doesn't compare too well with the Linux source, but pound for pound plenty of prurient pontification.
(BTW, have any of you tried to enter source code in a/. post before? It's ironic that it can't really be done -- all the indentation gets stripped. Someone tell CmdrTaco that he needs to allow tags in HTML posts.)
-B
--
Ash and Hickory, straight-grained and true, make excellent bludgeons, dandy for the cudgeling of vegetarians.
Re:Those id guys swear a lot
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Anonymous Coward
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wow, 24 lines.
sadder to see someone spend their day attempting to rid the world of impure source code.
Re:Those id guys swear a lot
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Anonymous Coward
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Fucks sakes man, why use cat foo | grep fuck when grep fuck foo will do the trick?! Stop abusing cat.
Re:quake
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Anonymous Coward
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Because games eat up a lot of time, and there's still no MS-Office beater, or real simple (stupid-proof) configurable Linux system out there yet?
Once those obstacles are overcome, I'm sure games will come out of the woodwork...
I hope DOOM Legacy will open their sources, but they have been the least willing to do so to date. They will sometimes provide source to those who ask for the purpose of developing auxilliary programs, but they have expressed unwillingness to let "competing projects" use their code. Doom Legacy is a very impressive source mod, I just question their willingness to open their sources publically. If so, that's good.
Nearly all the other projects except Bruce Lewis's GL Doom have offered sources with binaries, and I expect most will convert to GPL now. Bruce Lewis lost his sources in a flood, thereby killing an important project, and that's what Carmack is referring to in the linked article. He intended to release them, after beta, but it never made it there.
Speaking of 3d stuff, check out GEL. It is an open source effort (BSD-like license) to develop a cooperative 3d world using much more modern technologies than Doom. Imagine realtime world creation in a cross between virtual reality and IRC. It is being developed by Real Programmers (the guy who created Active Worlds and a guy from the FreeBSD core team, plus some others with equally impressive resumes) so you know it is not just vaporware!
I'm not involved with this project, I just found it a few days ago and it looks cool. It's about time we start using 3D for things besides shoot-em-up games!
I'm thinking... Doom 9mm... Yeah, has a nice ring to it. Give it here. Now...
It's cool to see stuff like this happen
by
Lord+of+the+Files
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· Score: 1
Every bit of code that's GPL'd helps to advance OS a bit furthur. Even if it's somewhat outdated, it still is likely to contain useful ideas.
--
God does not play dice - Einstein
Not only does God play dice, he sometimes throws them
where they
im going to have to get to work
by
renegade187
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· Score: 1
what can i say, i just love that game!
--
icq:=22921393;
Quake is GPL now too
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Anonymous Coward
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Isn't quake a derivative work from doom?
Re:Quake is GPL now too
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Anonymous Coward
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No. Since Carmack is the copyright holder for both Doom and Quake, he can distribute either under whatever terms he wants. By distributing Doom under GPL, anyone who derives something from Doom must distribute the derived work under GPL, but there is no restriction on what Carmack can do with his own code.
I wouldn't call this a troll, I'd call it flaimbait, but whatever.
Stop sniping from the sidelines.
The open source community is just a gift culture that does this in their spare time. id software is composed of some of the most talented people in the industry, working hard full time. I don't think there's anyone working on Linux fulltime.
Stop your childish bitching.
Warren
Re:quake
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Anonymous Coward
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No one working on Linux fulltime? What about all the people at Redhat (no idea how many that is) or the people at Corel, the must have quite few since they are trying to come out with their own distro. VAResearch? SuSE? Applix? None of these are fulltime? Come on even if there were only part time people (which is obviously incorrect) the big thing that many Linux advocates push is how superior open source is to closed source. Your quoting ESR's "gift culture" theory is just a cop out.
ID does have some of the most talented people in the industry though so using ID may not be the best example, but name any open source game project, if there are any, that is even up to Quake level (several years old at this point). Open source is behind the curve in terms of technology advancement. It improves on what has already been done but does nothing as far as creating new technology.
Re:quake
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Anonymous Coward
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· Score: 0
You write : I don't think there's anyone working on Linux fulltime.
I'm sure the employees of RedHat, Caldera, SuSE, VA, etc, would be suprised to hear that, as would miscellenous other people.
IMHO, the important point about games is the artwork (level designs, 3D modeling), the sounds and the music - you'll need non-geek type of folks to do this kind of work, and those few people who are capable are making a living from it.
From the coding point of view, you still need a good game engine, which must be adjusted often in relatively short periods of time as the modern graphics hardware changes quickly. The making of a good computer game is different from producing a compiler or shell utilities... And before Open GL there was hardly a way to make it platform-independent - can't estimate Carmack's work high enough in this respect, looking at those unsupported *ix ports being around for several earlier id games.
The quake source code is still sufffiently advanced enough that they probably won't put it under the GPL. The GNU GPL still permits the sale of programs... We might just end up with another license for it too.
It would be a *real* long time before the quake source is that out of date.
-- ----------
Real roxen error message: Error: The server failed to fulfill your query, due
to an internal error in the i
I'd rate this Flamebait or Troll, but better to actually say why (I really wish you could mod and post in the same discussion).
You ask why all the most advanced games are closed-source. There are two reasons for this. First, you forget that the eventual goal of the Open-Source movement is to create an entire software platform which is Open-Source. This is a very big job, and it involves far more than just the OS. All sorts of other work has to be done, and a lot (such as office productivity software) isn't done at this point in time. When it comes to coding, games are a pretty low priority to Open-Source developers (playing is another matter entirely).
Second, Open-Source does have one major disadvantage: initial development times are extremely slow. This is a tradeoff; you often get better code, but you pay for it in spades time-wise. I would point you to Golgotha's site of an example of a highly-advanced Open-Source game in development, but unfortunately I've forgotten where the site is (can someone help me out here?)
I should also point out that the slowness of Open-Source development time is regained in bugfixing time later.
Re:quake
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Anonymous Coward
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Acctually.. There was a leak a couple of years back, and the quake source was accidently released to the net.. Some people managed to download it before Id got everybody to pull it.. So it's possible to get the quake source, tho not legally.:) It was an interesting read though.. gave me lots of ideas. -Anonymous
More then Daikatana have used the Quake code. See Half Life for a good example. There's probably about 2% original Quake code in there, but it's still licensed to Valve.
And would that mean that any derivatives of HL would need to be out too? That means unreleased products like Team Fortress 2.
That's a point, how far does that license stretch? Does TF2 have to be out before the Quake code can be GPLed? Is it still based on the Quake code? It's like second generation..
Re:quake
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Anonymous Coward
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This pretty much sums up the Linux crowd - excited about obsolete code. Now before this gets' marked as a troll and set to -1 let me ask an honest question: if open source is so superior to closed source why hasn't the open source community developed a better game than Doom already? If open source was so superior shouldn't there be an open source game that rocks Quake3 by now? Why are all the most advanced games closed source?
What about a GnomeDoom widget or a GtkDoom widget, based on this source code? I haven't looked at the code yet, so this might be impossible, but that could be kinda cool, or at least a worthy hack?
Or how about an XML-based WAD file format? Might be worth hacking that up.
Hmm, or a JNI-based Java bindings for Doom... I could see that...:)
Oh well, back to work.
Re:A project idea forms ...
by
Anonymous Coward
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· Score: 0
A text-parsing language as the controlling force behind a 3D game? I think you are mistaken; that should be:
Re:A project idea forms ...
by
RedDirt
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· Score: 1
> Hmm, or a JNI-based Java bindings for Doom... could see that...:)
Actually there is a project that's done exactly this with Quake II. It's available at http://www.planetquake.com/q2java/. They are also now including some interesting XML based game config stuff. Neat.
Well now that it is under the GPL they (distro's) could put it in their distro. That brings up another question. There are a number of games (not tetris) that are GPL'd and good, but they are not in any of the distro's (please correct me if I am wrong.) Hmmm... The LinuxGame distro. Nah I have homework to do.
-- Do you changes clothes while making the "chee-chee-cha-cha-choh" transformation sound?
AFAIK, redhat has a lot of game packages shipped with the distro. i just dont bother installing em, but i assume large sections of the install (install X games, install bsd games etc etc) are devoted to games.
I think most of the major distributions include several gpl'ed games. You can bet that they will also include DOOM, now - Afterall after so many years, it'll still have some marketing pull.
This is great news as far as I am concerned. For every commercial project that get's open-sourced (even better, gpl'd) an angel get's it's wings:-) Carmack just got his 15'th pair I think.
Patrick Barrett Yebyen@adelphia.net
-- Restating the obvious since nineteen aught five.
As I say in the title, not GPL so I couldn't put any doom spin-offs on my site. Now I can. Get over it.
--
If you think you know what the hell is going on you're probably full of shit. -- Robert Anton Wilson jdube is who
What is the 'glDoom episode'?
by
pfft
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In the JC statement quoted, he says this should prevent 'another gldoom episode'. Any idea what this was?
Re:What is the 'glDoom episode'?
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Snack+Cake
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A guy wrote a version of glDoom, but he didn't open-source or distribute the source. His hard-drive failed and the project was over.(After Mr. Carmack spent a decent amount of time helping him with it.)
Re:Good, yes. A complete fix? No.
by
Bill+Currie
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· Score: 1
Ah, but you're forgetting that the old Doom license didn't really allow proprietary changes either. Sure, some groups did something like this, but they couldn't sell the results, and Microsoft certainly couldn't.
Although I agree with you in general about the retroactivity of changing a license, I'm not sure about this case, but it doesn't matter. Many groups will change to the GPL anyway because ``it's the right thing'', and those that don't will either eventually langush while the GPLed versions (version? they might all merge) flourish. The non GPLed versions might eventually be forced to turn GPL as features in the GPLed versions become popular and the non-gpled versions start to incorporate those changes. I expect all versions of doom will eventually merge back into one.
In general, software (open or closed) seems to be much like Highlander: there can be only one.
--
Bill - aka taniwha -- Leave others their otherness. -- Aratak
Re:Carmack and Open Source
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MrFubuki
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· Score: 1
Carmack has a rather interesting relationship with Free software - this is quoted from his.plan after he'd won a big pile of money playing blackjack in Vegas (Feb. 98):
I won $20,000 at the tables, which I am donating to the Free Software Foundation. I have been meaning to do something for the FSF for a long time. Quake was deployed on a dos port of FSF software, and both DOOM and Quake were developed on NEXTSTEP, which uses many FSF based tools. I don't subscribe to all the FSF dogma, but I have clearly benefited from their efforts.
So, while he perhaps isn't RMS's biggest fan (philosophically), you've got to admire a guy who gives back to the community like this.
This is very good for the Free Softwares. A lot of people have heard about Linux because of Id's games and because their were a lot of Linux Doom/Quake servers.
When they released Doom source code, this was even cooler because you cold look at a good professional pseudo-3D engine.
Now this is even cooler and will help Open source games (for this kind of game of course).
Thanks John, thanks.
-- "The obvious mathematical breakthrough would be development of an easy
way to factor large prime numbers."
Bill Gates,
Do I still need to buy a copy of Doom?
by
Anonymous Coward
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· Score: 0
I played Doom long ago on my room-mate's computer, but never bought my own copy. Do I need to buy a copy, or is Doom now free to use as well as open source?
Re:Do I still need to buy a copy of Doom?
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jfedor
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· Score: 1
You can play the shareware version (1st episode).
To play the rest you have to pay.
-jfedor
Not that useful
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Anonymous Coward
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· Score: 0
The wads aren't freely distributable. This is the equivalent of releasing Bison as free software while making everyone pay $20 for the parser skeleton, or releasing Emacs as free software while making any Emacs Lisp code necessary for it to run, an extra charge. "Free software" that only works with a proprietary module, is not free at all. (I understand that libre isn't the same as gratis, but I'd at least expect that it'd be _possible_ for libre software to be obtained gratis.) And no, I don't already have a copy of DOOM, so I'd have to pay extra in order to be able to use this "free" software.
Re:Not that useful
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Anonymous Coward
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Nah : we have already developed replacement WADs.
I like the model of giving away game-engine, and selling the data to run it on, it should be encouraged. (Game data isn't as useful to have opensourced as game engines).
Re:Not that useful
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Anonymous Coward
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All right, where can I get replacement WADs *that don't require that you possess the original ones*?
Re:Not that useful
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Anonymous Coward
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> All right, where can I get replacement WADs *that don't require that you possess the original ones*?
My roommate and I were just talking about the source we'd/really/ like to see released... Commander Keen and Duke Nukem (the original). These games were the best. Brings back fond memories of the days of BBS's, when life was simple...:-)
Back on topic, this is really cool news. Granted this isn't cutting edge technology by a long shot, but it should still be fun!
-- Ian Peters
Off the topic.... GPLed OUT
by
Anonymous Coward
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· Score: 0
What happens if everyone starts releasing there stuff GPL? Could a flood of GPL cause programmers to be spread too thin? Just an idea. I hope not.
glDoom was closed source. Naturally, the guy developing glDoom had no backups. And as history has show many times, if you don't do backups, your hard drive will fail. Pretty dumb mistake if you ask me (or anyone else).. The development died.
If glDoom would have been GPL, the odds are that atleast a few people would have had relatively up to date sources, and development could have been continued.
Not a big loss though, DooM Legacy is much better anyway.
Why can't he just dual-license it? Cygnus does this, I believe. Release a GPLed version, charge for a different license. (Note: I suspect there is a reason -- from what I understand of game companies, many would just steal the source and try to disguise the fact -- catching them would be a major pain. And of course Carmack probably doesn't want them to see how he does what he does..)
Daniel
-- Hurry up and jump on the individualist bandwagon!
Come on! Doom is years behind the current software technology. What good does it do to put it under the GPL? Or even distribute the source? It's only a marketing ploy by id software to increase the worship of Carmack!
Here's your REAL open source movement:
Software houses develop fantastic new technology, and charges licensing fees so that they can stay in business.
They distribute their out of date, low tech software solutions to the programming community, who have now been duped into thinking that these software houses are in support of open source development, so that all the comp sci majors at the universities can hack on software they thought was cool 10 years ago.
Software houses then recruit these people who worship them to develop more new technology.
I don't fall for it one bit!
Release the code to Quake III
:-)
---- Lyell E. Haynes
--
+1 Insightful, -1 Troll. What can I say, I'm an Insightful Troll.
Well, give us a model on how a software house can stay in business if, for example, Id releases the source to QuakeIII?
Let's give your ideas another spin:
1. Millions pay Id software to develop the technology to make QuakeIII possible, essentially by buying QuakeII. Id makes money and has incentive to make QuakeIII, as well as buy(and give away) Ferraris.
2. Id releases QuakeIII, and in memory of all the people who made it possible, release QuakeII source. Competitors and fans alike now have access to the source.
3. Id embarks on QuakeIV, subsidized by the people who demand it, by buying QuakeIII. Being marginally more challenging and difficult, they decide to hire some cool programmers, who coincindentally grew up around Quake1 and already grok the technology/culture.
4. Repeat the cycle, and when QuakeIV ships, there is now a source for QuakeIII, and new programmers to hire for QuakeV, who happened to have grown around the QuakeII source.
So Id makes money by providing technology and games that no one else can. Id has the incentive to do so because we pay them to.
Id grows the market as well by increasing demand for 3d sound and video cards, SIMD CPUs, faster CPUS, larger/faster/bigger memory/busses/CD-ROMs, which also happens to reduce the price of second best systems, creating more market for their games, as well as other technologies, and increasing the talent pool of programmers.
In the end everyone benefits, so no one loses. It's a Win for everyone, so there is no need to change the cycle.
Exactly! So id software is not really in support of open source development. They are in support of the normal commercial model that everyone else outside the linux community uses.
Therefore, we shouldn't praise them for their GPL move! It's just a marketing stunt.
---- Lyell E. Haynes
--
+1 Insightful, -1 Troll. What can I say, I'm an Insightful Troll.
Re:What a joke!
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Anonymous Coward
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I think you probably gave the "Insightful" moderation to yourself using a mule username, because both your posts were cataclysmically stupid.
Isn't this actualy *more* restrictive?
by
delmoi
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Correct me if I'm mistaken, but wasn't the DOOM source already open? I know you've been able to download it, and look through it. there there have been very many projects based on doom out on the web, such as GL doom (although it appears that that project was lost in a hard drive crash *shudder*... maybe argument for having many copies of the source code around the world).
How would changing the licsens to GPL effect people already working on projects based on doom? (or were these projects completly new implementations, not based on the DOOM code).
I was under the impression that DOOM was under a BSD style licens now, did they do this to prevent propitary spinnoffs? "Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
Re:Isn't this actualy *more* restrictive?
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Trepidity
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The previous doom license allowed you to use portions of the source code in your own programs ("Educational Use"), but did *not* allow you to distribute your own modified versions of the source. Many people (such as GL Doom that you noted above) did anyway, and id didn't seem to care, but nonetheless, this wasn't permitted by the license. The shift to GPL allows you to do this legally now.
What is more restrictive is that if you only want to use one function from the Doom code in your own program, you'd have to GPL the whole program. Under the old license this was not required.
um, you could do that to, before
by
delmoi
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I'm pretty sure that doom was under a BSD style licens, or not licensd at all. since there were many DOOM spinnofs on the web "Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
id didn't seem to be going after anybody, but my reading of the previous license seems to indicate that distributing modified versions of the DOOM source code was not permitted. The only thing permitted was "Educational Use," which included using parts of the code in your own programs (which you were allowed to distribute, even for money), but nowhere was permission given to distribute the entire original source code with modifications.
Actualy, this should be pretty posible, considering that DOOM worked on 20mhz 386s. Since you only have to worry about low rezes, and 4color grayscale graphics, I'm sure a palm could hack it.
As for the display, Just make most of the levels 'bright' EI more light then dark, and you should be able to get a pretty playable game out of it... "Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
There seems to be some confusion about the previous license of the Doom source. Based on my reading of the license (IANAL, however), you were allowed to use portions of the source in your own programs (which you could do anything with, including sell, and were not required to make the source code to them available). This is referred to as "Educational Use" in the license. However, the license also specifically prohibited you from redistributing the original source code. It seems like somewhat of a judgement call how much source code constitutes using it in your own work (which you can do whatever you want with, BSD-style), and how much constitutes a derivative of the original Doom source (which is "all rights reserved").
This presents an interesting situtation now. Although it has been re-licensed under the GPL, I have a copy of the source code under the old license, and they can't rescind this license. Therefore, I could take some functions from it, and use them in my own closed-source program (which the license allows), thereby effectively bypassing the requirements of the GPL.
The Doom source code was released roughly two to three years ago, using the Linux source port (But heavily cleaned up), because the DOS stuff still had lame-o sound code which they couldn't distribute. Descent had this problem too when it released soon thereafter. I just figure this is worth saying as most everyone has been stating 'Oh, cool! It's out now!'
And.. Id has not been making this as a publicity stunt. Carmack has wanted to change the license for quite awhile but he needed signatures from everyone who worked on the original base, and it seems he finally managed to work that up. Not to mention that he has hardly even stated much at/all/ to anyone about this. A reupload, a blurb on Doomworld(marvelous, marvelous doom site, nothing comes close, although it looks like a few of the dynamic injokes got trashed earlier to make up for slashdotting), that's it.
As far as the source ports themselves go... Yes, there is a GL port. Doom Legacy GL, Doom GL, etc.. Just poke around the Source Ports section of the aformentioned doomworld(.com) site. The currently 'accepted' uber-port, zdoom, does not support this, though. There is a port of *that* coming for Linux soon, however, along with Doom Legacy.
The engine is a lot more flexible than many people give it credit as well. It's *not* totally outdated, it's merely a different method of handling things.
Oh well.
-- Patrick McCarthy, wondering where his login went off to, I didn't delete it but it's not here?
All hail the mighty MS for open-sourcing DirectX 7 (I CAN get the APIs, and I can use the technology in my own software, so it's open source right?
So badly wrong. Direct X 7 is very cool but it is certainly not open source. If it was, any one would be free to pick it apart and put the best bits into another cool program.
Direct X will never be adopted outside of the MS world (like Active X) precisely because it is not open source.
A GPL graphics engine would allow games developers to use a set of tools to create their game (as Direct X does) and it would allow them to create whatever improvements they needed to the engine. The difference is that those improvements would then be shared under the GPL so that, where they were any good, we could all benefit.
Re:Good, yes. A complete fix? No.
by
EAVY
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· Score: 1
In general, software (open or closed) seems to be much like Highlander: there can be only one.
Interesting statement. In theory it might be reasonable, but in practice, it defies reason. Choice is a good thing, no matter if it's free or not, but in a free marketplace, you usually have more choice because different choices can peacefully coexist and evolve together. It's competition and symbiosis at the same time.
Actually I think that's not a marketplace mechanism but related to the users and creators. The same force that drives people to engage in flame wars about their favorite products is the force that ensures variety and evolution within the free (software) world.
As long as people engage in flame wars about Linux vs BSD, Gnome vs KDE, Emacs vs Vi, etc., the choices will keep evolving and getting better. Intuitively we would like to see a single perfect solution, but since everybody wants that and everyone is different, we'll inevitably have several choices. As long as taste varies and people choose, there will be different choices, and there can be a lot.
People don't link their program with libdoom.so; they do so with DirectX.so (or whatever it is in the Windows world). It's comparing apples and oranges.
well, you can staticaly link with.lib s, or you can dynamicaly call functions from.dlls. I think, most programs link to a small.lib that has imports for a bunch of DLLs. "Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
As it has been stated before, the DOOM engine is not groundbreaking or earthshattering by any stretch. But being open, for all to see is something of a learning experience for the budding programmers amongst us. Everyone has to start with their 'hello world.' program. Poking around and coding modifications for DOOM may be a 'hello world' for newbie game programmers, like myself. I've always been semi-mystified when I think about how I myself would go about coding a 3D game engine, even just a rudimentary one. To poke around with the DOOM souce would give me some general ideas on what facets I'd need to take into consideration. And hopefully I'd learn something and then go write the Quake2^1024 engine.
No one learned anything from looking at code they don't understand. Even if id released the Quake3 source, I'm sure I'd be clueless. Something on the lines of DOOM or Wolf3D is more my level. id is doing a service to the budding programmers by releasing the source so they can stick their noses in it and see how it ticks. It doesn't benefit them to cling to it, no one is paying for a DOOM license last time I checked.
Anyway. I think I shall take a look at it. Might learn something interesting or useful. What a novel concept.
kaniff -- Ralph Hart Jr
Re:Learning Experience
by
Anonymous Coward
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· Score: 0
Actually, if you'd really want to know how things work as far as 3d engines go today, look at Descent's engine, not Doom's.
Doom's works on a *completely* different principle than pure 3d. Doom's engine was designed with the fact that you don't need three axises in order to do fake 3d, only one.
Basically it *does* work on a 2d map, but it rotates the necessary vectors along the 2d access(known via bsp for speed), adds the Z, and then divides out the Y(or X, depending on the axis you're using.) for the location on the screen.
The drawing itself is handled vertically. That's right, not horizontally. This is primarily because since the walls themselves are incapable of tilting, all you need to do is find the proper line and clip it through, scaling as you go. Floors are a bit more complicated to render, however.
The 'look-up/look-down' that's in newer doom ports and was in Heretic/Hexen is basically just scrolling the viewport but keeping the same initial view axis.
Descent doesn't work like this. It uses a true 3d algorithm to handle things, even if it's vertex handling is a little wonky.
True 3d involves, well, a 3d rotation. This is a simple 2d rotation repeated thrice over (mmm, cpu drain). When displayed it crops out the Z axis by division as usual, but it's drawing method is handled by drawing each and every plane that happens to be in view, and rotating/clipping accordingly.
A fun part about both of these is that when the Z or distance axis is negative; you have to clip properly and make sure everything like texture aligns as it should.
Descent was an amazing learning experience to mess with, and I seriously recommend looking at the source if you want to know how 3d really works.
The guy, Bruce Lewis was working on an Open GL port of DOOM for 15 months. although he had not reliced the code, he planned to after beta testing. Unfortunetly, he lost *all* his code and his backups in a flood. although other posters had said that it was a hard drive failure, it was not. there were backups made "Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
Where are these free WAD's???
by
Anonymous Coward
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· Score: 0
I've seen the IWAD that comes with DUMB. That's all i've seen. Please correct me, and show me a FREE IWAD.
Because Open Source is not always the best method!
by
Anonymous Coward
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· Score: 0
Open Source works great for very modular software projects like an operating system, web server, desktop environment, compiler, etc.
Open Source projects can be created from a small spark of creativity. Linux was created because Linus wrote a small program to help explore some advanced features of the 386, he didn't set out to write an operating system at first.
Games on the other hand usually start out because someone has a vision and a desire to make money. 20 hour a day closed source development driven by a love of the game and greed are powerful motivating factors that can beat open source.
One of the mottos of open source projects is "release early, release often." This is because they are usually modular programs that can be useful without being "finished." People who contribute to open source projects do it because they use the code to solve a problem and if the software lacks a feature then they code it up themselves.
Very few people out there need games to solve a problem. Some people code for fun and games are fun but the majority of open source coders are trying to solve their own personal project or job.
Grumble grumble timing grumble
by
Screwtape
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· Score: 1
OK, this might be a little sour-grapes, since I also submitted this and was rejected, but if you look at the DoomWorld page, there's no actual citation for JC's words. I checked out his.plan, it hasn't been updated since the first. I don't know where else they would have gotten the info. Maybe John had mailed them, but why them particularly? Why not tell everyone else?
I've mailed the guy who posted the news (Linguica) for clarification - I just hope it is true after all.
Why are there always psuedo "purists" out there who twist and churn the open source definition to suit their obligatory flame/whine against software companies that open up their sources? In fact, Carmack wanted to have the Quake3 engine developed open-source, but other founders won't let him (learned from the already-defunct planetcrap.com)
In fact, Carmack wanted to have the Quake3 engine developed open-source, but other founders won't let him (learned from the already-defunct planetcrap.com)
I don't think so.
Besides, other founders = Adrian Carmack (no relation) and he's an artist, not a programmer so I think he doesn't care whether it's open source or not.
Other founders (Hall, Romero) have left id long time ago.
Besides, other founders = Adrian Carmack (no relation) and he's an artist, not a programmer so I think he doesn't care whether it's open source or not.
Other founders (Hall, Romero) have left id long time ago.
Frac is right, Carmack wanted to release the Q3 engine open source and has stated so deep down in his.plan file a while back. There was some conflict amongst the other members of ID that ended up with Carmack agreeing to keep it closed source. You can find it all in his.plan.
Re:Good, yes. A complete fix? No.
by
Bill+Currie
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· Score: 1
Yes, your right. Maybe I should have said that software wants to be that way. People with their desire for choices (or more changing requirements) pull software into multitudes, while the software itself (via other people) pulls itself back together by merging the good features and dumping the bad. I guess it's really a struggle between many and one. People like one stop shopping, but if it doesn't meet their needs, they will either look elsewhere or create that elsewhere.
BTW, don't get me wrong, I like choice. However, if there's only one `choice' available, at least let it be good.
--
Bill - aka taniwha -- Leave others their otherness. -- Aratak
Re:A good thing is upon us
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jemfinch
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· Score: 1
IANAL, but these companies that made proprietary add-ons based on the old license are not required in any way to comply with the new license (in this case, the GPL) Jeremy
OH my god YES, now if only they GPL commander keen
by
Anonymous Coward
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· Score: 0
Yeah, big deal. It isn't like they GPL'd quake 2 which would have use to lots of people since its semi contemporary. Of course that would be difficult since ion storm paid that huge 500 k or something license fee and STILL doesn't have that crappy Daikatana game finished.
Id software dosn't need to 'recruit'
by
delmoi
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· Score: 1
They can get just about anyone they want I'd be willing to bet. First of all, people already worship them. And secondly the company only has about 20 employees, and only two or three programmers.
Of course they are not going to sell there latest and greatest engines and games, that's how they make money.
Id supports Open source in the true sense of the word, not for commercial gain, but for experimenters to play with. They've also donated $20,000 to the FSF, (well Carmack did) and Carmack works on the GLX g200/400 drivers for linux
What exactly would be the benefit for them to release quake 3? if they couldn't make any money from it, they probably would never have even written it. You'll get you're q3a code in 2005. If you don't like it, why don't you write you're own 3d game engine? "Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
Re:Id software dosn't need to 'recruit'
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fizban
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· Score: 1
Open Source in the true sense of the word means that all development, even current, is open to the software community.
I don't need to write my own 3d engine, because there are open source engines already in development that I can use, such as the Genesis 3D engine.
The benefit that id receives from putting their current projects under the GPL is that they get more programmers that can help in the development. The programmers can contribute to the code, find bugs, suggest additions and changes, etc. Carmack and his in-house team still have control as to what goes into their version of the game, but they get a free team of developers to help them.
They can then make money off the game by two ways: First of all, they can sell it to the general public, who just wants a game to play and doesn't care about the code, and secondly, they can license the code to other developers for a fee that includes support and development tools that id uses in-house for their own production.
There's your Win-Win scenario!
---- Lyell E. Haynes
--
+1 Insightful, -1 Troll. What can I say, I'm an Insightful Troll.
Be gone, troll
by
Anonymous Coward
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· Score: 0
Carmack has got to be the most generous, most gamer community friendly, least biz/pr/hype oriented guy there is. He likes to nurture programmers and spark creativity. That's why he released it.
he released the Doom source.... so we could just look at it and drool? Forgive me for my ignorance, please, but I'm not quite understanding the concept behind this. Reminds me of the whole Corel spill (ok, not really) and all these other times I've heard of source releases, only to hear whelps of joy when the stuff was GPL'ed...
They can then make money off the game by two ways: First of all, they can sell it to the general public, who just wants a game to play and doesn't care about the code, and secondly, they can license the code to other developers for a fee that includes support and development tools that id uses in-house for their own production.
Well, the way things are now, Id provides almost no support whatsoever for there product. If Id opensourced there engen, people would get for free what now costs them $700,000. support would be a large burden on a company of less then 20. while I'm sure it would be posible for them to make some money with open source, I doubt it would be as much. remember, Id is basicaly selling source, not support (in addition to games). Going opensource would cause them to lose at least half there revinue stream. Other companys would also be able to sell support, why would they want to give themselves compition?
While Id opening there source would be good for you it might not be the best thing for Id. and since there writing the code, they can do whatever they want to with it. If you have a problem with it, then don't buy the game "Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
Quake source code in the works
by
Yumpee
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· Score: 1
A long while ago (either in a.plan update or in an interview, I can't rremember), Carmack had mentioned that he was waiting for the last Quake engine licensee to get their game out of the door so that he could release the Quake source code. That's good though the puzzling thing is that he refers to John Romero/Ion Storm's Daikatana as this last licensee. I thought that they were using the Quake ][ engine.
Re:Carmack and Open Source
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Anonymous Coward
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· Score: 0
He also recently donated $10k to Brian Paul of Mesa (www.mesa3d.org) John Carmack rocks..
Source Code Indentation on /. is possible
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jfunk
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· Score: 2
It's a pain in the ass, though, We *really* need a
tag.
for (int i = 0; i < 9; i++) {
printf("I %d the sandbox.\n", i);
}
Ooooh, what's that on the second line, you say?
<BLOCKQUOTE>printf("I %d the sandbox.\n", i);</BLOCKQUOTE>
Nesting them also works.
Of course, we really do need <CODE> and <PRE> tags.
A question: shareware or full, and other q's...
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haggar
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· Score: 1
Hello all,
from what I'll ask you will recon I am not a big gamer (I liked Wolfenstein3D, though). So, I understand there is a shareware and full version of doom. The code of which version is available? I have seen these Win32 ports, but all seem to require doom... I guess they require the original Doom written for DOS, but which one? The shareware or the full? Is there something that is understood by default and I don't get it? Has the code for the DOS port been available previously (but under a different license, non GPL), or only the Linux port was open? I would appreciate your inputs, I am looking forward on trying some Win32 ports.
John Carmack seems to be doing a _lot_ for the open source community these days. First was the initial release of the Doom source, although it wasn't under an open license, it was still damned cool for the time. Now, he's helping with the GLX project for the Matrox cards (and supposedly doing what he does best, wild and crazy optimizations:) and today releases Doom under the GPL.
Three cheers for Mr Carmack!
-- Jeremy Katz
Re:Carmack and Open Source
by
Bartmoss
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· Score: 1
Well he does have the spare cash to be generous.
Three words: Doom for Palm!
by
imac.usr
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· Score: 1
Ohhhh yes. If the service weren't so expensive, this would be a cool hack for the 7-series.
Actually, it might almost be playable on the larger screen of the last-generation Newton (The 2000/2100 models). They already have Ethernet support. Hmmmmm....
Anybody remember NewtonQuake?
--
I use Macs for work, Linux for education, and Windows for cardplaying.
Re:Three words: Doom for Palm!
by
conio
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· Score: 1
There are already several ports of Doom to Windows CE-based Palm-size PCs. Since these handhelds run at a resolution of 320x200 when turned sideways, and since the newer models have 256- or 65,535-color LCDs and decent sound, the platform is more than ideal.
Re:Three words: Doom for Palm!
by
Anonymous Coward
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· Score: 0
Well, there's a WinCE version of Doom available at http://www.eskimo.com/~hayes/doomce.html which can even be played in 4-color grayscale. You can even tap the screen in order to fire or open doors! Cool stuff IMO.
Although having doom is the coolest thing since... having doom, doom is not written to well, in the sense that its gonna be a bitch to make it cool. Now quake on the other hand... That would really kick some ass. I'd be hacking on that till the day I die.
I worked on the Doom code for about six months as part of TeamTNT's Boom engine effort, and I can definitely say it's both educational and fun. Many projects like mine will probably be converting to the GPL as well now too (we just passed on Carmack's educational license before.)
There is a link to the Source Ports page from the page the story links to (sorry, slashdotted right now or I'd link) that will get you versions of source for a wide variety of operating systems, including Linux, and with widely varying feature sets. I expect most, and nearly all the Linux versions, will go open source now.
This is a very good idea, and an excellent opportunity for those beginning programming to get at least some idea of how a professional and fun game is done. Keep up the good work, id Software!
Re:CS majors rejoice
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Anonymous Coward
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· Score: 0
Ugh...puh-leeze. The doom source code is the last thing people "beginning programming" need to see. The code is ugly, specialized, not terribly portable or reusable, and full of poor coding style (goto anyone?). Sure, it was successful - so they obviously did something right, but people who would benefit from this are those who already know good coding style and habits, who can pick out the good stuff and pass over the bad. Beginners are better off paying attention in those CS classes, or reading a good book.
I wish they'd GPL Commander Keen
by
Anonymous Coward
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· Score: 0
My little brother and his 9-year-old friends have a lot of fun with that game. I'd love to be able to add some levels, etc. for them.
Sure, every GPL'd line of code helps the software industry, or whatever, but I think this is a cheap publicity stunt, even if a good one. The thing is that Doom is old, and any "interesting" ideas in it have already been outdated by much faster computers and things like DirectX/OpenGL. All Carmack gets out of this is some praise on slashdot, and a couple more ppl who buy quake 3. That's all he's out for, and that's all he's getting. I am not criticizing him, actually, I'm just saying that it sounds like a very good idea, but practically speaking, I don't think this amounts to much, and is mostly just to generate hype.
-- -S
Re:What it needs
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Anonymous Coward
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· Score: 0
No one else seems to have mentioned this, but Dosdoom will have this feature soon.. There was even a screenshot of it on doomworld awhile back. It's apparently not complete, but Soon[tm].. I figure if you add that and then slanted floors followed up by real-time BSP management, you officially have something that works as well as Quake minus dynamic lighting, only faster by leaps and bounds. And frankly, I think dynamic lighting isn't as atmospheric.;) The second of which is in Duke(Nope, no source there, although the principle isn't too difficult), but the third is in Hexen.(Which, if you have not played, go do so. Now, dammit.)
Re:What is the 'glDoom episode'? A drive failure?
by
haggar
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· Score: 1
Strange that they didn't try to restore the data from the drive with, for example, Ontrack's service. The Ontrack guys will (try to) restore the data from a failed HD by opening it up and tweaking with some special HD heads. They're expensive, but maybe 15 months of work is worth it? Just my 2 pennies.
This is too cool...I have a lame 100mhz which I've been too cheap to upgrade/replace for, uhh, 4 years now (I'm waiting for Athlon to go to.18, yeah), and I love playing old games. XCom, Wolf3d, DoomI/II, and recently Duke3d (640x480, oh yeah). Can't wait for the cool stuff to come out with this being open-sourced.
I may be wrong but if I remeber right, DOOM does not allow you to have a two story building. By this I mean a building which you can walk on one floor and also on the floor above it. No tunnels which go under a walkway, etc. We need to get this added. If this can be added, and if doom has openGL support (don't know, been since my dos days since I have played games), we can have quite a bitchin engine.... Does anyone want to work on this? I would like to. Jesse Andrews andrews@physics.berea.edu PS. Don't flame me if my info about the doom engine is incorrect please. Unfortunately I have to spend most of my time doing oracle forms development instead of games now!
Unfortunately I don't think that would be possible without completely rewriting a great deal of the code. A lot of the maps' simplicities are derived from the fact that any given point will only have one floor and one ceiling.
Cool idea though, and it should be possible, but it'd take an incredible amount of work.
Completely out of the question; you'd pretty much have to rewrite the whole thing. All 3-D aspects of the levels are an optical illusion. When you go up stairs, it looks like you're going up, but you're really going forward on a 2-D map. When you shoot at a bad guy, there is no up or down aiming - only left and right - because there is no real up and down.
To change that, not only would you have to redo the maps, you'd have to redo most of the engine.
-- $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$]; $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
I e-mailed John not too long ago asking about this, as I wanted to package up lxdoom for Debian. The old Doom license expressly forbid redistribution of any kind, which meant that DOOM and its derivatives couldn't be redistributed, even in the non-free section of Debian.
I'm greatly appreciative of this, John. I asked for a legally-able-to-redistribute license and you gave us more than we could have ever hoped. Way to go, id!
Re:Thank you John Carmack
by
paul.dunne
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· Score: 1
But didn't slackware used to include it? Perhaps this is why it went away -- I note it's not on any of the CDs I have lying around here, but I'm sure I've seen it on a Slackware CD in the past.
Well...Doom never went away & there are about a million wads to prove it.This will be really interesting if a bunch of Doom fanatics plunge in and create a far better GPL version than ever was.I am not sure how far an older engine can be pushed but it would be very cool to see an old classic reborn in new clothes!
-- Tired of being another body in the flock?
Linux ! We are not sheep anymore.
The Doom source code has been available for some time. Looking through the comments, I noticed a lot of people saying that "hey this is cool now I can see the code" The truth of the matter is that the code was released 3 years ago or so, can't remember off the top of my head. There was some work that had to be pulled from the original source because id licensed a third party for the sound engine, but the functionality was there.
The part that is not generally available are the maps from the game itself. The engine is available, but you have to download and put together your own information. With the proliferation of doom and quake sites this is not a problem.
John's original intent was to release the source code for each game engine a year after the game was released or when the next game engine was released. Doom and DoomII use the same engine, more or less and when quake was released John released the Doom code, actually a bit later since they had to have someone go in and clean out the third party software and clean up part of the code.
And now for some URL's
PlanetQuake probably the formost user site online for quake and doom related material. Any player of these games should not miss this site.
-- /* TODO: Spawn child process, interest child in technology, have child write a new sig */
Carmack speaks, first person style.
by
Wah
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· Score: 2
Here's a recent interview from FiringSquad with the great JC. The guys a total stand-up, quake rocks, fast cars, open source, and he lives in Dallas, the center of all things cool and computery (wireless what?!).
I suppose now all the current projects out there that are derived from the original Doom source code, such as DOOM Legacy, will change over to the GPL as well. This would be a good thing, as the Legacy engine is much improved over the original, and includes a number of Quake-like features as well. When I looked at it in comparison with the original engine, it blew me away (no pun intended).
And, of course, I echo the kudos that John Carmack is getting for his decision to change the license of the Doom source code...he's one of the guys I think of first in the Pantheon of Programming Gods...
Eric -- "Free your code...and the rest will follow."
I think Carmack had the same idea a couple of years ago. Hence, Quake. If it really deserved a re-write before, I think it would still need one now. Not that it wouldn't be cool..
Re:I really do wish they would GPL that
by
Anonymous Coward
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· Score: 0
Commander Keen was great fun. I would love to play it in a little X window:)
I think Gnome has more worthwhile things to do
by
Anonymous Coward
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· Score: 0
Like getting a decent html widget or internet transparency.
Re:I think Gnome has more worthwhile things to do
by
extrasolar
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· Score: 2
Like getting a decent html widget or internet transparency.
Or a bonobo componet of the Gnome minesweeper game. Oh wait, they already did that.
More worthwhile things to do indeed!:)
--
Why don't we neaten it up, then?
by
Anonymous Coward
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· Score: 0
Couldn't some people neaten it up so that it could be made into a cross-platform game engine (which IIRC, John Carmack wanted), and then add features from other ports to it?. The DOOM code fork has really gotten out of control... somebody needs to do something about it, and I don't think it's going to be any DOS programmers.
I think that DOOM Legacy is the most interesting port at the moment. It works on DOS/Windows, and has some Linux support, IIRC. I don't know when it'll be GPLed, though.
Also, couldn't ID software do the same thing with the IWADs? And what about Commander Keen?
Good, yes. A complete fix? No.
by
astyanax
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· Score: 3
They quote Carmack (or someone else at id) as saying "Now everyone has to open up their source." That's not necessarily true. If someone got the Doom source before this license change and made some proprietary changes to it, they are not required to comply with the GPL. They are completely entitled to use the software according to the original license if they choose.
Imagine if Microsoft gave you a copy of MS Office with a site license, and then said "Ha! We just changed the license! Now you have to pay us One million dollars! They can do that, but only on new purchases/downloads of their software. They can not make you comply with a new license for software that you are already using according to another license.
This is a very good thing. Unfortunately, if people were not contributing back changes and improvements before, simply changing the license to the GPL now wont necessarily fix that. It will stop it from happening in the future, though. I still applaud this decision in license change, good work id.
The only thing that may surprise the development teams, is that some of their proprietary code that they have developed may now have to be open-sourced.
I wonder if a possible way around this would be to take all the newly written, hacked functions, and call them from a closed source binary. Of course, this would be deliberately avoiding A Good Thing.
Also, what is the legal obligation of companies to stay with their current license? Is it possible for a piece of software to gain momentum because it's free software, and then do an about face with a new, decidedly more evil license?
If you check Doomnation, you'll realise that Doom hacking is still alive. I can see that community becoming very excited.
Good ol' Open Source
by
Anonymous Coward
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· Score: 0
I have massive respect for Mr. Carmack and he is a very, very intelligent man. However the worthiness of the Doom source code is very, very limited. To bring up the evil one: DirectX 7 gives you any features in Doom with a clearly defined and distributed API, hardware abstraction, etc. So for someone to start with Doom is the crux of the problem with open source: It's primarily the realm of get-geek-fast people who want to go in, change some variables and make a new product. Bah.
All hail the mighty MS for open-sourcing DirectX 7 (I CAN get the APIs, and I can use the technology in my own software, so it's open source right? [PS. This relates to recent threads that equated the plug-in architecture of Quake and followups as "open source", and this went off without opposition...]).
#!/usr/bin/perl -w
use Doom;
I want Wolf3D source code GPL too!
What you say is basically correct, the code is not amenable to being extended to 3D. It's a rewrite, as Carmack noticed when he wrote Quake.
However some of the source mods already available have provided pretty good workarounds. Boom, for example allows you to create "fake" ceilings and floors so you can be underwater. More importantly there is a silent teleporter that preserves angle and momentum, so you can create some very good 3D effects by seamlessly joining two different sections of map as you walk up some stairs, or take an elevator (also supported.)
Some source mods also allow real heights. You can walk across the heads of a line of imps, take a ride on a cyber, control vertical aiming, jump, use weaker gravity, and look up and down.
It isn't perfect, but DOOM was always about doing as much as you can within the engine limits.
Frac is right, Carmack wanted to release the Q3 engine open source and has stated so deep down in his .plan file a .plan.
.plan update for about 3 years and don't remember anything like that. Maybe you could show it to me on finger.planetquake.com?
while back. There was some conflict amongst the other members of ID that ended up with Carmack agreeing to keep
it closed source. You can find it all in his
I read every Carmack's
-jfedor
> Hmmm... The LinuxGame distro.
How about Linux GOD (Games Only Distribution)
Hmm, yeah, now that I think of it, I was talking about the Doom binaries -- not the same thing as the source. Self, take a hundred lines: "I must not post without thinking"...
How does a game engine relate to a programming interface? And who cares that DirectX 7 provides you with the ability to do what DOOM did 7 years ago? The point of having the DOOM source code is to improve and enhance DOOM, not to make new and different engines based upon another engine (though that is a possibility.)
Furthermore, DOOM is completely and utterly different from DirectX 7. DirectX 7 is a library; DOOM is an application. People don't link their program with libdoom.so; they do so with DirectX.so (or whatever it is in the Windows world). It's comparing apples and oranges.
Dark Forces did something like that. I believe someone also did that back before Quake came out using multiple .WADs and a hacked version of the .EXE.
My Freakin Blog
If Slackware used to include it, they did so illegally. That's probably why it's not in there anymore. Read DOOMLIC.TXT (available in, e.g., the xdoom source, or lxdoom, or any number of other doom derivitives) while you still can; it was a remarkably restrictive license, which pretty much everyone who hacked on it disregarded (and id didn't seem to care). Now that it's legal to redistribute/modify/etc, we don't have to worry anymore.
[wrhodes@dt032nc0 linuxdoom-1.10]$ cat
19
static fuck = 0;
fprintf(stderr, "fuck %d \r", fuck++);
"fuck you, pussy!\nget the fuck out!",
"hey, ron! can we say\n'fuck' in the game?",
"suck it down, asshole!\nyou're a fucking wimp!",
boolean message_dontfuckwithme;
static boolean message_nottobefuckedwith;
message_dontfuckwithme = false;
message_nottobefuckedwith = false;
message_nottobefuckedwith = false;
if (showMessages || message_dontfuckwithme)
if ((plr->message && !message_nottobefuckedwith)
|| (plr->message && message_dontfuckwithme))
message_nottobefuckedwith = message_dontfuckwithme;
message_dontfuckwithme = 0;
message_nottobefuckedwith = true;
extern boolean message_dontfuckwithme;
message_dontfuckwithme = true;
[wrhodes@dt032nc0 linuxdoom-1.10]$ cat
5
wipe_shittyColMajorXform
wipe_shittyColMajorXform((short*)wipe_scr_start
wipe_shittyColMajorXform((short*)wipe_scr_end, width/2, height);
// Massive bunches of cheat shit
Of course, that doesn't compare too well with the Linux source, but pound for pound plenty of prurient pontification.
(BTW, have any of you tried to enter source code in a
-B
Ash and Hickory, straight-grained and true, make excellent bludgeons, dandy for the cudgeling of vegetarians.
Because games eat up a lot of time, and there's still no MS-Office beater, or real simple (stupid-proof) configurable Linux system out there yet?
Once those obstacles are overcome, I'm sure games will come out of the woodwork...
I hope DOOM Legacy will open their sources, but they have been the least willing to do so to date. They will sometimes provide source to those who ask for the purpose of developing auxilliary programs, but they have expressed unwillingness to let "competing projects" use their code. Doom Legacy is a very impressive source mod, I just question their willingness to open their sources publically. If so, that's good.
Nearly all the other projects except Bruce Lewis's GL Doom have offered sources with binaries, and I expect most will convert to GPL now. Bruce Lewis lost his sources in a flood, thereby killing an important project, and that's what Carmack is referring to in the linked article. He intended to release them, after beta, but it never made it there.
I'm not involved with this project, I just found it a few days ago and it looks cool. It's about time we start using 3D for things besides shoot-em-up games!
Half-Life has been released; Daikatana hasn't.
I'm thinking... Doom 9mm... Yeah, has a nice ring to it. Give it here. Now...
Every bit of code that's GPL'd helps to advance OS a bit furthur. Even if it's somewhat outdated, it still is likely to contain useful ideas.
God does not play dice - Einstein
Not only does God play dice, he sometimes throws them where they
what can i say, i just love that game!
icq:=22921393;
Isn't quake a derivative work from doom?
I've always wanted to fiddle with th doom code, what a chance!
I've always loved Doom anyways.
If you think you know what the hell is going on you're probably full of shit. -- Robert Anton Wilson
jdube is who
i hope they will gpl quake too when they feel that quake is obsolete
What about a GnomeDoom widget or a GtkDoom widget, based on this source code? I haven't looked at the code yet, so this might be impossible, but that could be kinda cool, or at least a worthy hack?
... I could see that ... :)
Or how about an XML-based WAD file format? Might be worth hacking that up.
Hmm, or a JNI-based Java bindings for Doom
Oh well, back to work.
Well now that it is under the GPL they (distro's) could put it in their distro. That brings up another question. There are a number of games (not tetris) that are GPL'd and good, but they are not in any of the distro's (please correct me if I am wrong.) Hmmm... The LinuxGame distro. Nah I have homework to do.
Do you changes clothes while making the "chee-chee-cha-cha-choh" transformation sound?
Patrick Barrett
Yebyen@adelphia.net
Restating the obvious since nineteen aught five.
As I say in the title, not GPL so I couldn't put any doom spin-offs on my site. Now I can. Get over it.
If you think you know what the hell is going on you're probably full of shit. -- Robert Anton Wilson
jdube is who
In the JC statement quoted, he says this should prevent 'another gldoom episode'. Any idea what this was?
Although I agree with you in general about the retroactivity of changing a license, I'm not sure about this case, but it doesn't matter. Many groups will change to the GPL anyway because ``it's the right thing'', and those that don't will either eventually langush while the GPLed versions (version? they might all merge) flourish. The non GPLed versions might eventually be forced to turn GPL as features in the GPLed versions become popular and the non-gpled versions start to incorporate those changes. I expect all versions of doom will eventually merge back into one.
In general, software (open or closed) seems to be much like Highlander: there can be only one.
Bill - aka taniwha
--
Leave others their otherness. -- Aratak
Carmack has a rather interesting relationship with Free software - this is quoted from his .plan after he'd won a big pile of money playing blackjack in Vegas (Feb. 98):
I won $20,000 at the tables, which I am donating to the Free Software Foundation. I have been meaning to do something for the FSF for a long time. Quake was deployed on a dos port of FSF software, and both DOOM and Quake were developed on NEXTSTEP, which uses many FSF based tools. I don't subscribe to all the FSF dogma, but I have clearly benefited from their efforts.
So, while he perhaps isn't RMS's biggest fan (philosophically), you've got to admire a guy who gives back to the community like this.
This is very good for the Free Softwares. A lot of people have heard about Linux because of Id's games and because their were a lot of Linux Doom/Quake servers.
When they released Doom source code, this was even cooler because you cold look at a good professional pseudo-3D engine.
Now this is even cooler and will help Open source games (for this kind of game of course).
Thanks John, thanks.
"The obvious mathematical breakthrough would be development of an easy way to factor large prime numbers." Bill Gates,
I played Doom long ago on my room-mate's computer, but never bought my own copy. Do I need to buy a copy, or is Doom now free to use as well as open source?
The wads aren't freely distributable. This is the equivalent of releasing Bison as free software while making everyone pay $20 for the parser skeleton, or releasing Emacs as free software while making any Emacs Lisp code necessary for it to run, an extra charge. "Free software" that only works with a proprietary module, is not free at all. (I understand that libre isn't the same as gratis, but I'd at least expect that it'd be _possible_ for libre software to be obtained gratis.) And no, I don't already have a copy of DOOM, so I'd have to pay extra in order to be able to use this "free" software.
My roommate and I were just talking about the source we'd /really/ like to see released... Commander Keen and Duke Nukem (the original). These games were the best. Brings back fond memories of the days of BBS's, when life was simple... :-)
Back on topic, this is really cool news. Granted this isn't cutting edge technology by a long shot, but it should still be fun!
--
Ian Peters
What happens if everyone starts releasing there stuff GPL? Could a flood of GPL cause programmers to be spread too thin? Just an idea. I hope not.
glDoom was closed source. Naturally, the guy developing glDoom had no backups. And as history has show many times, if you don't do backups, your hard drive will fail. Pretty dumb mistake if you ask me (or anyone else).. The development died.
If glDoom would have been GPL, the odds are that atleast a few people would have had relatively up to date sources, and development could have been continued.
Not a big loss though, DooM Legacy is much better anyway.
Why can't he just dual-license it? Cygnus does this, I believe. Release a GPLed version, charge for a different license.
(Note: I suspect there is a reason -- from what I understand of game companies, many would just steal the source and try to disguise the fact -- catching them would be a major pain. And of course Carmack probably doesn't want them to see how he does what he does..)
Daniel
Hurry up and jump on the individualist bandwagon!
People don't link their program with libdoom.so
Actually, this is an interesting idea. Why not, especially now that the source is available?
Daniel
Hurry up and jump on the individualist bandwagon!
Come on! Doom is years behind the current software technology. What good does it do to put it under the GPL? Or even distribute the source? It's only a marketing ploy by id software to increase the worship of Carmack!
Here's your REAL open source movement:
I don't fall for it one bit!
Release the code to Quake III
----
Lyell E. Haynes
+1 Insightful, -1 Troll. What can I say, I'm an Insightful Troll.
Correct me if I'm mistaken, but wasn't the DOOM source already open? I know you've been able to download it, and look through it. there there have been very many projects based on doom out on the web, such as GL doom (although it appears that that project was lost in a hard drive crash *shudder*... maybe argument for having many copies of the source code around the world).
How would changing the licsens to GPL effect people already working on projects based on doom? (or were these projects completly new implementations, not based on the DOOM code).
I was under the impression that DOOM was under a BSD style licens now, did they do this to prevent propitary spinnoffs?
"Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
ReadThe ReflectionEngine, a cyberpunk style n
I'm pretty sure that doom was under a BSD style licens, or not licensd at all. since there were many DOOM spinnofs on the web
"Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
ReadThe ReflectionEngine, a cyberpunk style n
Slackware 3.5 has doom with it. However, it is the shareware version so there is no licence conflict there at all.
Try to hack my 31337 firewall!
id didn't seem to be going after anybody, but my reading of the previous license seems to indicate that distributing modified versions of the DOOM source code was not permitted. The only thing permitted was "Educational Use," which included using parts of the code in your own programs (which you were allowed to distribute, even for money), but nowhere was permission given to distribute the entire original source code with modifications.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Actualy, this should be pretty posible, considering that DOOM worked on 20mhz 386s. Since you only have to worry about low rezes, and 4color grayscale graphics, I'm sure a palm could hack it.
As for the display, Just make most of the levels 'bright' EI more light then dark, and you should be able to get a pretty playable game out of it...
"Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
ReadThe ReflectionEngine, a cyberpunk style n
There seems to be some confusion about the previous license of the Doom source. Based on my reading of the license (IANAL, however), you were allowed to use portions of the source in your own programs (which you could do anything with, including sell, and were not required to make the source code to them available). This is referred to as "Educational Use" in the license. However, the license also specifically prohibited you from redistributing the original source code. It seems like somewhat of a judgement call how much source code constitutes using it in your own work (which you can do whatever you want with, BSD-style), and how much constitutes a derivative of the original Doom source (which is "all rights reserved").
This presents an interesting situtation now. Although it has been re-licensed under the GPL, I have a copy of the source code under the old license, and they can't rescind this license. Therefore, I could take some functions from it, and use them in my own closed-source program (which the license allows), thereby effectively bypassing the requirements of the GPL.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
There seem to be a lot of misconceptions here.
/all/ to anyone about this. A reupload, a blurb on Doomworld(marvelous, marvelous doom site, nothing comes close, although it looks like a few of the dynamic injokes got trashed earlier to make up for slashdotting), that's it.
The Doom source code was released roughly two to three years ago, using the Linux source port (But heavily cleaned up), because the DOS stuff still had lame-o sound code which they couldn't distribute. Descent had this problem too when it released soon thereafter. I just figure this is worth saying as most everyone has been stating 'Oh, cool! It's out now!'
And.. Id has not been making this as a publicity stunt. Carmack has wanted to change the license for quite awhile but he needed signatures from everyone who worked on the original base, and it seems he finally managed to work that up. Not to mention that he has hardly even stated much at
As far as the source ports themselves go... Yes, there is a GL port. Doom Legacy GL, Doom GL, etc.. Just poke around the Source Ports section of the aformentioned doomworld(.com) site. The currently 'accepted' uber-port, zdoom, does not support this, though. There is a port of *that* coming for Linux soon, however, along with Doom Legacy.
The engine is a lot more flexible than many people give it credit as well. It's *not* totally outdated, it's merely a different method of handling things.
Oh well.
-- Patrick McCarthy, wondering where his login went off to, I didn't delete it but it's not here?
So badly wrong. Direct X 7 is very cool but it is certainly not open source. If it was, any one would be free to pick it apart and put the best bits into another cool program.
Direct X will never be adopted outside of the MS world (like Active X) precisely because it is not open source.
A GPL graphics engine would allow games developers to use a set of tools to create their game (as Direct X does) and it would allow them to create whatever improvements they needed to the engine. The difference is that those improvements would then be shared under the GPL so that, where they were any good, we could all benefit.
In general, software (open or closed) seems to be much like Highlander: there can be only one.
Interesting statement. In theory it might be reasonable, but in practice, it defies reason. Choice is a good thing, no matter if it's free or not, but in a free marketplace, you usually have more choice because different choices can peacefully coexist and evolve together. It's competition and symbiosis at the same time.
Actually I think that's not a marketplace mechanism but related to the users and creators. The same force that drives people to engage in flame wars about their favorite products is the force that ensures variety and evolution within the free (software) world.
As long as people engage in flame wars about Linux vs BSD, Gnome vs KDE, Emacs vs Vi, etc., the choices will keep evolving and getting better. Intuitively we would like to see a single perfect solution, but since everybody wants that and everyone is different, we'll inevitably have several choices. As long as taste varies and people choose, there will be different choices, and there can be a lot.
-- Eavy (: Linux Is Not UniX
People don't link their program with libdoom.so; they do so with DirectX.so (or whatever it is in the Windows world). It's comparing apples and oranges.
.lib s, or you can dynamicaly call functions from .dlls. I think, most programs link to a small .lib that has imports for a bunch of DLLs.
well, you can staticaly link with
"Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
ReadThe ReflectionEngine, a cyberpunk style n
Its just too easy these days :-)
Lazy and bored at home.
As it has been stated before, the DOOM engine is not groundbreaking or earthshattering by any stretch. But being open, for all to see is something of a learning experience for the budding programmers amongst us. Everyone has to start with their 'hello world.' program. Poking around and coding modifications for DOOM may be a 'hello world' for newbie game programmers, like myself. I've always been semi-mystified when I think about how I myself would go about coding a 3D game engine, even just a rudimentary one. To poke around with the DOOM souce would give me some general ideas on what facets I'd need to take into consideration. And hopefully I'd learn something and then go write the Quake2^1024 engine.
No one learned anything from looking at code they don't understand. Even if id released the Quake3 source, I'm sure I'd be clueless. Something on the lines of DOOM or Wolf3D is more my level. id is doing a service to the budding programmers by releasing the source so they can stick their noses in it and see how it ticks. It doesn't benefit them to cling to it, no one is paying for a DOOM license last time I checked.
Anyway. I think I shall take a look at it. Might learn something interesting or useful. What a novel concept.
kaniff -- Ralph Hart Jr
The guy, Bruce Lewis was working on an Open GL port of DOOM for 15 months. although he had not reliced the code, he planned to after beta testing. Unfortunetly, he lost *all* his code and his backups in a flood. although other posters had said that it was a hard drive failure, it was not. there were backups made
"Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
ReadThe ReflectionEngine, a cyberpunk style n
I've seen the IWAD that comes with DUMB. That's all i've seen. Please correct me, and show me a FREE IWAD.
Open Source works great for very modular software projects like an operating system, web server, desktop environment, compiler, etc.
Open Source projects can be created from a small spark of creativity. Linux was created because Linus wrote a small program to help explore some advanced features of the 386, he didn't set out to write an operating system at first.
Games on the other hand usually start out because someone has a vision and a desire to make money.
20 hour a day closed source development driven by a love of the game and greed are powerful motivating factors that can beat open source.
One of the mottos of open source projects is "release early, release often." This is because they are usually modular programs that can be useful without being "finished." People who contribute to open source projects do it because they use the code to solve a problem and if the software lacks a feature then they code it up themselves.
Very few people out there need games to solve a problem. Some people code for fun and games are fun but the majority of open source coders are trying to solve their own personal project or job.
OK, this might be a little sour-grapes, since I also submitted this and was rejected, but if you look at the DoomWorld page, there's no actual citation for JC's words. I checked out his .plan, it hasn't been updated since the first. I don't know where else they would have gotten the info. Maybe John had mailed them, but why them particularly? Why not tell everyone else?
I've mailed the guy who posted the news (Linguica) for clarification - I just hope it is true after all.
Why are there always psuedo "purists" out there who twist and churn the open source definition to suit their obligatory flame/whine against software companies that open up their sources? In fact, Carmack wanted to have the Quake3 engine developed open-source, but other founders won't let him (learned from the already-defunct planetcrap.com)
BTW, don't get me wrong, I like choice. However, if there's only one `choice' available, at least let it be good.
Bill - aka taniwha
--
Leave others their otherness. -- Aratak
IANAL, but these companies that made proprietary add-ons based on the old license are not required in any way to comply with the new license (in this case, the GPL) Jeremy
Looking for a Python IRC bot?
Yeah, big deal. It isn't like they GPL'd quake 2 which would have use to lots of people since its semi contemporary. Of course that would be difficult since ion storm paid that huge 500 k or something license fee and STILL doesn't have that crappy Daikatana game finished.
They can get just about anyone they want I'd be willing to bet. First of all, people already worship them. And secondly the company only has about 20 employees, and only two or three programmers.
Of course they are not going to sell there latest and greatest engines and games, that's how they make money.
Id supports Open source in the true sense of the word, not for commercial gain, but for experimenters to play with. They've also donated $20,000 to the FSF, (well Carmack did) and Carmack works on the GLX g200/400 drivers for linux
What exactly would be the benefit for them to release quake 3? if they couldn't make any money from it, they probably would never have even written it. You'll get you're q3a code in 2005. If you don't like it, why don't you write you're own 3d game engine?
"Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
ReadThe ReflectionEngine, a cyberpunk style n
Carmack has got to be the most generous, most gamer community friendly, least biz/pr/hype oriented guy there is. He likes to nurture programmers and spark creativity. That's why he released it.
Well, Linguica says he got an email direct from JC himself. It still seems odd that he'd email instead of .planning, but that's not really my buisness.
www.textfire.com -- 5th annual interactive fiction competition. 90% of teh games run on linux.
Live coverage at www.pushove.com
when Push Comes to Shove
First was the initial release of the Doom source,
he released the Doom source.... so we could just look at it and drool? Forgive me for my ignorance, please, but I'm not quite understanding the concept behind this. Reminds me of the whole Corel spill (ok, not really) and all these other times I've heard of source releases, only to hear whelps of joy when the stuff was GPL'ed...
Thanks
Insert mind here.
They can then make money off the game by two ways: First of all, they can sell it to the general public, who just wants a game to play and doesn't care about the code, and secondly, they can license the code to other developers for a fee that includes support and development tools that id uses in-house for their own production.
Well, the way things are now, Id provides almost no support whatsoever for there product. If Id opensourced there engen, people would get for free what now costs them $700,000. support would be a large burden on a company of less then 20. while I'm sure it would be posible for them to make some money with open source, I doubt it would be as much. remember, Id is basicaly selling source, not support (in addition to games). Going opensource would cause them to lose at least half there revinue stream. Other companys would also be able to sell support, why would they want to give themselves compition?
While Id opening there source would be good for you it might not be the best thing for Id. and since there writing the code, they can do whatever they want to with it. If you have a problem with it, then don't buy the game
"Subtle mind control? Why do all these HTML buttons say 'Submit' ?"
ReadThe ReflectionEngine, a cyberpunk style n
A long while ago (either in a .plan update or in an interview, I can't rremember), Carmack had mentioned that he was waiting for the last Quake engine licensee to get their game out of the door so that he could release the Quake source code. That's good though the puzzling thing is that he refers to John Romero/Ion Storm's Daikatana as this last licensee. I thought that they were using the Quake ][ engine.
He also recently donated $10k to Brian Paul of Mesa (www.mesa3d.org) John Carmack rocks..
Hello all,
from what I'll ask you will recon I am not a big gamer (I liked Wolfenstein3D, though).
So, I understand there is a shareware and full version of doom. The code of which version is available?
I have seen these Win32 ports, but all seem to require doom... I guess they require the original Doom written for DOS, but which one? The shareware or the full? Is there something that is understood by default and I don't get it?
Has the code for the DOS port been available previously (but under a different license, non GPL), or only the Linux port was open?
I would appreciate your inputs, I am looking forward on trying some Win32 ports.
Sigged!
Maybe Commander Keen code isn't id Software's property.
At that time they sticked with Apogee and that could be a problem.
-jfedor
John Carmack seems to be doing a _lot_ for the open source community these days. First was the initial release of the Doom source, although it wasn't under an open license, it was still damned cool for the time. Now, he's helping with the GLX project for the Matrox cards (and supposedly doing what he does best, wild and crazy optimizations :) and today releases Doom under the GPL.
Three cheers for Mr Carmack!
--
Jeremy Katz
Ohhhh yes. If the service weren't so expensive, this would be a cool hack for the 7-series.
Actually, it might almost be playable on the larger screen of the last-generation Newton (The 2000/2100 models). They already have Ethernet support. Hmmmmm....
Anybody remember NewtonQuake?
I use Macs for work, Linux for education, and Windows for cardplaying.
Although having doom is the coolest thing since... having doom, doom is not written to well, in the sense that its gonna be a bitch to make it cool. Now quake on the other hand... That would really kick some ass. I'd be hacking on that till the day I die.
#include "all the standard idealistic posts about how we should create a new open-source standard for X (where, in this case, X = games) ".h
Can your IM do this?
This is indeed good news. :)
I worked on the Doom code for about six months as part of TeamTNT's Boom engine effort, and I can definitely say it's both educational and fun. Many projects like mine will probably be converting to the GPL as well now too (we just passed on Carmack's educational license before.)
There is a link to the Source Ports page from the page the story links to (sorry, slashdotted right now or I'd link) that will get you versions of source for a wide variety of operating systems, including Linux, and with widely varying feature sets. I expect most, and nearly all the Linux versions, will go open source now.
This is a very good idea, and an excellent opportunity for those beginning programming to get at least some idea of how a professional and fun game is done. Keep up the good work, id Software!
My little brother and his 9-year-old friends have a lot of fun with that game. I'd love to be able to add some levels, etc. for them.
Sure, every GPL'd line of code helps the software industry, or whatever, but I think this is a cheap publicity stunt, even if a good one.
The thing is that Doom is old, and any "interesting" ideas in it have already been outdated by much faster computers and things like DirectX/OpenGL. All Carmack gets out of this is some praise on slashdot, and a couple more ppl who buy quake 3. That's all he's out for, and that's all he's getting. I am not criticizing him, actually, I'm just saying that it sounds like a very good idea, but practically speaking, I don't think this amounts to much, and is mostly just to generate hype.
-S
No one else seems to have mentioned this, but Dosdoom will have this feature soon.. There was even a screenshot of it on doomworld awhile back. It's apparently not complete, but Soon[tm].. I figure if you add that and then slanted floors followed up by real-time BSP management, you officially have something that works as well as Quake minus dynamic lighting, only faster by leaps and bounds. And frankly, I think dynamic lighting isn't as atmospheric. ;) The second of which is in Duke(Nope, no source there, although the principle isn't too difficult), but the third is in Hexen.(Which, if you have not played, go do so. Now, dammit.)
Strange that they didn't try to restore the data from the drive with, for example, Ontrack's service. The Ontrack guys will (try to) restore the data from a failed HD by opening it up and tweaking with some special HD heads. They're expensive, but maybe 15 months of work is worth it?
Just my 2 pennies.
Sigged!
Can't help wondering how long it will take before we can mount a WAD file using the loop device :-)
This is too cool...I have a lame 100mhz which I've been too cheap to upgrade/replace for, uhh, 4 years now (I'm waiting for Athlon to go to .18, yeah), and I love playing old games. XCom, Wolf3d, DoomI/II, and recently Duke3d (640x480, oh yeah). Can't wait for the cool stuff to come out with this being open-sourced.
It's 10 PM. Do you know if you're un-American?
I may be wrong but if I remeber right, DOOM does not allow you to have a two story building. By this I mean a building which you can walk on one floor and also on the floor above it. No tunnels which go under a walkway, etc. We need to get this added. If this can be added, and if doom has openGL support (don't know, been since my dos days since I have played games), we can have quite a bitchin engine.... Does anyone want to work on this? I would like to. Jesse Andrews andrews@physics.berea.edu PS. Don't flame me if my info about the doom engine is incorrect please. Unfortunately I have to spend most of my time doing oracle forms development instead of games now!
I'm greatly appreciative of this, John. I asked for a legally-able-to-redistribute license and you gave us more than we could have ever hoped. Way to go, id!
Well...Doom never went away & there are about a million wads to prove it.This will be really interesting if a bunch of Doom fanatics plunge in and create a far better GPL version than ever was.I am not sure how far an older engine can be pushed but it would be very cool to see an old classic reborn in new clothes!
Tired of being another body in the flock? Linux ! We are not sheep anymore.
The part that is not generally available are the maps from the game itself. The engine is available, but you have to download and put together your own information. With the proliferation of doom and quake sites this is not a problem.
John's original intent was to release the source code for each game engine a year after the game was released or when the next game engine was released. Doom and DoomII use the same engine, more or less and when quake was released John released the Doom code, actually a bit later since they had to have someone go in and clean out the third party software and clean up part of the code.
And now for some URL's
PlanetQuake probably the formost user site online for quake and doom related material. Any player of these games should not miss this site.
Quake 2 coding list.
id Softare id software's main website
id's source code archive
planetquake's finger information Latest .plan files from the gaming industries top game designers.
Where to find the Doom source
Cdrom and more files, look for various id titles
Lando
/* TODO: Spawn child process, interest child in technology, have child write a new sig */
Here's a recent interview from FiringSquad with the great JC. The guys a total stand-up, quake rocks, fast cars, open source, and he lives in Dallas, the center of all things cool and computery (wireless what?!).
+&x
And, of course, I echo the kudos that John Carmack is getting for his decision to change the license of the Doom source code...he's one of the guys I think of first in the Pantheon of Programming Gods...
Eric
--
"Free your code...and the rest will follow."
Be who you are...and be it in style!
I think Carmack had the same idea a couple of years ago. Hence, Quake. If it really deserved a re-write before, I think it would still need one now. Not that it wouldn't be cool..
Commander Keen was great fun. I would love to play it in a little X window :)
Like getting a decent html widget or internet transparency.
Couldn't some people neaten it up so that it could be made into a cross-platform game engine (which IIRC, John Carmack wanted), and then add features from other ports to it?. The DOOM code fork has really gotten out of control... somebody needs to do something about it, and I don't think it's going to be any DOS programmers.
I think that DOOM Legacy is the most interesting port at the moment. It works on DOS/Windows, and has some Linux support, IIRC. I don't know when it'll be GPLed, though.
Also, couldn't ID software do the same thing with the IWADs? And what about Commander Keen?
They quote Carmack (or someone else at id) as saying "Now everyone has to open up their source." That's not necessarily true. If someone got the Doom source before this license change and made some proprietary changes to it, they are not required to comply with the GPL. They are completely entitled to use the software according to the original license if they choose.
Imagine if Microsoft gave you a copy of MS Office with a site license, and then said "Ha! We just changed the license! Now you have to pay us One million dollars! They can do that, but only on new purchases/downloads of their software. They can not make you comply with a new license for software that you are already using according to another license.
This is a very good thing. Unfortunately, if people were not contributing back changes and improvements before, simply changing the license to the GPL now wont necessarily fix that. It will stop it from happening in the future, though. I still applaud this decision in license change, good work id.
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I wonder if a possible way around this would be to take all the newly written, hacked functions, and call them from a closed source binary. Of course, this would be deliberately avoiding A Good Thing.
Also, what is the legal obligation of companies to stay with their current license? Is it possible for a piece of software to gain momentum because it's free software, and then do an about face with a new, decidedly more evil license?
If you check Doomnation, you'll realise that Doom hacking is still alive. I can see that community becoming very excited.
I have massive respect for Mr. Carmack and he is a very, very intelligent man. However the worthiness of the Doom source code is very, very limited. To bring up the evil one: DirectX 7 gives you any features in Doom with a clearly defined and distributed API, hardware abstraction, etc. So for someone to start with Doom is the crux of the problem with open source: It's primarily the realm of get-geek-fast people who want to go in, change some variables and make a new product. Bah.
All hail the mighty MS for open-sourcing DirectX 7 (I CAN get the APIs, and I can use the technology in my own software, so it's open source right? [PS. This relates to recent threads that equated the plug-in architecture of Quake and followups as "open source", and this went off without opposition...]).