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Quake 1 GPL'ed

WarSpite was the first of many to write with the news that id has open-sourced the Quake 1 Source Code. This includes WinQuake, GLQuake, QuakeWorld, and GLQuakeWorld. Yes, it's been released under the GPL [?] . id's ftp site got the goods.

284 of 479 comments (clear)

  1. You know what this means... by jawad · · Score: 2

    A new and better way to kill processes in your system!

    I'm glad that id open sources their games when they have no "value" (read: ability to be sold) anymore.

    Go id!

    1. Re:You know what this means... by CaptainCarrot · · Score: 1

      I'd be happier if they'd GPL their level maps, too. They're not really giving away the store...

      --
      And the brethren went away edified.
    2. Re:You know what this means... by Zico · · Score: 1

      Plus the opportunity to see just how many ways Id invaded the privacy of their loyal Quake customers, other than the ways which have already been discovered. Well, provided that they didn't rip those sections of code out before releasing it.

      Not that I meant to make you paranoid or anything. ;-)

      Cheers,
      ZicoKnows@hotmail.com

    3. Re:You know what this means... by spinkham · · Score: 3

      1st, the GPL applies to Code.
      The levels are data files, and not code.
      Saying ID must open source them is like saying anyone who open sources a text editor has to give you all their text files.

      2nd, id software is the copyright holder, and is free to give away or not give away whatever they want. They can license their property under any license they want. They couldn't link their GPL'd code with non-GPL'd code (but we already established all their code is already GPL'd) but they could issue another version under another license, as long as it is all their copyright. In this version, no GPL'd code at all could be used, however.

      --
      Blessed are the pessimists, for they have made backups.
    4. Re:You know what this means... by LRJ · · Score: 1

      Couldn't you just include the pak file from the shareware version of Quake1? The shareware license gives you the ability to distribute everything in it as long as it all stays together. You may not have all the levels (and new levels can always be made) but you would have most of the textures and models.

      --
      LRJ
    5. Re:You know what this means... by spinkham · · Score: 1

      Ok, maybe that wasn't the best example..

      /'text editor'/less
      less requires text files to work, therefore since less is GPL'd, all of the author's text files are GPL'd.
      The above is the same situation as the quake situation, as running less without text files only gives you errors. You are free to create your own text files or maps for less or quake1 respectively.
      Also, none of this changes the fact that id is the copyright holder, and can release portions of source to whomever under whatever license they choose..

      --
      Blessed are the pessimists, for they have made backups.
    6. Re:You know what this means... by *borktheork* · · Score: 1

      No, the analogy is not flawed. The level maps are *not* essential to the game. The game-engine, anyway. 'Quake the Game' is something there are many opinions about. I bet lots of Quake I fanatics played custom levels for *much* longer than the included ones.

      Anyway, there are thousands of levels available. Even if they don't give away the level maps *WHO CARES?* Make your own or use the maps other people have made publicly available. This whining sounds like you've been given a recipe by someone and subsequently become angry because they don't give you a cake to go with it.

      And another thing. Have you actually thought about who you're saying this about? id software. The people who just keep on giving us cool stuff. Opening old sources, opening the interface to current games so people can do their own cool stuff with it. People who are very much behind the whole Free Software thing and also invest time and money in it.

      Nevermind, enough from me..

      --
      *borkborkbork*
    7. Re:You know what this means... by slimharpo99 · · Score: 1

      It's unbelievable how so many Slashdot readers
      are bitter, dried-up, prissy, worthless, pricks.
      Carmack gives you something cool, and your first
      impulse is to spit on him? Yesterday you didn't
      have quake, today you do. If you don't want it,
      then go on your way, and shut the fuck up, asswipe.
      It's certainly not ID's fault that you are incapable
      of seeing anything in all but the most negative of lights.

    8. Re:You know what this means... by Synic · · Score: 1

      Welcome to planet earth.
      It's not just slashdot you're describing....

  2. Thanks! by raskolnik · · Score: 1

    This is sweet. I'm just starting to get the whole "programming" thing into gear, and id gives me everything I need! Thanks tons for the early Christmas gift, Id!
    "You should never have your best trousers on when you turn

    --

    "You should never have your best trousers on when you turn out to fight for freedom and truth."
    -Henrik Ib
    1. Re:Thanks! by Foogle · · Score: 2
      Man, if you're *just* getting into programming, Quake's source code is probably a little in the deep end. You might try something a little simpler... like "Hello World". Just kidding, but seriously, Quake's source code is not going to be something you can just jump into.

      -----------

      "You can't shake the Devil's hand and say you're only kidding."

    2. Re:Thanks! by raskolnik · · Score: 1

      yeas, well, i'm obviously not gonna jump right into it. But it gives me somewhere to go after i mess around with wolf and doom :)
      "You should never have your best trousers on when you turn

      --

      "You should never have your best trousers on when you turn out to fight for freedom and truth."
      -Henrik Ib
  3. Rock ON by sPaKr · · Score: 1

    I think Ill buy a copy of QuakeIII just cause they opened up Quake1. Good of ID to see that they arent going to make any real money from selling quake1 and the best thing to do was to open it and make the world a better place. I wonder what new games will come from the engine.

    1. Re:Rock ON by gatzke · · Score: 1

      I was thinking the same thing! I have bough a few ID products, but now I feel like I need to get more.

      What does Q2/Q3 have that Q1 doesn't? Q1 was real 3D and had GL support- Quakeworld had decent network support for online gaming. There are a ton of mods and tournament play games out there.

      Plus, being GPL, RedHat (Debian, etc...) can drop it in their distros...

      Ed

    2. Re:Rock ON by Corrinne+Yu · · Score: 2

      Kudos for id and Carmack for setting an example of Open Sourcing game and engine source.

      Because of this example, we also have source from many other developers.

      A fine Open HW and SW engine from Genesis :

      http://www.wildtangent.com/genesis/download.php3

      Outrage and Toschlog also opened their Desecent 2 source :

      http://descent2.com/ddn/sources/descent2/legal.h tml

      Do support Outrage and Descent 3. It is a fine product.

      Corrinne Yu
      3D Game Engine Programmer
      3D Realms/Apogee


      Corrinne Yu
      3D Game Engine Programmer

    3. Re:Rock ON by Cebert · · Score: 1

      Soooo....where's the source to Build? ;)

      --
      -- www.bteg.com | bleh.n3.net | hac47.dhs.org
    4. Re:Rock ON by Shadowlion · · Score: 1

      Correction.

      id and Carmack did NOT have any influence over the decision to open the source for Descent II. In fact, Descent II is largely Descent I with a few additions/changes and different maps, and the Descent I source code has been available for at least two years.

      When it was released, Parallax/Interplay stated that they would try to continue releasing the source for their games once the game was no longer viable as a serious product. The release of Descent II source is another step along that road, I expect that in a few years, when Descent III is no longer at the top of the heap and Descent IV has replaced it, Outrage will release the Descent III code.

    5. Re:Rock ON by Corrinne+Yu · · Score: 1

      id did not have any influence over the decision to open Descent either.

      That is motivated by Toschlog and Kulas's attempt to publicly put in as many swear words in code as possible. :) (Sorry, Matt.)

      I know Toschlog a lot longer than I have known Carmack, and I know Toschlog has been devoted to both the cause of free exchange of knowledge, as well as 3D graphics, way before Doom, et al.

      Despite popular belief/publicity spin, Descent was never developed to be Doom killer. It was their idea to do an "inside flying game."

      It was many people like Toschlog and Chris Green who believe in free exchange of information, willing to talk to punks like me, that allow a lot of us to be able to do what we do nowadays.

      This is going off topic. I want to clarify that neither Genesis3D nor Toschlog/Kulas was "controlled" by id and Carmack to release their source.

      I am merely saying it is nice influential developers like them set good examples, and precedence, for more open source of older commercial products.

      Hey, Matt, you should come in here and talk about this yourself! (And thanks for explaining BSP schemes to me ages ago. Matt open source his brain too!)

      Corrinne Yu
      3D Game Engine Programmer
      3D Realms/Apogee


      Corrinne Yu
      3D Game Engine Programmer

    6. Re:Rock ON by Corrinne+Yu · · Score: 1

      The 3D Realms biz guys have the final official word on this.
      This particular programmer who is not representing 3D Realms on this matter at this moment is informally saying :

      We'd be lucky if we knew where it all went by this point! I couldn't find it!

      Once we find all of it, we will see.

      P.S. Don't get me in trouble by reporting this as fact or news.

      Corrinne Yu
      3D Game Engine Programmer

    7. Re:Rock ON by Cebert · · Score: 1

      Understood. I fear source lost to the sands of time. Kinda tragic.
      Nice to know even decades from now, we'll still have code for
      Quake, Descent1/2, Wolf3D, etc. (however antiquated by then). :)

      I've spent all night and morning curled up around the Quake
      source...I'm about to pass out. Oof. :o

      Thanks for asking about it. I emailed Joe Siegler about
      it a couple months ago, but I think it got lost somewhere
      along the way. ;)

      --
      -- www.bteg.com | bleh.n3.net | hac47.dhs.org
  4. Comp.Sci Students.. by DJStealth · · Score: 2

    As a student in Computer Science, it's nice to know that we can begin to learn from some well-known games.

    I'm sure there are many other students who are beginning to develop games and would like some form of hint in where to start. Well.. now they have a place.

    Thanks ID.

    Personally I'm not a games person, and I don't have much interest in programming games (I'm more of an OS and server person), but that won't stop me from taking a look at the source to see what I can find.

    1. Re:Comp.Sci Students.. by TeddyR · · Score: 1

      I would not be surprised if some .edu somewhere decides to have a class built around the code...

      even something like "here is the quake1 source code, make it better"...


      --

      --
      Time is on my side
    2. Re:Comp.Sci Students.. by deefer · · Score: 1

      Hehehe!!! Boy, I wish I was in that class!!!
      I can picture me in the labs at 4am, playing Q1 and about to get kicked out by the sysadmin.... "But I'm still testing!!!"

      --

      Strong data typing is for those with weak minds.

  5. Tools by raskolnik · · Score: 1

    Does anyone know where I can find info and the tools/compilers to mess around with this?
    "You should never have your best trousers on when you turn

    --

    "You should never have your best trousers on when you turn out to fight for freedom and truth."
    -Henrik Ib
    1. Re:Tools by jsewell · · Score: 1

      If you would have bothered to read the frickin article, you would know the answer to that.

      Hint: look in the second yellow paragraph.

  6. Mod impact by NightHwk · · Score: 1

    Will this have any impact for mods such as generations? Is artwork, levels, models etc still considerd to be property of the publisher? It would be nice to see some of the oldy and goody quake1 maps ported to q3 without any legal hangups. We're all in search of the perfect game when it comes to that, and I'd love to have at it on e1m7 with all the new tech of q3.

    --

    1. Re:Mod impact by Imperator · · Score: 2

      Quoth Carmack:
      All of the Quake data files remain copyrighted and licensed under the original terms, so you cannot redistribute data from the original game, but if you do a true total conversion, you can create a standalone game based on this code.

      --

      Gates' Law: Every 18 months, the speed of software halves.
    2. Re:Mod impact by Inoshiro · · Score: 2

      The reason Generations was pulled, was because they directly copied the levels, textures, and models from Quake 1, as well as the sounds from Quake 1, Doom, and Wolfenstein. These are licenced to GTInteractive, Apogee, and a few others I'm sure I've forgotten.

      The engine is John's to give away, but the artwork is not :-( This is also why the two Descents, as well as Doom and Wolfenstein code giveaways were not available with data files.

      Luckily, all new models and such created for Generations (like the Doom and Wolfenstein models and level recreations) are relatively safe.
      ---

      --
      --
      Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    3. Re:Mod impact by Skid= · · Score: 1

      Actually Quake1 levels were rebuilt from scratch for generations. The Quake1 models were converted. But textures and sounds were directly pulled from the orignal games. We just worked under a misconception that everything was legal after a vague communication on both sides with ToddH =)

    4. Re:Mod impact by torgo3000 · · Score: 1

      nothing beats House of Cthon with rockets in Q1. oh, and grapples, magic, heat seeking missles, and runes...

  7. Halflife, etc. by havardi · · Score: 1

    Wasn't Halflife based off a modified Quake 1 engine. Half-life shows that the engine can indeed be used to make specatular games. I've always wished Rainbow Six, Rouge Spear, etc used the Quake engine for multiplayer-- maybe now companies can provide decent multiplayer linux servers for all their FPS games! yay!

    1. Re:Halflife, etc. by CaptainCarrot · · Score: 2

      I believe its actually based on the Quake 2 engine. Does anyone recall any other games using the Quake 1 engine? None leap to mind right now.

      --
      And the brethren went away edified.
    2. Re:Halflife, etc. by RodStewart · · Score: 1

      The other comments repilying to this thread are half truths, half-life is mostly quake 1 code modified by valve with some quake2 components.

      --
      "Are you satisfied with fucking?" - Dave Matthews from "Halloween"
    3. Re:Halflife, etc. by CaptainCarrot · · Score: 1
      You're cruel.

      BWAAAAAHAHAHAHAHAHAH!!!!

      --
      And the brethren went away edified.
    4. Re:Halflife, etc. by Render · · Score: 1

      Hmmm... Now that I think about it, you're right. Valve did license Quake 2 and there are bits of the code in HL. But the vast majority of the Quake code is Q1. Not surprising since Q2 itself is a hacked-up Q1 game.

      Daikatana is still a POS.

  8. Hmmm.... Quake Goodies by ndnet · · Score: 2

    While its slow to happen, the ability of individuals to freely develop 3d games and apps is increasing. A while back Chex had a doom-based cd-rom game on their site, and they had to pay for it.

    But the GPLing allows anyone with a slight bit of graphics talent to build their own independant game.

    And with Quake now open source, enhancments can be added easier, I.E. the loveable PAIN package (I loved web-swinging like spiderman with the grappling hook and harpoon.)

    Think of the possibilities.

    XBill 3D would be cool.

    Ever seen that episode of the new Jonny Quest where they delete data by shooting it? Make directories into rooms, etc.

    And yes, the process killer will have to be ported too.

    We could easily have selectable 'levels' signifying file management, process managment, wiping windows, network sniffing, and more!

    That's all I want to go on about for now. Hey everyone, please vote for geek number 1 (me!) in the after y2k ( www.nitrozac.com ) look-a-like contest.

    1. Re:Hmmm.... Quake Goodies by bwelling · · Score: 1

      > XBill 3D would be cool.

      Yeah, it would. I wish I had the time to learn about 3D game programming, and the artistic talent to create the models :)

  9. Just speculation... by V. · · Score: 2

    ...but I wonder if part of their motivation
    for doing this is to increase the number of
    coders familiar with 3D engines. Seeding the
    future labor pool so to speak. But then again...
    maybe it's just because they're good guys(and gals).

    1. Re:Just speculation... by 348 · · Score: 1
      Good guys???

      The product no longer made any money. They dont really need to keep it under wraps any longer. IMHO this is just an easy way to get big time media coverage. The sites being /.'d now, tomorrow all the geek trades will have a blurb about it.
      I like id's stuff as much as the next guy, but this sure looks like a press campain around a product that is being decomissioned.

      --

      More race stuff in one place,
      than any one place on the net.

    2. Re:Just speculation... by jawad · · Score: 1
      I disagree.

      I don't think this is a publicity stunt. This is akin to a person having something, using it, and when they've gotten sick of it, offering it to everyone else. I'd much rather have them go "anyone want this?" as opposed to just trashing it (or, putting it aside and not touching it again).

      They know it doesn't make money. We know it doesn't make money. But they know we want it anyway.

      Thanks, id.

    3. Re:Just speculation... by Lando · · Score: 1

      John has been releasing the source code for all of his games a year after moving to a new engine. He had originally intended to ship out the quake source code last Christmas if I remember correctly. So he is a year late, but yeah I'd definately say that he is one of the good guys.

      He releases his code. I wish a couple of other gaming companies would do the same. He also contributes to other open source projects. If you want you can bitch about how poor his code is, but having looked through the code now, I'm suprized at how clean it actually is, but don't bitch that the guy(s) aren't helping out...

      Lando

      --
      /* TODO: Spawn child process, interest child in technology, have child write a new sig */
    4. Re:Just speculation... by John+Carmack · · Score: 4

      Heh. You don't know how much trouble it is to convince biz oriented people that this isn't just plain stupid.

      While thinking in terms of money and profit are probably good ways of understanding the way most things work in the world, don't let yourself become so jaded or cynical to think that it is the ONLY way things work.

      I do think The World Would Be A Better Place if all software companies released older code so users still interested could work with it or learn from it. (I'm not holding my breath, though)

      John Carmack

    5. Re:Just speculation... by tomblackwell · · Score: 1

      And what have you given the public?

    6. Re:Just speculation... by Phrogman · · Score: 1

      In a recent interview Carmack said that he might start thinking about VRML, now that he is done QIII, since the current efforts "look like a joke"(my paraphrase of his words) if you have seen 3D gaming. Maybe this is simply the first option on his part to help create a better 3D environment.

      Certainly anything based on the Quake model would make a good start for a more realistic VRML technology.

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    7. Re:Just speculation... by D3TH · · Score: 2

      I'm in the process of trying to get an internal piece of software released open source. It is a very limited purpose application, with no potential to generate revenue. It was written specifically to address a problem faced by a large number of people, and has the potential to generate massive waves of goodwill towards the company where I work. The funny part is that although my bosses agree with the above statements, they are unwilling to move the process forward.

      There seems to be an inherent barrier in business to giving something (especially software) away, even when there are other (non-monetary) potential benefits. This company is capable of spending thousands of dollers on a magazine advertisement, but is unwilling to release a fairly simple script that has the potential to generate a much larger amount of business. I would love to hear from others who have experienced this attitude and especially anyone has successfully overcome it.

      --
      ---
    8. Re:Just speculation... by mvw · · Score: 1
      I do think The World Would Be A Better Place if all software companies released older code so users still interested could work with it or learn from it. (I'm not holding my breath, though)

      It is a graceful way to end development.

      Imagine they would have done it during Apple ][ times. A whole game culture is only available today as memory images with questionable legal status.

      Another culture vanishing is OS/2. Hope IBM will decide to release their sources one day.

    9. Re:Just speculation... by RalphWiggum · · Score: 1

      You mean besides making the best games on the planet and opening the source to Doom and Quake as well as keep OpenGL popular when everyone else is going to evil Direct3D?

      --
      Newman!
    10. Re:Just speculation... by Chameleon · · Score: 1

      Wouldn't it be so much easier if you were John Carmack? :-) ..not to mention the moderator points! Wow! :-)

  10. Thats great but what about other OS's? by nutty · · Score: 2

    This great news for every multi-OS quaker out there, but how will this effect the Mac port?

    macsoft took time and money to do thier codin, and i really doubt they'll gpl THAT.

    Anyone know more then me?

    ---

    1. Re:Thats great but what about other OS's? by Millennium · · Score: 3

      One: MacSoft didn't code MacQuake. Westlake Interactive did. MacSoft only distributed it; they outsourced the development.

      Two: I think Westlake has to Open-Source their stuff now, including all six Quakes they did (software, 3Dfx, RAVE, QWsoftware, QW3Dfx, QWRAVE). They were based off the original Quake source, after all, and probably still contain chunks of it (particularly the QuakeC engine and the file-translation routines).

      I should also point out that the 3Dfx (and, if I'm not mistaken, RAVE) versions were themselves ports of GLQuake with the rendering engine changed as appropriate. So while the Mac doesn't have a "true" GLQuake, it has pretty much the same thing already. A true GLQuake would be nice, though, and shouldn't be too hard since we already have two very similar programs.

    2. Re:Thats great but what about other OS's? by Lando · · Score: 1

      These games do not have to be GPL'd, the engine was GPL'd, but doesn't mean that all versions have been GPL'd. John and the rest of the id team can not retroactively remove permissions or add permission to a contract... unless the other person agrees.

      Even now, John suggests that everyone should use the GPL'd engine. But if you really want to protect your code, you can contract with id for a different license. As the copywrite owner id can release the engine however they see fit.

      Lando

      --
      /* TODO: Spawn child process, interest child in technology, have child write a new sig */
    3. Re:Thats great but what about other OS's? by spinkham · · Score: 2

      Nope, westlake is free to keep their stuff propriatary under the license they originally got the code under..
      The owner of the code can release the code to as many different people under as many different licenses as he wishes, and the code stays under the licence it is issued under even if it is issued again to someone else...
      In one of the text files that comes with the source, this was said:
      "If you want to do something commercial and you just can't bear to have your source changes released, we could still negotiate a separate license agreement (for $$$), but I would encourage you to just live with the GPL."
      Typical commercial licenses are still availible, if silly at this point..

      --
      Blessed are the pessimists, for they have made backups.
    4. Re:Thats great but what about other OS's? by emerson · · Score: 2

      >Two: I think Westlake has to Open-Source their stuff now, including all six Quakes they did
      >(software, 3Dfx, RAVE, QWsoftware, QW3Dfx, QWRAVE). They were based off the original Quake
      >source, after all, and probably still contain chunks of it (particularly the QuakeC engine and
      >the file-translation routines).

      That code was licensed from id separately. The fact that code from the same source tree (or even identical code) was later released under GPL does not affect that licensing agreement; even the GPL is not so viral as to affect licenses already in place when a GPL release is made.

      The only Quake I code that will be bound by the GPL (barring other third-party code later being thus released) is additions and modifications made to THIS particular blob of code and all of its subsequent spinoffs and later versions. The GPLed tree starts here.

      Although it would be The Decent Thing(tm) for Westlake to mirror the gesture, they are under no license-bound obligation to do so.

      --

    5. Re:Thats great but what about other OS's? by spinkham · · Score: 1

      They are NOT essential components.
      Total conversions are avalible for quake 2, I think quake1 has at least one too..
      Also, anyone can make their own maps and textures, what you are saying is like complaining that less doesn't come with al the authors text files, or gimp doesn't come with all the authors pictures.
      If what you were saying was true, all GPL'd toolkits would be illegal

      --
      Blessed are the pessimists, for they have made backups.
    6. Re:Thats great but what about other OS's? by Andrew+Cady · · Score: 1

      Obviously YANAL (YOU are not a lawyer). The copyright holder of a work can license it as many times as he wants under whatever different licenses he wants. ID's license to MacSoft can't just be repealed by ID. Those licenses, which were probably NDA's, are still valid. The GPL license is also valid to whomever accepts it (by copying it without another license from ID).
      That's why the GPL says "nothing else grants you permission to copy". But with MacSoft, something else *does* grant them that right - their original contract.
      I'm not a lawyer either, btw, but I have read a bit about copyright law.

    7. Re:Thats great but what about other OS's? by artemis67 · · Score: 1

      If GPL'ing the Quake source code forced everyone who used the codebase to GPL their source, it would be a very bad thing, and unlikely to happen.

      Bear in mind that, among others, Valve licensed the codebase for Quake, and in spite of the fact that they rewrote 70% of it, having to release the codebase for HL, OF, TFC, and TFC2 would probably hurt them greatly.

    8. Re:Thats great but what about other OS's? by Mr.+Ascii · · Score: 1
      Bear in mind that, among others, Valve licensed the codebase for Quake, and in spite of the fact that they rewrote 70% of it, having to release the codebase for HL, OF, TFC, and TFC2 would probably hurt them greatly.
      Ahh, but then maybe we could see Half Life on the Mac.
  11. Walnut Creek mirror by Imperator · · Score: 4
    --

    Gates' Law: Every 18 months, the speed of software halves.
  12. not quake 1 ... by Augusto · · Score: 1

    ... but a modified quake 2.

    --

    - sigs are for wimps.
  13. Alas, Daikatana by Butcher · · Score: 1
    It's rather telling that id have released the source code to Quake free to the public before one of their original Quake-engine licensees has managed to ship. :)

    Oh well. They only need to sell 2 million copies to recoup their development costs, as Todd Porter told us about six months ago.

    - Butcher

    1. Re:Alas, Daikatana by Cycon · · Score: 1

      Actually, Daikatana is based on the Quake2 engine, which has not been released yet. Of course neither has Daikatana, so who knows... (c:

      --
      Your Brain + EEG + LEGO Robots = Brainstorms
    2. Re:Alas, Daikatana by Inoshiro · · Score: 2

      They licenced the Quake 1 engine, originally. I read an interview with Romero. He said it was hard on the team when Q2 was released because it was code he wasn't familiar with from his id software work, and so they had to start from scratch again (almost). Eitherway, I think Half-Life is more fun ;-) Perhaps we'll see some interesting Quake 1 TFC related work.
      ---

      --
      --
      Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  14. OpenVMS port by VAXGeek · · Score: 1

    First one to port it to OpenVMS gets extra credit points.

    --
    this sig limit is too small to put anything good h
    1. Re:OpenVMS port by RodStewart · · Score: 1

      and a bottle of scotch. ...well not from me of course; but you deserve one ;).

      --
      "Are you satisfied with fucking?" - Dave Matthews from "Halloween"
  15. *Very* smart business decision by EngrBohn · · Score: 2

    I suppose you could say this is building good-will within the free software community without costing them anymore revenue, and that would be completely true, but this decision is even smarter than just that.

    The way to get hired by a computer gaming company is to "show them the source" -- in particular, demonstrate that you can write cool games. By GPL'ing Quake I, id Software is increasing their pool of potential employees to include those who can develop a good 3D game if only they had a good 3D engine that's less than four years old.


    Christopher A. Bohn
    --
    cb
    Oooh! What does this button do!?
  16. Just what I wanted for Christmas by Zalgon+26+McGee · · Score: 1
    Thanks Santa! Many kudos to all at ID for this generous contribution.

    There is an error in the title here though: it's only the source that's been GPL'd. The artwork and such are still the intellectual property of ID

    On another note, Mr Claus, if you know who's been naughty and who's been nice, could you give me a copy of the list of naughty girls? Many thanks.

    ---

    --

    ---

    Book(n): Utensil used to pass time while waiting for the TV repairman

  17. Amazing... by mecca · · Score: 3

    I think I will have to buy QuakeIII now just to support a company that is so cool. Doh, Guess I'll have to get a Voodoo3 as well. Come to think of it, this GPL announcement just cost me over 100 bucks.

    --
    Have you checked out Zoid.com yet? Zoid.com
  18. Mac glquake should be pretty easy now by John+Carmack · · Score: 4

    Producing a mac version of glquake or glquakeworld should be pretty easy with the existing code now that Apple has real OpenGL support.

    Producing a version of the software renderer with decent performance would be VERY HARD. A huge amount of effort went into the assembly optimization for the PPC, and it still didn't quite measure up to the x86 code.

    John Carmack

    1. Re:Mac glquake should be pretty easy now by nutty · · Score: 1

      I bow humbly, knowing that John Carmack replied to my mail. my 15 minutes of fame!

      Excuse me while I go tell everyone I know...

      :)

    2. Re:Mac glquake should be pretty easy now by Bill+Currie · · Score: 1

      Hehe, and I thought I was blessed when Zoid replied to one of my postings. I have a vague inkling of how you feel:).

      --

      Bill - aka taniwha
      --
      Leave others their otherness. -- Aratak

  19. Re:included in distros by Wah · · Score: 2

    include any of the many TCs (and the ones to follow, id kicks ass)

    This code was worth, what, $10 million 4 years ago? An interesting point in the discussion of determining the "value" of software.

    --
    +&x
  20. Clean Underwear by SPrintF · · Score: 2

    This is why it's so important to (1) indent properly, (2) use meaningful variable names, and (3) provide adequate comments.

    You never know when when your code will be GPL'd and then everyone will know what kind of programmer you really are!

    --

    Honesty. Loyalty. Kindness. Laughter. Generosity. Magic!

    1. Re:Clean Underwear by mohaine · · Score: 1

      (1) indent properly

      Ever hear of cb?
      Never leave home without a good code beautifier, they even fix other people's code:)

      --
      (appended to the end of comments you post, 120 chars)
    2. Re:Clean Underwear by TeddyR · · Score: 1

      Yup...Yup.... When I did a little programming at school, the profs always knew that the programs were really mine due to the "wierd" way and "interesting" choice for variable names and choice of comments....

      [one time some yoyo decided to "borrow" one of my programs which was immediately spotted by the profs as such due to my "unique programming" methods...]


      --

      --
      Time is on my side
  21. actually it does use the quake (I) engine by havardi · · Score: 2

    Valve originally licensed the source for Quake from id Software and they began working on that code around October of 1996. Between that time and the time they finished Half-Life in October of 1998, they modified/removed/created something like 70% of the code. --Taken from the Official FAQ

    1. Re:actually it does use the quake (I) engine by plunge · · Score: 2

      Even more than that by the end actually- but some of the basic BSP rendering stuff is still the same. Keep in mind that the handful of guys who did it had several years, and it was their day job. And that that engine, though beautiful in its time, is already outdated. And most of the things that made Half-life great wasn't the quake-type engine itself, but rather the animations, linking sound to moving mouths, and the well designed gameplay and content.

  22. Is the Metaverse nearing practicality? by Cycon · · Score: 3

    I see a lot of people already complaining that iD has only released Quake because it wasn't making them money anymore. I find such comments absolutely rude and uncalled-for, iD is doing the open source communitiy a wonderful favor by releasing their code under the GPL. Why don't we concentrate instead on the possibilities opened by this code release...

    Now that a fully 3-D rendering engine, which supports 3-D acceleration is available under the GPL, I can only hope that a few aspiring programmers can take all of that code and begin development on some true Virtual Reality software. With high speed access such as cable and dsl becoming available in more and more areas, such an environment is truly becoming feasible.

    The way that I see it, all that really needed is a large amount of artwork and new networking code. Imagine that each MetaQuake server is a node in the metaverse, each server acting as either a room, a building, or an entire city (based on available bandwidth), where people logged into one server can interact with one another directly, but you use a "subway" system to transfer your information *between* servers, allowing you to enter new buildings, cities, etc. If all of the servers were interconnected similar to the way the internet itself is connected, it could work. There could even be sub-programs written into the engine in which you can pick up a virtual pay phone, and video conference with someone on another server (or not logged in at all) via a direct connection.

    I think that the Quake codebase would certainly be an excellent start, but it's more likely that Quake2 or even Quake3 would act as a better environment to do such programming in. I know that Quake1 modules had to be written in "QuakeC" whereas Quake2 modules could be written in full-blown C, which in my opionion would be better suited to the "videophone applet" or other such modifications. Also, the original Quake networking code wasn't so hot (hence the need for QuakeWorld) whereas Quake2 was much better about it, and Quake3 was actually *designed* for online-only usage.

    Perhaps if a small band of programmers started messing around with this sort of stuff right now, we'd all be ready to take advantage of more advanced engines, such as the Quake2 and Quake3 engines one they become available (which they most likely will, the way that iD has been doing things -- Thanks guys!)

    Can anyone speak from experience if/how well models and skins, and/or maps created for Quake1 can be ported into Quake2 or Quake3? Is there anyway that level designs for a "metaverse" could be later re-used should iD be so gracious as to release the source to their more recent engines?

    --Steven M. Castellotti

    --
    Your Brain + EEG + LEGO Robots = Brainstorms
    1. Re:Is the Metaverse nearing practicality? by RodStewart · · Score: 1

      hmmm. if you import the models you can, import the skins and animations. ive seen programs that make quake1 maps into quake2/quake3 maps. i think if in the future there is a quake3/4/5 etc. source release we could easily move right to that new source. the question is will people accept it. backwards compatibility is a big issue; i know die-hard quake1 players that wont touch quake3 because of the 'feel'. imagine getting everyone in the metaverse to change to the new quake3 engine, a much slower, albeit prettier engine. but damn even talking about these possibilities is exciting.

      --
      "Are you satisfied with fucking?" - Dave Matthews from "Halloween"
    2. Re:Is the Metaverse nearing practicality? by epaulson · · Score: 1

      First off, there are plenty of other engines already availble under the GPL, many of which are far better than the Quake I engine.

      Every 3D programmer and their brother dreams of doing the Metaverse. But the Quake source is not the place to start out from.

    3. Re:Is the Metaverse nearing practicality? by Animats · · Score: 2
      There is a Metaverse: Active Worlds. It's a big VRML world; you can visit, buy property, build, hang out, shop, etc. It's been running since 1996. And nobody really cares.

      Interest in VRML peaked in 1997. Even though browsers now come with VRML plug-ins, many machines have 3D graphics boards, and enough people have the CPU power and net bandwidth to use it effectively, VRML is going nowhere.

      There's an attempt to resurrect VRML as Web3D, which is basically VRML97 represented in XML syntax. If you're really bored, you can try Excite's 3D shopping,a Web3D application. It's doing 3D rendering in Java, which is why it's so slow.

      We have the technology. But we don't have the killer app.

    4. Re:Is the Metaverse nearing practicality? by plunge · · Score: 2

      I doubt we'll see the Quake3 source for a long time to come. Skins are just maped pictures, models are just exported 3d ap output, as are maps, reptty much.
      But I should point out that while Quake was a great engine for its time, it's not as well suited to a "Metaverse" concept as some might think. The rendering eninge isn't tweaked for todays hardware, and has some serious limitations on what you can do in the BSP. Not to mention that it was built specifically to be a singleplayer/multiplayer fragfest, and isn't designed or optimized for less violent interaction. We've seen some Quake mods that tried this sort of interaction out.. but you know what? Fragging people with rocket launchers is alot more fun then having big, blocky, and relatively static (only simple animations are possbile) models get in the way of what is essentially an IRC chat. The real question is- why does anyone care about recreating the physical world? In the forseeable future, we'll can never get it quite right (and I'm sure newer commerical engines will always outstrip what anyone can do with Quake), so why try rehashing nature? Why not try to further develop the sorts of abstract communication/interaction models we're already working on, and leave quake to fragfest.

    5. Re:Is the Metaverse nearing practicality? by ewhac · · Score: 4

      Is the Metaverse nearing practicality?

      I don't think so, due to what I call the Database Problem (I'm sure there's a more formal name for it).

      Basically, for the Metaverse to work, you need a massive, distributed, dynamically load-balanced database. You need near-zero latency between servers to handle synchronization. You need to be able to have servers dynamically hand off clients to one another without the user being able to perceive it happening. You need to be able to support the one guy wandering off by him/herself in the "frontiers" of the metaverse. You need to be able to support the virtual stadium containing 100K independent spectators (plus the 30 or so guys playing Rocket Arena down on the field), and handle collisions and other object/object interactions between all of them ("Oh, no, Bob! A wild grenade just landed in the home field bleachers!" "That means a five point penalty, Dan...").

      IMHO, this problem is insoluble with current technology. Those who point to Ultima Online et al don't realize that they're side-stepping the problem by keeping all the users and data on a given server. Users and objects cannot migrate between servers. To do even this much, you need heap big server iron, which UO has. But to do something the scale of the Metaverse, you can't get one server that's big enough; you must go to a dynamic distributed system. No one has solved this problem yet.

      I suspect advancing CPU and network technologies will eventually make this practical, but I believe we're still several years off...

      Schwab

    6. Re:Is the Metaverse nearing practicality? by Cycon · · Score: 2

      We've seen some Quake mods that tried this sort of interaction out.. but you know what? Fragging people with rocket launchers is alot more fun then having big, blocky, and relatively static (only simple animations are possbile) models get in the way of what is essentially an IRC chat.

      This is true, but I see the "metaverse" idea as an integration of current UI and communication technologies. Image that each new "user" of the system is given a home somewhere on the metaverse, which is hosted by their own machine (much like an X-Server) either on the net or not, depending on their need. The current "desktop" metaphor could be extended very simply in this way; you have a desk-object somewhere in your home, and when you walk over to it, you can sit down, and your screen pans down and is replaced by your standard GNOME (or whatever) desktop. The Metaverse engine is backgrounded and you use your comptuer as normal.

      Throw in some simple Instant-Messenging technology and a friend of yours who is online notices that you're on the net again. He takes the "subway" to your house and either knocks on the front door, or provides some sort of password and enters. His Metaverse "client" piece becomes a client of your server. Your desktop is minimized, and you can talk to him using lip-synced Speak Freely chat, by connecting to him directly.

      The key is that all of the high-end processing is managed on your end, so your home is as complex or as simple as your computer can handle. The only information going out across the net is the same as a standard quake server (actually less, since in this example moving rockets and other such objects do not have to be figured in) plus whatever communication software is running underneath it all.

      I am by no means saying that the Quake engine would be the optimal underpinnings for such a system, but merely that we seem to be moving in the direction in which it might be feasible. Assuming that the later Quake Engines are someday gpl'd as well, current models and maps could be imported later on.

      I don't know how large gatherings of people (say 50+) would be handled, though if a room/map is relatively simple, then the only thing that would need to be rendered is the actual models, and everything else could be handled by standard IRC protocol.

      We have MUDs that work in this way, why not use the Quake engine to bring graphics to those worlds?

      PS: I for one can recall quite a few IRC session in which I would have *loved* to have had a rocket launcher handy... (c:

      --
      Your Brain + EEG + LEGO Robots = Brainstorms
    7. Re:Is the Metaverse nearing practicality? by cancrman · · Score: 3

      Sorry for the inane response, but this is the coolist post that I've seen on /. for a long time.

      Yes I have been drinking.

      --
      The sole purpose of the Internet is to get porn and bomb making plans into the hands of children.
    8. Re:Is the Metaverse nearing practicality? by Cycon · · Score: 2

      Basically, for the Metaverse to work, you need a massive, distributed, dynamically load-balanced database. You need near-zero latency between servers to handle synchronization. You need to be able to have servers dynamically hand off clients to one another without the user being able to perceive it happening. You need to be able to support the one guy wandering off by him/herself in the "frontiers" of the metaverse.

      I may be over-simplifying things here, but I don't see why this should be such a problematic issue. (First of all please see this post for a few ideas as to how I would see something like this happening) If you considered every game of Quake2 being played right now that is registered with a site on GameSpy, you can see which players are on which server, which map is playing, who else is there, what the score is, etc. Why not throw in hooks for a GameSpy-like server for the Metaverse? That way, you could see where all of your friends are, and enter the server that corresponds to their location in the Metaverse.

      Quake servers already handle where players are in map coordinates, where they are moving, objects they are "manipulating", and especially, clipping between it all. Say you are using the McKinley Revival map from q2ctf as your building. I've played that map with over 30 players with no problems, and there's quite a bit of territory to it.

      You seem to be getting hung up on how to handle scenes like the end-sequence to Snow Crash in which there are 100k people in the same "area" all interacting at the same time. I agree with you that by today's technology that we couldn't handle anything like that, but by the same token, when was the last time you saw 100k people in the same ... say ... irc chat room? If you really wanted to have a "live" event such as the one in Snow Crash, why not have multiple servers running the same map, which is a stage arena, with a small area for seats. The "performers" pick whichever server they want, and all of the "mirror" servers merely have bots mimicking the same actions for you. In this case you simply remove the audience interaction and you're set.

      And as far as the lone person wandering by themselves in the "frontiers" of the metaverse you simply set up some rules in which the "subway" system will move you to a map with a repeating background and wrap-around coordinates (when you walk off one end, you end up at the opposite side, PacMan style).

      The key to tying the whole thing together is the "subway" system, in which the length of your "ride" is merely how long it takes you to log into a particular area's server, plus the time it takes you to download the area's map, if you don't have the most recent version.

      --Steven M. Castellotti

      --
      Your Brain + EEG + LEGO Robots = Brainstorms
    9. Re:Is the Metaverse nearing practicality? by plunge · · Score: 2

      But the question is still WHY. Why have a 3d representation of a 2d desktop? Why must my friend take the subway over to my house and knock on the door when he can be here instantly with chat/videophone/etc. Why does it have to be connected to a 3d world that only emulates the one we already have? 3d games like quake work because they're based on running around and killing each other- something we can all identify with. But when it comes to communication, we can handle much more abstract, and perhaps much faster and better methods than recreating the look of the "world" around us. It just seems redundant to have me sitting at my computer looking at a monitor display that shows me sitting at my computer looking at an IRC chat. Maybe someday in the future, we'll be able to eliminate the first step- the physical existence, but for now, let's cut out the poorly rendered 3d middleman.

    10. Re:Is the Metaverse nearing practicality? by Petor · · Score: 1

      CrystalSpace is a cross-platform, open-source 3d engine under the leadership of Jorrit Tyberghein. The NetSpace project which is building on this engine is working towards the very goal described there.

      Interested parties are welcome to join the mailing lists, for either the main engine, or NetSpace.

    11. Re:Is the Metaverse nearing practicality? by deefer · · Score: 1

      few aspiring programmers can take all of that code and begin development on some true Virtual Reality software

      Try Crystal Space

      --

      Strong data typing is for those with weak minds.

    12. Re:Is the Metaverse nearing practicality? by Is0t0pe · · Score: 1

      If we think of this in terms of a paradigm shift from 2D GUI (a la KDE/GNOME) to a 3D one, this concept becomes much more feasible. Replace the current file system explorer with a map within the 3D space, replace the GTK+ with an entity toolkit for creating app interfaces in the 3D space, replace desktop shortcuts with an "inventory", create application interfaces that are accessible within the 3D space (inventory shortcuts and object in rooms (aka folders)), stir mix and enjoy.

      Imagine a telnet application like this- select it from your inventory; a console of sorts popups in your HUD (heads up display) with fields for hostname/IP addy, password, etc.; click the connect button and the console drops out and a portal appears before you; walk through and you are in the 3D space of a remote machine.

      The only real things on the internet are files, connections, and processes- representing these in a 3D space is not only possible, but realistic.

      Detractors of this concept will have similar arguments as the GUIs-suck-command-line-rules crowd. Once we make it possible to interact with computers in a 3D space we will see the same explosion in usability (and coolness) that we saw with the genesis of the 2D GUI.

      Is this a cool time to be alive or what?

      --
      "My works are like water. The works of the great masters is like wine, but everybody drinks water."
      --Mark Twain
    13. Re:Is the Metaverse nearing practicality? by zmooc · · Score: 1

      While it emulates the real world, people won't act the same as in the real world. They will break in in your house, you try to kill them with your gun, there's blood all over the floor, you have to get rid of the body. While taking the body over to some place to bury it, you will get captured by some terrorists. It's the live you always wanted to live, but you can't because in the real world everything is regulated by laws (which is fine :)). Offcourse since there will be people that will get annoyed by the way things go, laws will be created in the virtual world. Laws that can be enforced because the government will control the servers...blablabla

      --
      0x or or snor perron?!
    14. Re:Is the Metaverse nearing practicality? by Raphael · · Score: 1
      Basically, for the Metaverse to work, you need a massive, distributed, dynamically load-balanced database. You need near-zero latency between servers to handle synchronization. You need to be able to have servers dynamically hand off clients to one another without the user being able to perceive it happening. You need to be able to support the one guy wandering off by him/herself in the "frontiers" of the metaverse.
      I may be over-simplifying things here, but I don't see why this should be such a problematic issue.

      If you want to build a realistic universe, you need to provide a way for the players to move freely from one area to another without even noticing that the two areas of the universe are handled by different servers.

      You could of course include teleporters, subways, or special doors to move the player from one server to another (IIRC, that idea was mentioned by John Carmack and also by John Romero in the pre-Quake days). But that would not really give the feeling of a single large universe because switching from one server to another would still require a specific action. So the areas would only be semi-connected.

      Note that even this simple scheme contains some interesting problems:

      • Server A must check that server B is on-line before attempting to transfer the player. Server B must be reacheable by server A but also by the user.
      • Server A must also check that server B is ready to accept a new player. What if B is full? Will the player be stuck? Will a new server be spawned automatically?
      • The transfer must be performed as an atomic operation, so that the player does not get lost or duplicated if there is a failure in one server, in the client or in the network.
      • The transfer should also be performed in a somewhat secure way (depending on the application, you may want to prevent spoofing, replay attacks, etc.)
      • The servers must trust each other to some extent, and maybe trust the client too (depending on the application). i.e. if you use the metaverse concept for a game, you do not want someone to insert a new server that will modify some players and send them back into the game with unfair advantages or disadvantages.

      But the real challenge is to implement a seamless world, in which people can move around as if everything was part of a single huge map. The players should not be able to see that they are moving to a different server. In addition to the problems mentioned above, you get a lot of problems in the "frontiers" of the metaverse, as mentioned by the original poster.

      For example, how will you be able to see an area that is handled by a different server than the one you are connected to? One solution would be to replicate (cache) the visible parts of the "foreign" areas on each server, but that would not work for players or any other moving objects. So the servers must exchange some informations whenever something changes near the frontiers. But there are some latency problems. If you are familiar with the QuakeWorld/QuakeII/QuakeIII problems regarding lag and movement prediction, you can imagine what will happen if more than one server is involved.

      Anyway, I have been playing around with these ideas for a while and I think that I have found some solutions for building a fully distributed world (taking input from Quake, CrossFire and my personal experience about building distributed and redundant systems). Maybe I will write them down someday, and maybe even build a library that implements the necessary network protocols. Maybe...

      --
      -Raphaël
    15. Re:Is the Metaverse nearing practicality? by mxs · · Score: 1
      I don't think so, due to what I call the Database Problem (I'm sure there's a more formal name for it). [...] I suspect advancing CPU and network technologies will eventually make this practical, but I believe we're still



      Hmm ? I wouldnt quite state it that way. The CPU and networking ARE in fact fast enough ... There ARE approaches to distributed databases. And the databases dont even need to be quite that huge ... Of course, theyd probably have to store what map/server a user is in/on, but thats one line. Any decent SQL server could save that data. Sure, there would need to be one of those fat-ass servers (or a cluster or a distributed DB), but that should be accomplishable given that you always find sponsors for interesting problems (witness distributed.net).


      The servers holding the maps themselves wont need that much information. Maybe some adjacent map-pointers to go to if you enter this or that door. The 'subway' system would take care of the rest (subway = just pass user credentials along to another server/process). Theres been a lot of research into this already and also some products which implement some kind of it (http://www.activeworlds.com).


      One could also play with dynamic maps for the frontier maps. If its a frontier and there is nothing notable in it, well, generate a seed for it and let the client create a huge map for it (yes, I know making .bsps will take some time, but hey, its possible, isnt it ? Tricks.) unique to that seed on every client.
      The server doesnt need to get too much information, as long as no change to the environment is made or another person enters the scene. Then we have to 'localize' the map to the point of interaction and get back to 'normal' network traffic again. Difficult but feasible.


      Dynamic distributed systems are possible. As a matter of fact, youre using one right now. What else is the internet ?


      -- mxs

    16. Re:Is the Metaverse nearing practicality? by Defiler · · Score: 1

      The problem with your concept is this:
      Our interface to our computers is, at best, 2D.. Keyboards input 1-dimensional data, and mice do 2D.. How would selecting a telnet client from my "inventory" be easier than merely clicking on it? The 2D GUI exploded because it allowed people to avoid learning complex syntax and rules.. Moving to a 3D GUI is not the same kind of leap.. It's just 2D that requires more complex interaction. If you need a network monitor that uses a 3D metaphor, why not just pop one up in a window?

    17. Re:Is the Metaverse nearing practicality? by ralphclark · · Score: 2

      I'm not an expert in VR simulation technology but since the sort of implementation we're discussing is still some way off, I doubt it matters very much. anyway, it seems to me that some parts of your argument are somewhat misdirected.

      You need near-zero latency between servers to handle synchronization.

      This is undoubtedly true, since predictive methods will not be very accurate when dealing with humans in a more or less unrestricted situation.

      You need to be able to have servers dynamically hand off clients to one another without the user being able to perceive it happening.

      It'd be nice but it's hardly necessary. You could have quite a fulfilling time in an extended VR world even without having the option of walking everywhere. It seems unlikely to me that this would be allowed to hold up development. Instead, visitors will put up with virtual subway and elevator rides between locations which stand in for a "windows hourglass" during transit.

      You need to be able to support the one guy wandering off by him/herself in the "frontiers" of the metaverse.

      I don't see any problem there as long as the relevant server is up. The load on the server ought to comparatively low when minimal when serving just one user, so infrequently visited locations could be hosted on small machines or a number of them could share a single server.

      You need to be able to support the virtual stadium containing 100K independent spectators...

      This is interesting. Actually I don't think it will present a huge problem because a member of the audience can only interact fully with his immediate neighbours, can only observe or signal to the next distant ones, and can only observe more distant ones at comparatively low resolution. People on the other side of the stadium won't amount to much more than a colored dot. Also, interactions in such a setting are fairly limited. So, each visitor's environment only contains full information about a handful of neighbours and much less rich data about people further away. The total amount of interaction going on could be less than with say 20 people in a room having a party with conversations, subtle body language etc. If someone sitting three rows behind you recognises your avatar and calls out to you, the system detects this and upgrades your representations in each other's sensoria while communication takes place.

      ...(plus the 30 or so guys playing Rocket Arena down on the field), and handle collisions and other object/object interactions between all of them

      Well, that's just another game of Quake. I believe they already have that working :o)


      Consciousness is not what it thinks it is
      Thought exists only as an abstraction

  23. Um... by Millennium · · Score: 2

    If you're just starting to get the whole "programming" thing into gear, then the Quake engine is not the place to start.

    Don't get me wrong, the Quake engine being GPL'd is a great thing, and I applaud Id for it. However, 3D-engines are not a good thing to cut your teeth on. Start small. Code a few 2-D games first (my guess is that you're into game programming). Tetris clones and platformers are always popular (heck, my first game was a taste-challenged Barney-killing simulator back in my high schools Pascal class). Then move on to grander things. You can't build a tool shed in the backyard and then move on to a castle right away. It's the same with coding.

  24. Other possible uses by dsplat · · Score: 1
    I have been thinking for some time how cool it would be to have educational games for Linux for my kids. Hey, there's no reason it has to be boring for adults to be educational for the kids. I wonder how hard it would be to tailor this code to a use like that. There's only two things stopping me:
    1. I am way over-booked, and
    2. as an artist, I make a very good programmer. In other words, I can usually draw a line.

    The only upside is that I know where I can find beta-testers.
    --
    The net will not be what we demand, but what we make it. Build it well.
  25. Is it a business decision? by GoofyBoy · · Score: 1

    >id Software is increasing their pool of potential employees to include those who can develop a good 3D game


    I'm not too sure about this. I would want an employee which can come up with something new, not just copy an old way of doing something. Likewise, I don't think that Microsoft will release the code for Office just to increase the employee supply.

    I would like to think that Carmack is just doing that annoying "nice guy, give back to the programming/gaming community which I have learned/benifited so much from" thingy.

    Bah-humbug to you John Carmack. :)

    --
    The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    1. Re:Is it a business decision? by Wah · · Score: 2

      If microsfot was a "cool" company, like id (and thats a loong stick to measure by), they would release their old "useless code". It's the best way not to have to support it. Maybe that should be a law? If you won't support your own software, you have to GPL it, or at least open the source.

      Opening the 5/8 year old Office95/Win3.11 code could be tremendously helpful to (new) developers. At the very least they make great case studies for student courses.

      If these are the "greatest engineering task(s) in human history" then perhaps we should learn how they got there..blah, blah, just pissed at M$ stuff for eating some email.

      --
      +&x
  26. Sourceforge by FORTYoz · · Score: 1

    Sourceforge would be a great place to host a big quake coding project, free web/ftp/cvs/email-lists and more. Its cool :)

  27. Re:Carmack, id and linux by ufdraco · · Score: 1

    Welcome to life. Good and bad come in equal measure, whether you like it or not.

    --

    ufdraco

  28. Quick economic analysis by swerdloff · · Score: 1

    Formerly proprietary good, now free.

    Benefits to ID:
    1) Train new 3d-game developers on their code
    2) Reap PR benefits of joining the Open Source movement
    3) Savings from attempting to protect their rights in their code.

    Liabilities to ID:
    1) Lowers startup cost for interested outside parties.

  29. Id has made all the difference for me. by Analogue+Kid · · Score: 1

    Actually, if it weren't for Id, I probably wouldn't be a game programmer at all. I've always had several programming geek buddies, and thought that games were cool. However all I ever worked on before Id released Doom's source, was lame space invaders clones. I've gotta say that Doom was a great thing to cut my teeth on. If you haven't already, you might want to look at that before you dive into Quake.

    Currently I'm toying with the idea of rewriting the graphics code for Decent II, which was also recently released (albeit, not GPL). Unfortunately, only having experience with Id stuff, I don't know much Direct3D. Do any of you know of a good online reference?

    --
    I'm a gnu world man.
  30. Oops; bad link... by Millennium · · Score: 2

    That should be www.westlakeinteractive.com. Sorry about the mixup.

  31. Re:Official CVS by Imperator · · Score: 1

    A project is more than just a CVS server. It needs direction (usually), leadership (of some sort) and demand from developers. I'm sure interested parties will do something.

    --

    Gates' Law: Every 18 months, the speed of software halves.
  32. Wonder what this does by The_Jazzman · · Score: 1

    In quakedef.h :

    // This makes anyone on id's net privileged
    // Use for multiplayer testing only - VERY dangerous!!!
    // #define IDGODS

    Hmm... sounds interesting to me...

    1. Re:Wonder what this does by RodStewart · · Score: 1

      this has already been discussed on quake newsgroups. it gave them rcon access to servers, but was removed when people started spoofing the id subdomain. yes it is a bit of a invasion of privacy but there has been a fix for awhile.

      --
      "Are you satisfied with fucking?" - Dave Matthews from "Halloween"
  33. NEWS: Richard Stallman Missing by cje · · Score: 3

    RICHARD STALLMAN IS MISSING
    Open Source Superstar "Nowhere To Be Found," Report Police


    CAMBRIDGE, MA (AP) - Richard M. Stallman, better known as "RMS" by the open source software (OSS) community, has apparently vanished off the face of the planet. After missing several speaking appointments and coding commitments, many of his fans have begun to ask questions about his whereabouts. Stallman is the founder of the GNU project, which is dedicated to providing free, open source software to the computing world.

    Eunice Bleyfeld, Stallman's neighbor, seemed surprised by Stallman's absence. "I hadn't noticed anything out of the ordinary," she commented to the Associated Press. "He wasn't acting strangely or anything like that the last time that I saw him." However, Mrs. Bleyfeld recounted a strange incident that took place in the middle of the night a few days ago. "I woke up and heard what sounded like an altercation at Mr. Stallman's," she said. "He shouted something like 'I'll frag your ass.' Minutes later, I heard him yell something to the effect of 'Eat my pineapple, bitch!'"

    Police psychologists were puzzled by Stallman's alleged ravings. In the meantime, Stallman's apartment door remains locked and phone calls are greeted with a constant busy signal. "We think the phone must have gotten knocked off the hook," explained Cambridge police chief Samuel Breckenridge. "That explains the busy signals. Beyond that, we're not quite sure what to do," continued Breckenridge. "The guy is quite literally nowhere to be found. We're sure that he's not at home, because if he was, you'd think that he would answer the door."

    Police have placed Stallman's picture on the side of cartons of CD-Rs and DIMMs nationwide, along with the caption "Have You Seen This Coder?" The hope is that somebody will recognize the missing open source icon and report a sighting to the authorities.

    Stallman is famous for his refusal to use anything except free software. In particular, Stallman is a fan of his GPL license, which provides for unrestricted modification and distribution of software.

    John Carmack contributed to this story.

    --
    We're going down, in a spiral to the ground
    1. Re:NEWS: Richard Stallman Missing by Zico · · Score: 1

      He's probably busy counting all the money he didn't make during all the GNU/Linux IPOs. ;-)

      Cheers,
      ZicoKnows@hotmail.com

    2. Re:NEWS: Richard Stallman Missing by cpuffer_hammer · · Score: 2

      I would think a little Quake might be just what
      he the thing. Now that Quake is GPL RMS can play.

      http://www.netaxs.com/~esr/geeks-with-guns/rms-e at-lead-software-hoarders.jpeg

      After all would you want to be dealing with this in a dark CVS tree?

      In Service
      Charles Puffer

    3. Re:NEWS: Richard Stallman Missing by cpuffer_hammer · · Score: 2

      more pics and the story they came from.

      http://www.crynwr.com/~nelson/als98

    4. Re:NEWS: Richard Stallman Missing by Cecil · · Score: 1

      He said GNU software, not GPL'd software. GNU software is in fact made by the FSF. It is all (AFAIK) GPL'd, naturally. But there are other, non-GNU programs that are GPL'd too. Just because they are doesn't mean the FSF owns them nor does it mean the FSF claims to own them. GNU software != GPL software. Sometimes, but not always.

      Besides, when you create 25% of the software in most Linux distributions and most of those are really basic, core files (like say, grep), you have a right to be glory-hogs. They do not claim to own anything that's released under GPL, get your story straight.

  34. QuakeWorld for Irix? by Chris+Frost · · Score: 1

    Hopefully some[one|people] will have a chance to port quakeworld to irix now . . .

    Of course, what I'd really like is a release of Q3 for Irix, but you can't be picky.

  35. [OT] yes by Imperator · · Score: 1

    Yes, and he's posted here before. This is /., and it's no big deal.

    --

    Gates' Law: Every 18 months, the speed of software halves.
  36. Santa Carmack by nathanh · · Score: 5

    You better make gibs, you better get frags
    You better shoot grunts, zombies and scrags
    Santa Carmack G-P... L'd Quake

    He's written some code, debugged it all twice
    Then made it all free, isn't that nice
    Santa Carmack G-P... L'd Quake

    He knows when you've been fragging
    He knows when you've got quad
    He knows when you've just rocket jumped
    'Cause Carmack is Quake God

    So don't you be lame, don't you not play
    Join a net game, I'll frag you today
    Santa Carmack G-P... L'd Quake

  37. GPL == Obsolescent Software Repository? by Tom7 · · Score: 1

    Does it bother anyone else to see GPL used as a sort of "Goodwill" for software? We also saw this recently with the GPL release of a pretty old version of mySQL.

    Don't get me wrong -- it is awesome to have Quake (probably my favorite computer game ever) available in source form. And at least the 'commercial for three years, then GPL' plan has a shorter lifespan than a software patent. But it would be nice to see some commitment (from more than one company) on more current projects. I don't think this is really the point of the GPL.

    1. Re:GPL == Obsolescent Software Repository? by Anonynous+Coward · · Score: 1

      If you want a GPL 3D Engine... Write one. There are actually already GPLed 3D engines more advanced than Quake1, such as Crystal Space. You just never hear about them...Which is currently the biggest problem with OSS...Its all too easy for good projects to get lost in all the noise.

    2. Re:GPL == Obsolescent Software Repository? by mcrandello · · Score: 1

      I think what he is trying to say is that if Q3a were released GPL today, it would take roughly 5 seconds before the source and recompiled binaries were available from just about anyone under 25 with a dsl or better conenction. They (Id) would be lucky to sell 5% of what they can by keeping it closed source. Your next door neighbor would be able to give you Q3a in exchange for 2 blank CD's. It'd be great, until ID closes shop and there are no more Quakes.

      Maybe I'm wrong on all this, but your average 14-15 year old isn't going to waste time saving money for something that their freinds are all passing around for gratis.


      mcrandello@my-deja.com
      rschaar{at}pegasus.cc.ucf.edu if it's important.

    3. Re:GPL == Obsolescent Software Repository? by Baddog · · Score: 1

      How is this different than distributing pirated versions of closed-source commercial software? GPL software doesn't mean non-commercial.

      If Q3A were released GPL today, you would see basically NO change from what happens already. Most people buy the software, and those that don't, get a pirated copy. Software piraters are not going to go to the trouble of recompiling the distribution when ISO images already exist for the taking.

      The only thing releasing Q3A as GPL would do is make the source available for public review, and possible inclusion in other producs, which is a Good Thing (tm).

    4. Re:GPL == Obsolescent Software Repository? by BinxBolling · · Score: 1

      Maybe I'm wrong on all this, but your average 14-15 year old isn't going to waste time saving money for something that their freinds are all passing around for gratis.

      This depends heavily on exactly what is GPL'd. If it's the whole deal (code, wads, and anything else), then you're correct. But if only source code is GPL'd, it won't do much good for those average 14-15 year olds you're thinking of: they need the wads as well for a playable game.

      The other reason to keep the engine source closed, is to avoid helping out possible competitors. If id GPL'd the engine source a couple of years ago, someone could easily take it, put together their own set of (closed) wads, and sell the result, in direct competition with one of id's games.

      But IIRC, Carmack himself pointed out in a recent interview that engine coding skills are becoming irrelevant, thanks to the widespread availability of inexpensive 3D accelerator cards. So GPLing your engine source isn't going to help out your competitors too much.

    5. Re:GPL == Obsolescent Software Repository? by mcrandello · · Score: 1

      OK, I stand corrected there. I just can't help but thenk that since the GPL somewhat legitimizes free distrobution then a lot of people would feel less guilty about getting Joe-Bob's copy, also (to a lesser extent I suppose) that folks wouldn't have to worry about being turned in and whatnot (don't try asking about a 'free'copy of Quake2 in Alt.games.quake2 without expecting your message to be forwarded to the SPA, people there just don't find piracy funny.)


      mcrandello@my-deja.com
      rschaar{at}pegasus.cc.ucf.edu if it's important.

  38. GPL'ing the source code is great but... by Smeg}{ead · · Score: 1

    ...putting out the design documentation would be even better :) As someone who's spent quite a bit of time trying to extend an open source project with little or no docs, I can attest to the fact that availablity of the source code is only half the problem - understanding it is the other half.

    With a system so complex and presumably huge as Quake, knowing where to start is going to be quite a challenge (and I don't mean at main(argc, argv)!) A little background knowledge would go a VERY long way - how about it JC?

    huge props to id though - leading the industry by example once again.

    1. Re:GPL'ing the source code is great but... by barzok · · Score: 1

      From what I remember about the evolution of Quake (pre-release), I don't think you'd want to use its design doc as a reference for much.

    2. Re:GPL'ing the source code is great but... by segmond · · Score: 1

      If you know the amount of time that game programmers put into work, you will understand that ID has no time to write design docs. As a matter of fact, I dobut they use design docs that much, gee, this is ID not IBM. As a programmer, I will tell you that the hardest thing to do after writing code is to write docs. I write code 10x more than write a doc. So usually, I try very hard to make my code my documenatation. And I belive the quake code is a great documentation. First of all, ignore the asm source, use the c part. Start out with the header files, from here you will have a great idea of the data strucutres they game will be operating on. It might sound hard, but when you do this over and over again, it becomes really easier than you think. If Quake was a console only game ie for dreamcast only. the only way to figure it out will be by reversring and pouring through the assembly source code, sounds crazy? I know guys that do such daily. :)

      --
      ------ Curiosity killed the cat. {satisfaction brought it back | it didn't die ignorant | lack of it is killing mankind
    3. Re:GPL'ing the source code is great but... by Teach · · Score: 1

      A little background knowledge would go a VERY long way

      Michael Abrash was one of the engine coders at id during Quake development. His Graphics Programming Black Book, Special Edition contains not only most of his stuff on the Zen of ASM but also several (nearly a dozen) chapters on the mathematical and design underpinnings of Quake.

      fatbrain claims this book is "out of stock indefinitely", but if you can get your hands on a copy, it should give you a leg up on the rendering engine, at least. Barnes and Noble claims to have it in stock.

      --
      Graham "Teach" Mitchell, computer science teacher, Leander HS
  39. Re:Anybody know how GAS2MASM works? by jflynn · · Score: 1

    Your compiler should provide an option to just run the pre-processor on the gas source, which should output a file with all # constructs removed. Maybe GAS2MASM might work on that file.

  40. Re:Carmack, id and linux by AndyL · · Score: 1

    Didn't Quake1 also have a security back-door? I wonder if it's still in the source or if they took it out.

  41. "Extra" karma? by barzok · · Score: 1

    Is there any way we can get folks like John Carmack to have instant karma so that in cases like this, their posts get scored way up automatically? Granted, not everyone deserves it, but people on the level of JohnC or Linus (though I doubt he'd post much here) would be writing stuff worthy of high moderation - why waste moderation points?

  42. Re:Again? by SyniK · · Score: 1

    crack dot com, www.crack.com, was cracked and the Quake 1 source was stolen. I have it on Archive CD somewhere. It would be interesting to see the differences from the stolen and the released sources.

    --
    -Tom
  43. You're all a bunch of whiners by ShaKti · · Score: 1

    This kind of makes me mad. You can't expect them
    to change their model, at this point in the game,
    so quickly. Be glad that one of the premeire developers on the planet is sharing a bit of his mind with all of us. This is fantastic..to say the least.

    Take this code and learn from it instead of being a bunch of babies.

  44. Re:included in distros by seaportcasino · · Score: 1

    This code was worth, what, $10 million 4 years ago?

    But now this code is priceless. And it is no longer stagnant; It may grow into what? The greatest game engine of all in the end, just as Linux grew from something simple to something incredible.

  45. Contents of the Readme included with the Source by Cycon · · Score: 2

    This is the complete source code for winquake, glquake, quakeworld, and
    glquakeworld.

    The projects have been tested with visual C++ 6.0, but masm is also required
    to build the assembly language files. It is possible to change a #define and
    build with only C code, but the software rendering versions lose almost half
    its speed. The OpenGL versions will not be effected very much. The
    gas2masm tool was created to allow us to use the same source for the dos,
    linux, and windows versions, but I don't really recommend anyone mess
    with the asm code.

    The original dos version of Quake should also be buildable from these
    sources, but we didn't bother trying.

    The code is all licensed under the terms of the GPL (gnu public license).
    You should read the entire license, but the gist of it is that you can do
    anything you want with the code, including sell your new version. The catch
    is that if you distribute new binary versions, you are required to make the
    entire source code available for free to everyone.

    Our previous code releases have been under licenses that preclude
    commercial exploitation, but have no clause forcing sharing of source code.
    There have been some unfortunate losses to the community as a result of
    mod teams keeping their sources closed (and sometimes losing them). If
    you are going to publicly release modified versions of this code, you must
    also make source code available. I would encourage teams to even go a step
    farther and investigate using public CVS servers for development where
    possible.

    The primary intent of this release is for entertainment and educational
    purposes, but the GPL does allow commercial exploitation if you obey the
    full license. If you want to do something commercial and you just can't bear
    to have your source changes released, we could still negotiate a separate
    license agreement (for $$$), but I would encourage you to just live with the
    GPL.

    All of the Quake data files remain copyrighted and licensed under the
    original terms, so you cannot redistribute data from the original game, but if
    you do a true total conversion, you can create a standalone game based on
    this code.

    I will see about having the license changed on the shareware episode of
    quake to allow it to be duplicated more freely (for linux distributions, for
    example), but I can't give a timeframe for it. You can still download one of
    the original quake demos and use that data with the code, but there are
    restrictions on the redistribution of the demo data.

    If you never actually bought a complete version of Quake, you might want
    to rummage around in a local software bargain bin for one of the originals,
    or perhaps find a copy of the "Quake: the offering" boxed set with both
    mission packs.

    Thanks to Dave "Zoid" Kirsh and Robert Duffy for doing the grunt work of
    building this release.

    John Carmack
    Id Software


    --
    Your Brain + EEG + LEGO Robots = Brainstorms
  46. Where Quake3 came from... by Anonymous Coward · · Score: 1
    People have been saying that it's good it's open-sourced because it no longer has any sale value etc. Of course no-one will buy copies of q1 anymore, but what no-one has realised yet is that Quake 3 was descended from the q1 code.

    When id started work on quake3 they completely scrapped the quake 2 source. They went all the way back to quake 1, mainly because the many of the quake 2 methods were not flexible enough to allow stuff they wanted to do in quake 3.

    So although it may "have no value" to the normal person out there it is an extremely valuable source to any game developer or even just a hobbyist. Imagine what the Unreal team might have done if they'd had something like this to start on, instead of having to create their own engine from scratch. (Don't forget that the Unreal effects are comparable to q3a's effects right now!)

  47. The Ultimate Marketing Move... by vitaflo · · Score: 2

    I think John Carmack is by far one of the most talented programmers in gaming (or perhaps anywhere else) today. This code release only confirms how cool he is, and possibly, what a good marketer he is as well. Consider the following:

    Geeks love games.
    Quake makes Id no more money.
    Geeks respect John Carmack.
    John Carmack GPL's Quake.
    Geeks respect John Carmack and Id 10-fold.
    Geeks watch Id more closely.
    Id releases Quake III.
    Geeks are more likely to buy Id products.
    Id's profits go up.

    Smart move, smart move...

    1. Re:The Ultimate Marketing Move... by garcia · · Score: 1


      I would only buy Q3 for one reason... Cause I have been playing Q1 since its release. My Q1CTF clan has been around for over 3 years and is still playing...

      We appreciate all the work that has been done on this game. It is one of a kind. I never have known a computer game to last this long anywhere...

      Q1 is just incredible, Q2 wasn't so incredible, and I really don't like the looks of Q3CTF so I may never switch. The thought of not having a grapple in CTF is ridiculous, but who am I to say?

      Just my worthless .02

  48. glibc quake? by Mao · · Score: 1

    Great, now if only someone (i am not competent) can build linuxquake linked against glibc, I no longer need to keep that damn libc5 thingy on my box.

  49. The only and only - Duke 3D by The_Jazzman · · Score: 1

    Groovy, I like quake as much as the next man, but...

    I've always had a soft spot for Duke Nukem 3D, if only for the lightswitches and power sockets that are interactive...

    I want my Duke source code ;(

  50. Large amount of artwork? Umm... by Anonymous Coward · · Score: 1

    "..all that really needed is a large amount of artwork.." Um, yeah. I'll get right on it. One thing Open Source advocates often forget about game code is that only the /code/ has been GPLed. Even if id also released the original Q1 art, by today's standards it is dated at best. The creation of "large amounts of artwork" (I just have to laugh every time I read that) is far from trivial. Artists like myself like to get paid for their efforts and don't like their work getting passed around, occasionally being "defiled" by some well meaning person with MS Paint (This happens more than you'd think). Even with extra time on their hands (something artists don't have much of), why would we want to do art for Q1? It's not exactly portfolio material and hardly advances the state of technology (the premise of Open Source, as I see it). Basically, there's not much in it for us. Helping with a Q3A total conversion or recent game add-on is much more fruitful. The investment of time and effort (time is money AND experience) could be better spent elsewhere. Until there's some kind of incentive, it's going to be very hard finding artists for this kind of project. It usually isn't wise to trivialize the art department (unfortunately something that feeds my stereotype of programmers not realizing how much work it really is), so just be aware. The pixel pushers are watching =)

    1. Re:Large amount of artwork? Umm... by Anonymous Coward · · Score: 1

      I know this will be moderated down (nice stratagy) but I gotta say the hell with you.

      I would like to work with this, and I know many others would like to as well. Many talented artist might like to do a little work in their free time, and for free.

      Also, this engine is not that useless. As someone else mentioned, half-life used it. With some important changes, it could be nice. 24/32 bit textures, and the fact that you aren't constrained with slow machines will make a world of difference.

      Of course, it still might die, even though it is good. Golgotha seems to have dies (www.golgotha.com), but maybe it was becuase it didn't come with an OGL renderer. Really, having nice looking display for developers might have kept them going. Anybody know what happened to it?

    2. Re:Large amount of artwork? Umm... by Cycon · · Score: 2

      The creation of "large amounts of artwork" (I just have to laugh every time I read that) is far from trivial. Artists like myself like to get paid for their efforts and don't like their work getting passed around, occasionally being "defiled" by some well meaning person with MS Paint (This happens more than you'd think). Even with extra time on their hands (something artists don't have much of), why would we want to do art for Q1?

      I understand and appriciate your point, but I do however feel that you are wrong. I would consider a project such as the Metaverse a non-trivial attempt at revolutionizing how people interact in an online environment, and that such at project would have to be largly fueled by the work of Open efforts on not only the software level, but the artistic as well. I am in no way attempting to trivialize work of artists, but I am suggesting that many artists would likely be interesting in participating in such a project, and for largely the same reasons - ego boost and sense of accomplishment.

      In order to get such a project off the ground, a near-trivial amount of artwork would have to be done, at least in the short term. In order to test the interaction between servers, one would merely need a simple player model w/skin, and a simple room with a few objects that can be interacted with. I could whip up the interior of my apartment with a Quake Level Editor in just a few hours, and I believe that there are many others that could do a far better job in far less time. The same goes for a simple player model and skin (and I mean *simple*)

      Once a working system could be implemented in which players can meet in one area, travel to other areas, communicate within and across areas, etc. the foundations would be laid for further progress. More attractive models, skins, areas/maps, interactive objects, and communications mechanisms could integrated and expanded upon.

      New users to the system would have to be outfitted with a default room, model, and skin, and I would imagine the artist responsible for those items would feel a certain sense of pride when seeing it used frequently. Also, home-made models, skins, and areas would offer other artists oppurtunities to flaunt their artistic skills.

      Of course, this is all merely my own opinions. (c:

      --Steven M. Castellotti

      --
      Your Brain + EEG + LEGO Robots = Brainstorms
    3. Re:Large amount of artwork? Umm... by Wah · · Score: 2

      It usually isn't wise to trivialize the art department (unfortunately something that feeds my stereotype of programmers not realizing how much work it really is)

      I agree. I work with artists all the time. They know their G4s pretty damn well. I've seen some amazing stuff, but it does take a lot of work. What would interest artists in a GPL project? Does the credit and (hopefully) widespread distrubution interest you? You get to do whatever you want, basically. Do you guys do "art" in your spare time? (please, feel free to generalize for an entire profession ;)

      --
      +&x
    4. Re:Large amount of artwork? Umm... by WNight · · Score: 2

      Wrong, wrong, and wrong again.

      Id released their own code. As such, they aren't bound by the terms of the license, only the users are.

      This means that they could GPL every second line of the code, and release the rest under a look-but-don't-use license, and it wouldn't become GPL. Only things you linked to the GPLed bits would be GPL.

      Also, the GPL only applies to the application source. The levels, graphics, and sounds aren't included. They aren't needed to have the application. This is like GPLing a word processor and expecting that any documents produced with it would be GPLed.

  51. Off Topic: Linux Game Programming by trog · · Score: 1

    What are some good introductory texts on game programming for Linux? By introductory, I mean tutorials that seek to teach technique, not how to code (I've been coding in C and C++ for almost ten years now).

    1. Re:Off Topic: Linux Game Programming by kijiki · · Score: 2

      If you've been programming for 10 years, just buy Steven's Advanced Programming in the Unix Environment to learn how to do basic OS stuff in unix, and get Computer Graphics, Principles and Practice, by Foley, van dam, et al. to learn how to do the graphics. Finally, the OpenGL redbook will round you out as far as graphics APIs go. For sound, go find the Open Sound System tutorial on the web.

      That and some elbow grease (experimenting is the only way to learn) will have you writing games as quickly as is possible.

  52. Re:Level maps *are* GPL'd by spinkham · · Score: 2

    Ye gods..
    Data files are NOT code.
    The GPL is also only enforced on the licensee, the licenser is free to GPL or not parts of the original code, if they do not themselves distribute them togeather.
    For example, I could write a program that says, "Hello, world!" and also says "How are you?".
    It would be my perogative to release only the "Hello, world!" function under GPL, and a version under a completely different license with both functions. I am the copyright holder for all the code, and can license it in all ways that I want..
    Whatever codebase I merge other peoples GPL'd code into must all be opened, however, because I am not the copyright holder and cannot relicense the code.

    --
    Blessed are the pessimists, for they have made backups.
  53. What is up with this "security" stuff on Quake? by Mr.+Flibble · · Score: 1

    I for one think that John Carmack is a good guy. So are the rest of the people at id.

    If you are reffering to the Message of the day that appeared in Q3A - It was documented true, it did not appear in the documentation in one of the releases, and this was due to an oversight. John gratefully posted his error here on slashdot. It was a mistake.

    It was id's intent that the message of the day be documented. This is why it was documented when it was first released. With the next release it did not make it into the documentation. Just an oversight, no need to be paranoid.

    I mean, jeez, are we going to come down on Torvalds or Cox now if there is a BUG in their code? Sure their stuff is open sourced, and from what we can see here, id's is too (after some time of being closed). So there was a mistake. Yippe. It was both a miscommunication from id (on the documentaion) and ourselves, for not paying attention to the (I believe) 1.08 readme.

    So can we please get over this "id is out to root us all! They are TR0j4|\| |-|4X0rz!!!" crap.

    --
    Try to hack my 31337 firewall!
  54. top 7 things I'd like to see with quake by tap · · Score: 3

    1. Versions compiled for glibc20 and glibc21.
    2. Support for 24 and 32 bpp modes in the X version.
    3. Support for fbcon instead of the ancient svgalib.
    4. Make the X version change resolution and center the screen before it grabs the mouse.
    5. Use scroll-lock to grab the mouse, ungrab the mouse on pause.
    6. Support for wheel mice.
    7. Sound support using ALSA.

    1. Re:top 7 things I'd like to see with quake by segmond · · Score: 1

      Why don't you add one of these things? Or are you one of those, who only lame around while others code.

      --
      ------ Curiosity killed the cat. {satisfaction brought it back | it didn't die ignorant | lack of it is killing mankind
    2. Re:top 7 things I'd like to see with quake by Andrew+Cady · · Score: 1

      You can already bind keys to change mouse-grabbing, FYI... Hmm ESD sound would be great.

  55. What about Bluesnews? by Saraphale · · Score: 2

    Maybe I'm missing something, but if Quake 1's source code is only just being released, then what's here?

    http://bluesnews.g ameaholic.com/idgames.d/idstuff/quake2/source/

    Now, the files look quite small, but what are they if not the Quake 2 source code?

    Simon.
    1. Re:What about Bluesnews? by cwj123 · · Score: 1

      That's the game source, not the actual exe source, that stuff just allows you to modify the game itself (the "play" of the game), not the actual program.

    2. Re:What about Bluesnews? by Slay · · Score: 1

      These are the sources that drive the objects in the Quake II world. Just like the QuakeC sources in Quake, only this time it's genuine C code that sits in a shared library or DLL.

      So, no, it's not the engine as such.

      ---

      --

      ---
      NT is silly in the way that it doesn't work, and it's sick in the way that it does work. In a way.
    3. Re:What about Bluesnews? by mxs · · Score: 1
      That are the sources for Quake 2 Mods, Tools, and other released stuff by id. Its not the engine, its not the data.


      --mxs

  56. Re:Level maps *are* GPL'd by John+Carmack · · Score: 4

    Nope. We are the copyright holder of all works, and we can release any part of it under any license we choose.

    Completely aside from that, I think it is still unclear exactly where the GPL wants the separation of code and content.

    Few would argue that every document read by a GPL word processor would be covered by the GPL, and most would place maps entered by quake into that catagory, but things can quickly get murky.

    Quake game mods are written in QC, but turned into data to be processed by the main code. I think the spirit of the GPL would want that code to be released, but it is only a small step from there to saying that every program loaded by a GPL operating system must be GPL, which is clearly not the case.


    John Carmack

  57. Different source by barzok · · Score: 1

    That's the source for the "game" code, the gamex86.dll or whatnot. The logic, if you will - entities, enemies, weapons, etc. This is the DLL (or .so) that you'd replace to play a mod such as CTF, Lithium, etc. It's NOT the rendering engine or anything else like that.

  58. Re:Level maps *are* GPL'd by spinkham · · Score: 1

    The bison thing was about code. This is about data.
    Check out the whole thread started by post 146.

    --
    Blessed are the pessimists, for they have made backups.
  59. Re:Vindictive Licensing by D2Deek · · Score: 1

    What vindictive licensing? It's the GPL, which is strangely enough perfect for games.

    The great part of this situation is that you can create your own game, and sell it. The code is not what's valuable from a game point of view, it's the data files -- and those belong to YOU if you created them. Charge fifty bucks a CD, no problem...you just have to give people the source to the engine. Big deal, the engine is not the game -- it's just the interpreter that runs the game.

  60. YEEHAW by Dr+IOStream · · Score: 1

    Yeehaw! Time to make SHAKE

    --
    ~Jay (Negative Seven)
  61. Thank you id!!! by E-TiE · · Score: 1

    I don't care what anyone might say about id software, but releasing their code like this is simply one of the best things they have done for the graphics/games coding community. I, for one, am very (x 1000..) thankful. Thank you very much John Carmack and crew, such efforts are most appreciated. --e!
    -------------------------------------------- ---

    --
    -----------------------------------------------
    Unix _is_ user friendly, it's just particular about who its friends
  62. Re:Level maps are *NOT* GPL'd by Russ+Nelson · · Score: 1

    Are the level maps required to build a quake executable? No? Then they're not covered by the GPL.
    -russ

    --
    Don't piss off The Angry Economist
  63. Apogee Follows The Open Source Wave by [TWD]insomnia · · Score: 2

    For Immediate Release

    Garland, TX - In the age of free software releases, president of Apogee Software, Scott Miller, has just announced that he will release the source code for one of his most successful shareware title to date, The Adventures of Kroz.

    "People only knows how to make 3D games today", said Miller. "By releasing The Adventures of Kroz to everyone, I hope to share the knowledge of moving ASCII characters around", he said.

    We have been in contact with some very reliable sources from Apogee/3D Realms that there is already some groups working on an updated version of The Adventures of Kroz, supporting Direct3D, OpenGL, and Glide. "This will be an enormous contribution to the open source community", he said.

    The Kroz series is one of the most successful of all times.

    1. Re:Apogee Follows The Open Source Wave by mlc · · Score: 1
      Ah, Kroz! I remember Kroz. Perhaps if I ever get around to installing DOSEMU, I will try to find Kroz. Then again, I can always play NetHack, which is kinda similar. Only different.

      Apogee still has some of its old games availible for download at the bottom ofthis page (They still expect people to register them. Bah.) And two of their really old games (Supernova and Beyond the Titanic) are freeware (beer, not speech). According to the 'official' Apogee FAQ, section 2.4.1, "[The Kroz series] was finally discontinued in early 1999 and is no longer availible from Apogee." Pity.

  64. Mods and GPL? by spinkham · · Score: 2

    I have seen a lot of whining about quake1 data file here(an dumb arguement), but no one has addresed the issue of GPL'd quake1 + mods.
    I believe quake1 doesn't directly link with mod code, but has a sort of c interpreter built in.
    The mod code must then be parsed and run on that interpreter.
    Is it legal to:
    1) Use GPL'd quake1 with non-open mods?
    2) Distribue quake1 with non-open mod code files?

    --
    Blessed are the pessimists, for they have made backups.
    1. Re:Mods and GPL? by spinkham · · Score: 2

      ;-)
      Why thank you!
      I was actually concerned about playing mods that others have made, not creating non-free ones myself.

      --
      Blessed are the pessimists, for they have made backups.
  65. Re:Viral by Intent, not Accident by *borktheork* · · Score: 1
    The GPL doesn't care, and neither does Richard. If they hadn't wanted a viral license, they should have chosen the LGPL or something.

    I think you'de better read the GPL again. And this time have a dictionary handy. You've abviously completely misunderstood the viral qualities of the GPL.

    --
    *borkborkbork*
  66. You're both stupid and wrong by Russ+Nelson · · Score: 1

    Linus isn't modifying the GPL. The GPL has always relied on copyright law. Copyright only affects derived works. If a kernel module doesn't include any GPL'ed kernel code, then it's not a derived work and is not subject to the GPL.

    Now, this is Linus's interpretation of the GPL. But given that he's copyright holder #1, it's likely that his interpretation would hold in any court case. So whether Linus is right or not is really a moot point.

    More to the point here, Linus isn't modifying the GPL, nor does he fail to understand or respect it.
    -russ

    --
    Don't piss off The Angry Economist
  67. Re:thanks, John by slimharpo99 · · Score: 1

    Ditto!

    (And please ignore the many Slashdot hair-splitters
    and quibblers. These ijits, loud as they may be,
    in no way represent the great majority of Linux
    users who really appreciate gestures like yours.)

  68. Bots, "blessed binaries", etc.. by spinkham · · Score: 2

    OK, now that the whole source code is released, I can forsee quite a few more bot problems. Would it be a good idea to implement another master server list that uses the "blessed binaries" system much like netrek does?
    For those not familiar, anyone can get source and mess with their own code, but to play on most servers, you must use one of the binaries that are certified and contain an encrypted key. There would have to be a team that would spend time checking modified code for cheats.. Is this worthwhile, or should I get used to playing with more bot-enhanced lamerz?

    --
    Blessed are the pessimists, for they have made backups.
  69. OT: Golgotha project still alive (forever) by maynard · · Score: 1

    "Golgotha seems to have dies (www.golgotha.com), but maybe it was becuase it didn't come with an OGL renderer."

    I'm not closely involved with the Golgotha team, but I've downloaded the source a couple of times and been impressed by what they've produced. I note that you point to the wrong URL for the primary Golgotha home page: http://golgotha.opengames.org I also note that they updated the news section of the homepage just a few days ago, Dec 16th, so the project still looks quite active. I'm sure it was just a simple mistake, but a check on freshmeat would have given you the link: here's the Freshmeat Golgotha appindex entry.

    I look forward to Golgotha's release eventual 1.0 release, and soon thereafter my enjoyment of the completed game. :-)

  70. *naughty* comments by named · · Score: 1

    Oh, dear... it looks like the censors forgot to go through this source. There are dirty words in there. My virgin eyes will never be the same!

    There should be a parental warning on this release. Imagine, a company like id teaching children to swear?? I should sue!

    (it's good to see that other people bitch out their code every now and the ;)

    1. Re:*naughty* comments by ronfar · · Score: 1
      Heh, actually, this whole thing is a news article we should send to Henry Hyde, Orrin Hatch, Joseph Lieberman and others, just to see what they make of it. Of course, I doubt they are capable of understanding what it really means...

      Question: Is OpenSource Quake, freely distributable over the whole world, now immune to attempted government censorship in places like the US and Brazil? (Well, I guess not if they impose jail time on anyone found with a copy, but short of draconian measures...)

      --
      All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  71. Re:Level maps *are* GPL'd by Saint+Stephen · · Score: 1

    Well, John: how's this grab you? I never owned a copy of Quake1 (just Q2 and Q3), so i've just compiled all the binaries but i don't have any of the wad's!. So now I'm gonna go to the $10 rack at CompUSA and pick up a copy. So, by releasing the source code, you just *sold* another copy of Quake 1...........

  72. Instant Karma! John Lennon? by Bill+Daras · · Score: 2

    Not going to say a word....

  73. What use is the Metaverse? by Anonymous+Shepherd · · Score: 2

    Or is this something specific I just haven't read/seen/grokked?

    In terms of recreating reality, I'd much rather go through reality; learning how to fletch, rock climb, rollerblade, make swords, etc, than have an avatar do so. If the metaverse is about doing the impossible, then it isn't much more than a more advanced blending of video games, RPGs, and movies, I think. Life is hard enough, without retreating into an alternate reality to escape our own when our own is already so rich, so beautiful, so powerful.

    Perhaps I'm just missing the point?

    -AS

    --

    -AS
    *Pikachu*
    1. Re:What use is the Metaverse? by Cycon · · Score: 2

      If the metaverse is about doing the impossible, then it isn't much more than a more advanced blending of video games, RPGs, and movies, I think. Life is hard enough, without retreating into an alternate reality to escape our own when our own is already so rich, so beautiful, so powerful.

      This is true, and an important point, but the Metaverse metaphor allows more important things than an escape from reality. The Metaverse would allow people all over the planet to communicate in realtime in as close to a "real" environement as possible. This is especially important to people who couldn't do so otherwise.

      How many natural resources (not to mention economic ones) are wasted in flying/bringing together a group of people together for a meeting in the real world? With a tool such as the metaverse, people could comunicate in a visual and physical manner without wasting valuable resources. Granted that nothing will ever replace physical meetings between individuals, sometimes such meetings are either impossible or at least impractical. So the Metaverse concept could be a useful tool for communication and collaboration between people at great distances.

      Also, while it is very nice that you would prefer to go through reality and practice rock climbing and rollerblading, if you were physically disables you could do no neither (in many instances). If I was in such a situation I would certainly enjoy being able to at least simulate such an experience!

      I agree with you that nothing can substitute for a real-life experience, but as for myself, the idea of experiencing things such as 800 mile-an-hour motorcycle races with danger of injury and virutal combat without actually injuring anyone or thing is rather appealing.

      I would consider any technology that could satisfy man's demonstrable thrist for violence and conflict without actually entailing such negative reprocussions would be a Good Thing(tm)

      Cheers,

      --Steven M. Castellotti

      --
      Your Brain + EEG + LEGO Robots = Brainstorms
    2. Re:What use is the Metaverse? by Anonymous+Shepherd · · Score: 2

      The Metaverse is not necessary for group meetings; I hope you realize this?

      At worst VR goggles, sound stages, and arrays of video cameras can do this today. At best you'd use digital whiteboards, teleconferencing systems, videophone solutions, and connected PCs.

      -AS

      --

      -AS
      *Pikachu*
  74. releasing source code isn't always a GOOD THING by jlehrbaum · · Score: 1

    know why seti@home and distributed.net don't release their source code? It is because the chance of people hacking the code and wrecking the system outway the benefits of letting people have access to the code. If people had the source code to a game currently played such as Q3, they could hack server source and allow hacked clients to connect. you would never know whether the server is legit or hacked. This could allow any number of cheats such as hacked maps, increased health, free powerups, etc. Lots of people LOVE to cheat at quake, and this would increase their ability to do so. The same issues hold true with the Q1 sourcecode, but at least the amount of people still playing that is lower, but do not fool yourself, there are still many people playing quake1, and this will adversely affect them. so like chill n' stuff ;)

    --
    Jacob Lehrbaum jacob@linuxdevices.com
    1. Re:releasing source code isn't always a GOOD THING by spinkham · · Score: 2

      Here's my question/solution from another post I made:
      OK, now that the whole source code is released, I can forsee quite a few more bot problems. Would it be a good idea to implement another master server list that uses the "blessed binaries" system much like netrek does?
      For those not familiar, anyone can get source and mess with their own code, but to play on most servers, you must use one of the binaries that are certified to be cheat free and contain an encrypted key. There would have to be a team that would spend time checking modified code for cheats.. Is this worthwhile, or should I get used to playing with more
      bot-enhanced lamerz?

      --
      Blessed are the pessimists, for they have made backups.
    2. Re:releasing source code isn't always a GOOD THING by mcrandello · · Score: 1

      Most of the (cheat)bots that are out there operate as a proxy on hte clients machine. The client connects to the bot, the bot connects to the server. Most initial releases have a spoiler (e.g. ratbot, if you message trhe word ratbot it says :please help me, what is a bot?). The real problem is the bots are often open source themselves in a manner of speaking, someone get ahold of the source, fixes the spoiler, and whammo, undetectable bot.

      The only thing I couls see blessed binaries doing for the server is being another thorn in the side of mod authors.


      mcrandello@my-deja.com
      rschaar{at}pegasus.cc.ucf.edu if it's important.

  75. Just thought this was important to say by Dalroth · · Score: 3

    ID just released the Quake 1 Source code. That may mean nothing to some of you, but I'd like to point a few things out.

    I'm sure some of you are familiar with the GPL, while some may not be. The GPL is the license which most Linux or GNU software are released under. The whole principal behind this license is to guarantee that the GNU suite of software REMAIN open source. Once Open Source, always Open Source (sure, the maintainer may decide one day to take a later version off of the GPL, but the earlier versions would still be covered by the GPL). I won't get too technical here, I'm not a lawyer, but to further illustrate this point I'll quote the readme file that comes with the Quake1 Source code:

    "The code is all licensed under the terms of the GPL (gnu public license). You should read the entire license, but the gist of it is that you can do anything you want with the code, including sell your new version. The catch is that if you distribute new binary versions, you are required to make the entire source code available for free to everyone."

    That last sentence is what hurts us as a community. If you thought EQ had a bad effect on TF, well you ain't seen nothing yet.

    Right now, as we speak, I'm 100% positive somebody out there is trying to compile a version of QuakeWorld with some special features to give him an advantage (cheating). It's inescapable now. Cheating is now easy and simple. No more hex editing or debugging binary code, no more proxies that use some flaws in the way the game works to give you an advantage. No, now people can create real cheats, powerful cheats, cheats we can't detect and they can do it easily. Wall hacks that work everywhere regardless of the map, real autoaim, workarounds for Concs and Gas grens. The possibilities are endless.

    What really sucks, however, is that because Quake is now GPL, we can't create a special version, controlled by a 3rd party that we can all use and know that nobody out there is hacking it. They by virtue of the fact that Quake is now under the GPL are required to release any modifications they make for Quake to the general public, and guess what that means? There version will be just as easily hacked as regular quake. Not to even mention the logistics of getting a 3rd party working on the game, and getting everybody behind this one version of quake.

    The ONLY possible solution is if somebody were to get special permission from ID software itself to release a version of Quake w/o having to release the code. I find this highly unlikely, however, the GPL has it's purpose and I am fully behind open sourcing Quake. There is a lot that can be learned from the game code, and it will benefit people far more this way.

    TF has been on life support for a while now, but ID just pulled the plug. gg ID. gg TF. It's been fun. Time to move onto a new game however.

    Dalroth
    Formerly of
    Dark Shadows
    Formerly of
    Predatorz
    Formerly of
    The ShaoLIN Brotherhood
    Formerly of
    The Ministry of Pain
    Formerly of
    Tempest

    See you guys in UT and Quake 3.



    =======



    To further expound on that, some people have said that there are people out there who don't cheat, and the majority of players will continue to play honorable.

    I do NOT disagree with that. You see, that's not the problem. It's the social implications that will arise as a result of this. You now know that the person on the other side of the internet has unlimited potential to cheat. Any time you get your ass reamed, you're going to be supicious, wether that person really cheated or not. The few people who do cheat, will cheat like bitches and will only further justify this suspicioun. Soon it'll grow to hostility as everybody distrusts everybody and the scene is torn apart at the seams. You say your clan will play honorable, you say your clan won't cheat. But how do you know player (X) isn't cheating? How do you know player (Y) isn't cheating? You WILL be suspicious. It's hard enough to NOT be suspicious as it is.

    That is going to be our deathknell. We all saw how we reacted to eV. That was mild compared to what can happen with this one.

    Dalroth


    ==========

    If you REALLY care that much, the best thing you can do is send a nice pleasant email to them asking them to allow an exception for somebody to do a closed version of the game with the sole purpose of allowing the community to survive. Spamming them, threatening them, yelling at them and accusing them is the last thing in the world you need to do. That will only shut them off from teh community completely.

    Personally, I think in the short run this really sucks. But indirectly, in the long run, what they have done by releasing the code will far outweigh the death of the Quake community. The projects that grow from teh quake source, and the knowlege people learn by using it and studying it will have an impact down the road, however indirectly it may be. I for one am thankfull ID did this. The game code will benefit me later in life (and boy do I ever intend on studying it and learning things work) than a few more months of TF will.

    HendriX-uNF wrote:
    > while some people might consider this as a ground
    > braking present from ID, its also the death bell of
    > the community that we played TF with. This move that
    > ID just did was nothing more than to push people to
    > play Quake 3, in other words they killed a community
    > to create another one.
    >
    > I will never think in any way that John Carmack did
    > not know this. He knew quite well that if he killed
    > TF, he would gain unbelivable amounts of money while
    > pushing people towards the Quake 3 scene. Although
    > this "push" is not that obvious to some, to our TF
    > community, its going to strike like lightning in the
    > next couple of weeks.
    >
    > Thx ID for creating this community, no thanks for
    > killing it.
    >
    > HendriX-uNF

    1. Re:Just thought this was important to say by ewhac · · Score: 3

      If you thought EQ had a bad effect on TF, well you ain't seen nothing yet.

      I'm not familiar with 'EQ' and its relationship to TeamFortress. Could you provide a pointer to some historical background?

      What really sucks, however, is that because Quake is now GPL, we can't create a special version, controlled by a 3rd party that we can all use and know that nobody out there is hacking it.

      Complete disagreement. In fact, it is now easier to do this. QuakeWorld in fact implements this to a very limited degree by transmitting checksums back and forth on the models and maps being used by the client and server. Apply these checksums or, if you prefer, an MD5 digest to the client and server binaries and you should be able to build a web of trust fairly easily.

      Set up a Web server containing a known "cheat-free" version of the QuakeWorld server and client. Use GPG to sign the binaries and source archives. Allow peer review of the code, and allow reviewers to co-sign the cryptographic signatures on the archives. Over time, people will come to trust you as a source of cheat-free clients and servers.

      This next step is a bit harder, but it should be possible to come up with an authentication method that a server can use to assure to a very high degree that the client is uncompromised; and that a client can use to likewise verify a server.

      Schwab

    2. Re:Just thought this was important to say by David+A.+Madore · · Score: 1

      Bzzzt. You lose.

      No matter how you twist it, you can't get around this: if the server is Open Source, all the cryptographic protocols and the keys will be available for anyone to see, and consequently for anyone to spoof. There is no way to check that the client is uncompromised, because only the client can check that, and it can be compromised by definition.

      Actually, if you allow yourself one secret key, there is a theoretical method, but it won't work in practice. Cryptologists have invented a protocol called ``computing in hostile environment'' which is a way of using hostile computers to perform secure computations (in the sense that the hostile computers can, of course, refuse to carry out the computations, or they can tamper with it, but you'll always know about it). Theoretically, this could be used for a networked game like Quake. In practice, it is unusable because this protocol requires one request and reply on the network for every elementary operation being performed.

    3. Re:Just thought this was important to say by John+Carmack · · Score: 2

      How about this:

      Make a closed source program that acts as an exe loader / verifier / proxy for the open source main game.

      John Carmack

    4. Re:Just thought this was important to say by 0xdeadbeef · · Score: 2

      If you DO want a fair game, you'll have to invent one that runs off a central server which arbitrates all actions. Then you have a single point of trust-- the server. As long as you are depending upon the clients to not cheat, you cannot guarantee anything.

      To a large degree, Quake already does this. If I remember correctly, the server makes all decisions on collisions and movement. The client simply says "I want to move here, I want to rotate this much, I want to fire a rocket, etc.."

      The biggest problem is the ability to create client that completely ignore the rules on redering the scene. It will be much like the feature in qtest that allowed people to turn off texturing and shading, which, though it made the maps hard to navigate, also made all other players and objects stick out like a sore thumb.

      Now people will be able to play this game with no lighting, or with flat shading, and it will be much easier to see. Of course, it will also be possible to integerate "Stoogebots" into the client, but that's always been a problem, and those people are usually pretty easy to identify. Its the ability to add small, undetectable advantages that will ruin the game.

      I really hope Carmack had altrusitic motives in releasing the source. The proximity to Quake 3's release makes me suspicious. There are a lot of us "old school" Quake players who prefer it to Quake 2, for it's faster response time and less use of system resources. Though releasing the source may spawn a great deal of community creativity, I, like the original poster on this thread, think it is going to the kill the actual Quake "gaming" scene. Now to get my Quake fix, I'll have to play Quake 2 (yeck), or buy Quake 3 and play on those servers. (And also buy a whole new system that will be able to run it!)

      \begin{Homer}Sure Carmack is generous... LIKE A FOX! \end{Homer}

    5. Re:Just thought this was important to say by fsck · · Score: 1

      "TF has been on life support for a while now, but ID just pulled the plug. gg ID. gg TF. It's been fun. Time to move onto a new game however."

      Weapons Factory for Quake 2 is a joy. gg Dalroth.

      --

      Lars - ...I could always phone Linus when I had a problem.
    6. Re:Just thought this was important to say by David+A.+Madore · · Score: 1

      Ah but there you're just bringing part of the server on the local machine without changing much: how is the proxy supposed to verify that, once the (correct) binary has been loaded and started, another program won't ptrace it, and execute an (incorrect) binary instead? This doesn't work either.

      There is no solution to this problem, period (and, by a deft syllogism, we conclude that there is no problem ;-). The ``correct'' cryptographic solution is computationally unfeasible, and all other solutions are instances of ``security through obfuscation'' which, as all experience has shown, just doesn't work.

  76. I disagree absolutely by The+OPTiCIAN · · Score: 2

    >know why seti@home and distributed.net don't
    >release their source code? It is because the chance
    >of people hacking the code and wrecking the
    >system outway the benefits of letting people have
    >access to the code.

    No.

    It is one of the basic rules of producing a secure system that you assume that your code and model is and will be open for anybody to look at. You have to make it secure with this assumption. Things are too easy to reverse engineer for it to be worth your time pretending you have some sort of 'secret' approach.

    --


    Believe with me, my saplings.
    1. Re:I disagree absolutely by BinxBolling · · Score: 1
      I should point out that they don't have to triple the work, just double it-- compute everything twice, and throw out the result if the two disagree. (and then investigate without tipping off the people running the bogus clients right away)

      You may not even have to double it. If we can safely make the assumption that a client will either produce bad results on a relatively 'visible' percentage (i.e. at least 1 in 10) of blocks, or on none at all, then you can do this: Have the first block and, say, every 10th block thereafter that is handed to a client for processing be a block that was already processed by a 'trusted' client (that is, one you set up and operate yourself, and whose results you trust). If the results don't match, go back and mark all of the blocks that the untrusted client processed previously as 'unprocessed' so that they will get shipped out to other clients for re-execution, mark the client that gave the bad results as 'flawed' so that no further blocks are sent to it, and a note will go to whoever is running the show that something's up, so that he or she can deal with the client's owner, if necessary.

      Of course, this doesn't guarantee perfect results, since a client may have a subtle bug that happens to only show up on blocks where it wasn't tested. But running everything twice doesn't, either, since two untrusted clients may both be wrong in the same way.

      This sort of approach is probably only safe for non-critical applications: say, distributed rendering for those who do it as a hobby. But I suspect that the same holds true for any sort of volunteer-based distributed computing system.

  77. WindowManager on the Quake Engine by xQx · · Score: 2

    Now that would be cool.

    someone needs to make an X window manager based on the quake engine giving a true OpenGL 3D desktop environment :)

  78. Warning: Abject Linux/GL/VR waffle follows by PhiRatE · · Score: 2

    For many years, in fact ever since I installed amitcp and learned how to Goraud-shade on my lil ol Amiga, I've been working on various implementations and designs for useful 3D interaction.

    There are a number of people working on projects related to these goals, a short search of freshmeat will reveal a good percentage of them. I have my own code, and I'm sure a fair number of programmers out there have code on this particular ideal at one stage or another.

    From all this time, heres some insights I'd like to share:

    1. OpenGL. Bloody genius. Made my life a hell of a lot easier. Trying to work out complex network protocols as well as keep up with the latest high-speed rendering techniques and maintaining some semblence of cross-platform code was impossible.

    2. Linux. While I'm sure many won't agree, and they're welcome to their opinion, the sheer accessibility of Linux' networking and system functions has made things a lot easier. gcc and Mesa don't hurt :)

    3. Libraries. Lots of them have been useful at one point or another in my planning, specifically Mesa and linuxthreads, and less specifically all the people (Including the GNU guys and various universities) writing embedded language libs (see below)

    We are out of the chaos of bandwidth limitations and CPU limitations that hampered me when I first tried this kind of thing. It wasn't possible to draw much more than 30 triangles/sec without using assembler, and only the very best of the demo scene were doing anything decent in 3D. Now days 20 lines of C will get you a fully lighted, spinning cube with textures, in realtime, and not a hell of a lot more will get you a landscape engine, a model loader and some physics.

    Bandwidth as well, is not as bad is as maintained. You don't need the kind of bandwidth necessary to keep every object and every user in sync, even in big-visibility situations. The simple rule is to only have to sync those items controlled by a human, we're the only unpredictable ones.

    The inclusion of embedded languages allows every object, even those appearing to behave in a random fashion, to be deterministic. At this point, we have the CPU to manage such interactions and processing, and we have more than enough bandwidth available to maintain the state of all the humans, even in a fairly busy scene.

    Obviously I'm glossing over some details, latency being the biggy, and if I knew how to solve 'em all I'd be busy writing the damn thing, but I think that the point is more not whether its possible, but what the hell are we to do with it should we make it?

    As many have pointed out, and I agree, creating 3D chat is worthless. IRC is a far more effective medium for such things, and without VR headgear and voice transmission, the 3D would just get in the way. On the other hand, 3D collaborative environments are already here, at the high end with people like SGI etc. They've found good uses for them, collaborative visual design etc, and such things could scale down nicely into internet applications.

    The one closest to my heart is mapping systems to visual entities, essentially expert-system style bots that control networking and monitoring on machines on a network. Here the bandwidth and latency issues disappear (100mbs is pretty common) and the visual mapping is effective (a single-glance can convey the status of the network).

    There are many other similar concepts which certainly deserve investigation, so I say unto you programmers out there, busy conjouring up RPG worlds the net can access:

    "Not yet. But that don't mean there aint some good stuff to do".

    And to those who haven't tried it yet, get your teeth into OpenGL, it rocks.

    Tools I believe we need before an Open Source effort can be truely effective:

    1. A good, open source, 3d modeller. I love AC3D (http://www.comp.lancs.ac.uk/computing/users/andy/ ac3d.html) but it isn't open-source and I can't add stuff to output to formats I need or new features (script attachment, physics definitions etc)

    2. A platform independant, embeddable, extensible, interpreted language with a bytecode compiler for size, a good method of removing all filesystem/memory access components, regex, and a fast executor. Guile (http://www.gnu.org/software/guile/guile.html) is good, but it doesn't do all of that.

    3. An effective, fast, secure, broadcast-capable combination packet/stream networking library with priority (send this msg NOW, send this message when the queue is clear, this message MUST arrive this message doesn't have to). Should be a fairly easy build on top of udp (with tcp possibly for reliable messages) and a bit of encryption.

    If anyone knows any good implementations of solutions to the above, I'd love to hear it :)

    I've got a lot more to say but I'm far enough off topic as it is, and a long dissertion on expert-system AI would not really be appropriate.

    --
    You can't win a fight.
    1. Re:Warning: Abject Linux/GL/VR waffle follows by andi75 · · Score: 1

      > 1. A good, open source, 3d modeller. I love AC3D (http://www.comp.lancs.ac.uk/computing/users/andy/ ac3d.html) but it isn't
      > open-source and I can't add stuff to output to formats I need or new features (script attachment, physics definitions etc)

      There is a project called 'PrettyPoly' doing exactly that for the exact same reasons:

      http://prettypoly.sourceforge.net/

  79. q3 source coming, soon? by Wah · · Score: 1

    this is from JC's .plan

    Name: John Carmack
    Email: johnc@idsoftware.com
    Description: Programmer
    Project: Quake 3 Arena
    Last Updated: 12/21/1999 20:24:07 (Central Standard Time)
    ------------------------------------------------ -------------------------------
    12/21/99
    --------

    The Q3 game source code is getting pushed back a bit because we had to do
    some rearranging in the current codebase to facilitate the release, and
    we don't want to release in-progress code before the official binary point
    release.

    We still have a Christmas present for the coders, though:

    http://www.idsoftware.com/q1source/

    Happy holidays!


    conjecture at will.

    --
    +&x
    1. Re:q3 source coming, soon? by JamesKPolk · · Score: 1

      He doesn't mean what you think he means.

      They'll be releasing the interpreted source, that mod makers will use to make their mods.

      This is the equivalent source that's already out for Q2.

      No game engine stuff to see here... please disperse.

  80. Genesis3D by Miskatonic · · Score: 1

    FWIW, the Genesis3D SDK is in violation of the Open Source definition. While it does indeed make its source code available, the licensing terms are fairly restrictive, so it is not free software.
    A much cooler project is Crystal Space, the LGPL'd cross-platform multi-API 3D game engine. It's nowhere nearly as complete as Genesis, but shows a lot of promise. I suspect today's announcement will be a boon to CS, since any of the code in Quake can now go into CS.

  81. It compiles under FreeBSD - Quick Hack by Anonymous Coward · · Score: 2

    I've managed to compile it under FreeBSD in X11 mode, without sound or cdrom support (yet). All you have to do is edit the Makefile so that only X11 binaries are created, modify cd_linux.c and snd_linux.c so that they don't do anything and now you have a native FreeBSD version. No more Linux Emulation.

  82. Part of Quake 2 source included? by Cebrian · · Score: 1

    I just noticed a lot of #ifdef QUAKE2 in the WinQuake
    source tree, and I was just wondering... Anyone
    tried to compile it? In the WinQuake/docs directory
    I found also a scary INSTALL.Quake2 file...

    This is most likely remainders of an early experiment
    by JC. I recall too many differences in the games (16 bits,
    transparency, model interpolation) just to be the same engine.

  83. Very cool thanks! by xeer0 · · Score: 1

    These threads always get cluttered up with a lot of yada, yada, blah, blah, blah...

    Bottom line:

    Cool source entering the GenePooL should not go unnoticed.

    Thanks id.

    --
    "Hey... don't be mean." --Buckaroo Banzai
  84. I'm of Two Minds... by ewhac · · Score: 2

    I'm really setting myself up as a target for massive flames here, but this latest development has made a tough personal choice even tougher.

    As you all know, Quake 3 incorporates a new form of copy protection. Each copy of Quake 3 comes with a unique CD key. Basically, when you attempt to play a networked game, your CD key is sent to id Software's authentication server. If it's good, and not already in use by someone else, the server allows you to play. This scheme is to combat unsanctioned copying of their game.

    I have several philosophical problems with this:

    • If id Software's authentication server dies, no one can play a networked game. Designing in a single point of failure is always a poor idea.
    • CD keys can be revoked at their sole discretion. This can theoretically be used to shake down legitimate users by claiming their key was compromised. This vulnerability to users bears consideration. (Note that this is theoretical; id Software's management would never do this. However, how far would you trust -- oh, let's say -- Microsoft with such a scheme?)
    • It's an attempt to impose artificial scarcity in a Universe where it doesn't exist. Digital bits are, and always have been, easily copied at zero cost, which has certain unavoidable economic consequences. Trying to build walls against these consequences is, ultimately, foolish. See my essay, Digital Sculptures, for a more detailed discussion of why this is so.

    id Software published Quake and Quake 2 without onerous copy protection in place (Quake 2 would check if the CD was in the drive, but that was it), and id Software made a lot of money. Now here we are at Quake 3, and we are suddenly informed that, "software piracy [sic] has become an enormous problem," without any hard data to back it up. To combat this alleged problem, hard-core cryptographic authentication techniques have been devised and implemented, presumably at significant cost to id...

    For a game.

    Moreover, id has been encouraging people to treat their Quake 3 CD keys as a secret as closely held as your credit card number. This analogy is grossly flawed in that the two numbers protect two very different things. Accidental disclosure of your credit card number could compromise your account and credit rating. However, accidental disclosure of your CD key probably won't compromise your copy of Quake 3. Rather, it compromises id's ability to sell more copies. Thus, with this flawed analogy, id attempts to conflate sales projections with personal property and reputation.

    Are we to presume that, if this particular form of copy protection hadn't been implemented, it would have been impossible for id to turn a healthy profit? I find this very difficult to believe.

    For primarily these reasons, I have elected not to purchase a copy of Quake 3. I find copy protection, on general principles, to be an unnecessary inconvenience, and smacks of an attitude of selfishness that has very little place in a Universe where scarcity does not -- and I contend should not -- exist.

    Lest you think I am some kind of W4R3Z M0NK3Y, let me, a legitimate purchaser and owner of Quake and Quake 2, state very clearly and <STRONG>ly that John Carmack and everyone at id Software deserve every last penny they receive from sales of their software, plus more besides. Carmack is an absolutely brilliant man, far above my station and ability, and deserves every Ferrari he can lay his hands on. Same with the artists. They have done an absolutely incredible job of creating compelling new worlds for us to explore. All of them have worked unbelievably hard, and earned all the rewards we might wish for ourselves, were we in their shoes.

    That's why this release of the Quake source code makes it so much harder for me to stick to my decision. By doing this, Carmack, Zoid, and everyone else at id have reinforced their astonishing coolness and deservedness of my support. I have been enriched by this release, which has only strengthened my respect for them. Against all "common business sense" (which is frequently common but rarely sense), these guys dropped one of the best known jewels of gaming history into the Digital Commons and said, "Here ya go." id Software have done virtually everything right.

    ...Except for the Quake 3 copy protection.

    The infinite copyability of digital bits at zero cost forces a new kind of economic model, one that is fundamentally incompatible with the market-based ecomony we know today (which depends on scarcity/inconvenience to survive). I prefer to acknowledge this new economic model, and try to find ways to live and survive in it. Copy protection, on the other hand, is an attempt to deny this reality and impose artificial scarcity/inconvenience. This is, to a very limited extent, necessary if we're going to continue to be able to develop and enjoy monsterously complex games like Quake 3 (I know I couldn't draw all those textures myself). But the fundamental nature of digital media makes this an extremely brittle solution, as any publisher beleaguered by "piracy" will tell you. Once your protection scheme is cracked, natural forces take over.

    I don't even pretend to have a solution to this chasm between our current market-based economy and The (Real) New Economy heralded by digital media. We as a society are still coming to grips with these new capabilities, and have only just started to form new social rules about them. This process of exploration isn't anywhere close to complete yet, so now is definitely not the time to try to bend digital bits into an economically expedient pretzel. (This is true not only for id Software, but also for the RIAA, MPAA, and all the other content providers trying to impose copy protection on the entire digital stream.) If nothing else, it will only make the social shock all the worse when Star Trek-style replicators finally turn up.

    id Software: Please pledge to, at some point, drop the copy protection. It is contrary to the nature of digital media, and your unique position in the industry makes me confident you don't need it, anyway.

    Schwab

    1. Re:I'm of Two Minds... by MrEd · · Score: 1
      But it's not foolish to try and set up artifical barriers against software copying.

      Quake has a reputation now where every FPS player and their dog wants to get a copy and play it. ID software is now in a position where the 'unneccesary inconvenience' of copy protection will not dent their sales one bit (minus you). If they want to reap the rewards of all the hard work which they've put into it, they must prevent Quake III from suffering the same fate as Quake II, pirated beyond belief. Besides, since Q3 depends on internet access, the central CD-key database is the most logical and least inconveniencing form of copy-protection around...

      If their central authorization server goes down, you can better believe that it'll be back up soon. 'Till then, play against some bots.

      Also, Id's urging for people to protect their CD-key is simply to cut down on the number of people who give away their number to joe244243@bigfoot.com and call Id up to whine.

      Note: I'm not pure as driven snow, I'm in fact a fair asshole when it comes to paying for software that I use. But I fully support the efforts of software developers to protect their intellectual property from theft.

      It just means I'll have to go opening boxes at Wal-Mart with a pen and paper handy... (kidding, don't slaughter me, moderators...)

      --

      Wah!

    2. Re:I'm of Two Minds... by jamesbulman · · Score: 1

      You're missing the point on copy protection. The fact that the digital media makes it easy to copy things does not give you the right to copy those things.

      id Software spent allot of time, money and effort creating Quake III Arena. It belongs to them and they are well within there rights to do what is neccessary to stop people from stealing from them.

    3. Re:I'm of Two Minds... by Stavr0 · · Score: 2
      ... worked for HalfLife

      and StarCraft too.
      ---

    4. Re:I'm of Two Minds... by ewhac · · Score: 1

      I'm probably going to lose people because of the length of this post, but I'm going to try anyway, because this issue is very important to me. There are a lot of points in a lot of different messages, which I've collected and replied to in this single post. Throughout, I will use admittedly charged terms like 'foolish', 'silly', and 'childish'. I will justify the use of these terms in due course, so hang in there.

      cliffski writes:
      i must fundamentally disagree on the topic of id softwares right to use copy protection. [ ... ]

      I am not disputing id's right to do anything. As creator of Quake, they have the absolute right to do anything they wish with it, including not release it at all. They don't owe us -- and we are not "entitled" to -- a single thing.

      No. What I'm objecting to is the foolishness of adding copy protection at all. Digital media is a universe of infinite abundance, so how do you justify hoarding anything? Don't answer yet; I'll come back to this issue later...

      nothing is [guaranteed] in the games world, especially when someone releases Unreal Tournament just before you!

      It will be very interesting to compare sales figures of Unreal Tournament versus Quake 3 in about six months. UT simply has check-for-the-CD copy protection (which is still silly, but much less silly than cryptographic authentication).

      if you belive that id have the right to benefit from their work, then they MUST have the right to enforce that protection.

      Again, I'm not disputing their right to impose protection; I'm arguing that copy protection is socially unredeeming, and could lead to bigger problems down the road.

      Copying games is theft, [ ... ]

      No, it isn't. Theft is when you deprive somebody of their property, such that you now have it, and they don't. Copying creates a new instance; the original owner still has his/her original object. I covered this in my essay.

      MrEd writes:
      But it's not foolish to try and set up artifical barriers against software copying.

      I contend that it is, precisely because it's artificial. Again, I'll justify this futher in a bit...

      If they want to reap the rewards of all the hard work which they've put into it, they must prevent Quake III from suffering the same fate as Quake II, [ ... ]

      The fate of Quake 2? Quake 2 sold millions of legitimate copies, and id Software made tens of millions of well-deserved dollars, even in light of the fact there were enormous numbers of unsanctioned copies. Seems to me they would want to repeat the fate of Quake 2.

      jamesbulman writes:
      The fact that the digital media makes it easy to copy things does not give you the right to copy those things.

      Possibly not. But in a universe where there's infinite abundance, how can you justify, in social terms, demanding people not make copies?

      Anonymous Coward writes:
      First: Are you sure it's *one* server? Second: If the auth servers go down, they will be back up immediately.

      id are certainly competent enough to keep their servers running. But if some nincompoop with a backhoe slices the fiber to their building, then you're hosed, and we're back to a single point of failure again.

      I am afraid you represent the foolishness here. [Server-side authentication] has been done already, with huge success.

      Just because a thing is technically possible or available doesn't make it a good idea. There are societal consequences here which most people haven't thought about.

      "software piracy [sic] has become an enormous problem," without any hard data to back it up.
      Is there any doubt about this fact?

      Yes. Big fat doubts with green hair growing on them.

      Fact: Software publishers continually lament "losing" billions of dollars a year to unsanctioned copying. They routinely refer to these unrealized revenues inaccurately as 'theft'. Yet these 'thefts' are never reported to their shareholders. Fiduciary duty requires thefts, especially of the magnitudes claimed, to be reported to shareholders in the company's financial statements. Since the "losses" from unsanctioned copying are never so reported, we may conclude that true 'theft' is not occurring.

      Fact: Despite "losing" billions of dollars a year to unsanctioned copying, software companies, on balance, continue to post rising profits. Micros~1, which portrays itself as the industry's biggest victim of unsanctioned copying, has posted record earnings quarter after quarter for years. Thus, these "losses" are not really occurring.

      Fact: No software company has ever been driven out of business due to unsanctioned copying of its products. Such business failures are due to poor quality products, poor management, or lack of business acumen.

      Fact: Quoted figures on industry "losses" to unsanctioned copying are completely theoretical, based on idealized extrapolations of what-if scenarios. It is impossible to gauge the precise amount of unrealized sales because it requires measuring events (sales) that didn't happen. You'd have to fork() a copy of the universe where unsanctioned copying was impossible, and compare the results against the real universe. We must not take the SPA's numbers seriously; not only are their numbers, ultimately, made up, they refuse to even disclose how they made them up.

      So, yes, the idea that "piracy" is a big problem is still very much open to debate.

      Again you speak as if id were into charity.

      Nowhere did I suggest id is into charity. Nowhere did I suggest that id should not be compensated handsomely for their work.

      What I am suggesting is that, due to the infinite copyability of digital bits, the economic and social rules are different, and that copy protection is an attempt to force an old ruleset that, in the long term, cannot work. (Hang on, we're nearly there...)

      The only ones who hate CD keys are warez puppies [ ... ]

      ...And people who want to keep the digital universe free and unfettered, so that its infinite abundance may be enjoyed by all.

      As for being a w4r3z pUPpY, please be assured that, once Quake 3's copy protection is removed, I will be off to Fry's with my wallet so fast, you'll see a red shift on my butt.

      Okay. Remember how I said I would try to justify all my weird claims up there? Here it comes:

      I'd like you to indulge me for a moment, and use your imagination to picture what life might be like on the Starship Enterprise. More precisely, what would life be like where everyone had access to a matter replicator? What would society be like? What would the economy be like?

      Let's take the economic consequences first. What happens to a market-based economy when you start handing out replicators? It collapses, that's what. A market-based economy relies on scarcity and inconvenience to operate. If you introduce a replicator, scarcity and inconvenience vanish, and suddenly you can't charge money for physical objects anymore, since your intended market is now simply copying them. Just ask your friend Brad to borrow his BMW for five minutes, stick it in the replicator, *ZAP*, and you get to have a BMW, too.

      Okay, so what are the social consequences of this? Do we decide that copying objects is 'theft', or even unethical? Well, really, how can you make either claim? It isn't theft, because no one is deprived of anything. I also have a hard time seeing how it's unethical. If I copy your stuff, you are not diminished or deprived in any way; you still have all your stuff. It's just that now I have a copy of it, too. Why would that be a bad thing?

      You may argue that such copying dilutes the value of your property. But if, on the Starship Enterprise, everyone has access to a replicator, then everyone's in the same boat (so to speak). Everything is copyable, and everyone has copies. Thus, the 'value' of your copy is not its relative scarcity (since scarcity doesn't exist), but how it enriches the quality of your life. You would select what to copy based not on what you could afford, but its utility, design, and its aesthetic qualities.

      Let's say you were an artist in this future world, and you had just spent the last two years building a sculpture. Everyone you show it to thinks it's wonderful. Now, as the creator and owner of this sculpture, you have the right to demand that no one copy it. You may even be able to enforce this desire with force fields of some kind. But why would you do this? Why, with infinite abundance all around you, freely available to everyone, would you want to keep this fine creation to yourself? More importantly, how would the society around you view this behavior? Might they just possibly see it as foolish?

      If a Star Trek universe is too abstract for you, let me offer a more familiar scenario: A schoolyard. There are plenty of balls for all the children to play with, all of them identical. Yet, invariably, some children will latch on to a particular ball and yell, "My ball!!" If someone tries to take it away from them, they will get upset. There they are, standing in the middle of an abundance of balls, all of which are free for them to grab, yet they will insist on a particular one being "theirs." We try to discourage this behavior in our children, because it's foolish.

      The reason I bring these analogies into play is because the exact same forces are at work in the memories of our computers. Just as the crew of the Enterprise stand in the midst of infinite material riches, we stand in the midst of infinite digital riches. Therefore, the same economic and social consequences apply to digital works. Yes, you have the right to impose copy protection, and the technical means, but if, economically, it doesn't matter, and it makes you look socially foolish, why would you do it?

      You're probably thinking I'm being disingenuous here. I'm not. I fully acknowledge that, as of this writing, the digital universe is a completely different thing from the physical universe. In the physical universe where we all live, we use the tool of the market-based economy to motivate people and get our basic needs met. Yet the digital universe heralds an age where this will no longer be true. The two universes are existing simultaneously side by side; how do we reconcile the two?

      I haven't the faintest damned idea. We are still reacting to and building social models for this new universe. And this is why I feel that copy-protection is so wrong-headed. It's an expediency that potentially short-changes our replicator-laden future by causing the wrong social models to be built. The physical universe makes it a very compelling expediency, true, but it could have staggering consequences when the physical universe finally catches up and replicators appear (and they will appear; they're too cool not to).

      So, if we were to acknowledge that copying is going to happen and that it's okay, how would we motivate people to create things in the first place, and compensate them for their work? This is the area that needs exploration, and I encourage everyone to think about it.

      To be honest, I have no idea how our society would react to replicators. It may turn out that, as primates, we are biologically compelled to be territorial about things, even when it doesn't matter. We may decide that wholesale copying of physical objects is wrong. I don't know; I'm not an anthropologist. Since we have no idea what's going to happen, I personally would prefer to work toward and build the future toward which we as a species seem to have been striving for centuries: Unrestricted, infinite abundance for everyone at zero cost.

      And that's why I can't support Quake 3's copy protection. It's not because Quake 3 is a poor product (it's excellent), or because id Software are evil (they're not), or even because it's too expensive. It's because copy protection is not part of the future I want to build.

      Schwab

  85. Re:Level maps *are* GPL'd by Anonymous Coward · · Score: 1

    I strongly suspect the original poster is not in favor of the GPL, but is trying to FUD against it by pretenting to be a fanatic and stating things that aren't true.

  86. Finally Quake for the BeOS by otomo_1001 · · Score: 1





    Finally Quake has come to BeOS!



    Ok I know how most of you feel about the BeOS But I will soon have a version of quake (my personal fave) on MY favorite os. Yippee!

    Hopefully Q3 isn't far behind.
    I'm betting that the GL Quake source will be the stuff to look at.

    Time to get out the coffee and stay up all night compiling/reading source, and skip school tomorrow.

    John Carmack rules.

    --If i had a good quote, It'd go here -me

  87. Instant Karma by Vryl · · Score: 1
    Is the source of all evil.

    I speak as moderator form the very first days when 'ordinary' /.ers could moderate.

    Just because you are Carmack or ESR or RMS or Christiansen does NOT mean that EVERYTHING you post is worth of a moderation increase.

    In fact, as some of Toms replies to flamebait prove, often they should be moderated down.

    If a post is judged worthy by the collective wisdom of /. then it will be moderated up accordingly, and does not need the +1.

    All the moderation bonus does in produce envy and increases the much discussed /. signal to noise ratio as ppl (like me right now) discuss it. It also promotes heirarchies, essentially saying 'I am more worthy than you'.

    /. would be fairer and better without it. I think the /. moderation system is an amazing thing, but does no need the bonus system at all.

    1. Re:Instant Karma by harmonica · · Score: 2

      I totally agree.

      And instant karma is also unnecessary because the real good stuff usually gets moderated up very fast. I'm always amazed that there must (?) be so many folks with moderation points so that insightful links etc. are going up to five only minutes after the message was posted. How many Slashdot readers with accounts are there?

      To the original poster: If you're interested in all that JC had to say in this forum, simply click on his user info and you get a list of his statements.

  88. Re:Official CVS by Yambert · · Score: 1

    http://www.sourceforge.com might be a good place.

    Who wants to be the maintainer?

    --
    ("kitten vs. puppy vs. baby vs. new video card") a simple summary of my life.
  89. Comment removed by account_deleted · · Score: 2

    Comment removed based on user account deletion

  90. Re:Vindictive Licensing by Erik+Hollensbe · · Score: 1

    But you forget that iD and Epic (Unreal) probably make the majority of their money in source licensing, which was very profitable for the Quake2 engine.

    -Erik-

  91. Missed URLS: by Petor · · Score: 1

    CrystalSpace is: crystal.linuxgames.com
    NetSpace is: ns.weblink.org

  92. I have to disagree... by cliffski · · Score: 1

    you make some very interesting points, however i must fundamentally disagree on the topic of id softwares right to use copy protection. To put my comments into perspective im an amateur games coder myself, even earn a few bucks from it (in a very small way).
    id software are not a bunch of kids knocking out Quake III in their spare time, they are a business that, like every other games company is taking a big gamble. I know...I know, quake 3 looks like it will sell like hot cakes, but it aint guaranteed, nothing is in the games world, especially when someone releases Unreal Tournament just before you!
    The amount of effort, time and money required to create a game like Q3 is astounding. It may take coders years to slave away on what you dismiss as 'just a game'. All that effort, all that time and work, and there are those who think that somehow they 'deserve' to have it for free.
    id Software are trying to stop people stealing their product. yes its ones and zeros, but its still the product of hard work, and if everyone took the attitude that they shouldnt have to pay for it, there would be no more games.
    i know you arent advocating piracy, but the flipside of the coin is that if you belive that id have the right to benefit from their work, then they MUST have the right to enforce that protection. We all know there are ways round any copy prot scheme, but we are slashdotters, do you think Joe public will be prevented from copying the game from his mates because of the key? YES he will, and so he should be. Copying games is theft, if you havent got your own unique Quake III key then you dont own it, and if you want to play it, BUY IT.
    The ONLY justification for complaining about copy protection is hwn it is unnecesarily inconvenient or can prevent legit owners from playing, and there is no eveidenc of this.
    Ill be getting my copy for Christmas, and one things for sure, i wont be divulging my CD key to anyone else. If you like the look of the game (and you can play the demo first). BUY THE GAME...

    --
    DRM-free indie games for the PC and Mac: Positech Games
  93. Re:Begging for Karma. by deefer · · Score: 1

    You silly arse. Go look up the definition of "humour".

    --

    Strong data typing is for those with weak minds.

  94. Worked for Half-Life by DrSkwid · · Score: 1

    I aint got a copy yet but I guess it's only for the Online version of the game you'll need a unique key. Just like half-life. This makes the protection a better marketing tool than most because ppl WILL pir8 the game and then when they're fed up with bot's they'll need a key to go online. Off down GAME with £39.99. If HL hadn't been this way I'm sure it wouldn't have been best SELLING game of the year. The system isn't perfect as a witness to my conenction to won.net disappearing a few times and the perrenial favourite "Your CD key is currently in use" - which didn't actually mean that just Authentication failed - take the key out of the registry and type it in again! Good luck to them. My Quake1 CD is "on loan".
    .oO0Oo.

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  95. ahh but what about crack dot com? by SEAL · · Score: 2

    They were the real Santa Claus as I recall. I made a quick scan of the article headers and I don't see any mention of them.

    Back when Quake was new, crack dot com had the source on one of their servers. Someone happened to lift it from them.

    Would Carmack still be giving us this official source release today, if that event had never taken place? He seems like the type who would, but you have to wonder if this subject ever came over at id, before releasing this.

    Best regards,

    SEAL

    1. Re:ahh but what about crack dot com? by Cironian · · Score: 2

      Well, there is still a significant different between an illegal copy of the sources appearing on some FTP servers and an official, free for everyone, GPL release... For example to a games developer the warezed version (I think that the right term here) would only be good to take a quick look at and see how a certain thing was done while now you can really do anything you want with it.

      With this legit version id are giving something away that they charged about 1M$ not too long ago. Good karma for them and I again feel nice about buying Quake 3 instead of getting it in some illegal way.

    2. Re:ahh but what about crack dot com? by Hard_Code · · Score: 2

      Well, they released wolf3d and doom. In another 2 or three years, maybe it will be quake 2 89

      Jazilla.org - the Java Mozilla

      --

      It's 10 PM. Do you know if you're un-American?
  96. Re:Again? by DocTee · · Score: 1

    I'd say it would be substantially different, actually. The source that was stolen a few years ago only went as far as winquake, as far as i remember; this includes the GL versions and QuakeWorld.

    There've been a LOT of changes since then.

    --
    - doctea
  97. Re:too bad they chose GPL by Lonesmurf · · Score: 1

    I don't seem to understand what problem people have with the GPL.

    I'm not trying to start some holy war here or open any wounds, I'm just curios about a couple of things:

    1) What is so terribly wrong with the GPL?
    2) What is the MPL?
    3) What are the advantages and disadvantages of each?
    4) What is 'immoral' about the GPL?(that just cracks me up, has it been molesting little children and puppies again?? Bad GPL! Down GPL!)

    --

  98. [OT: email address request] Re:Santa Carmack by Convergence · · Score: 1

    Awesome!

    I want to use this in my signature or save it for use as a quote. I suspect that I am not the only one. :)

    So, to give accurate attributation for it, I would like your name or email address. Or is it OK for me to just leave it unattributated.


    Thanks.

  99. Re:Level maps *are* GPL'd by Sesse · · Score: 1

    At least that couldn't go `seamlessly' into the GPL -- you'd have to clearly state somewhere your additional clauses (ie. don't hide them in the GPL clauses somewhere). The GPL states explicitly that "changing is not permitted" :-) So, you'd have to have a CHANGES.2 file or something.

    /* Steinar */

    --
    (This comment is of course GPLed.)
  100. What about Linux? by Sesse · · Score: 1

    Are there any plans for making the Linux (squake and glquake) versions available as well?

    The main reason I've been waiting for the Q1 source code, is the ability to compile a glibc2/libc6 version of q1 :-)

    Oh, while we're at it, I'm struggling to make the Q3A-demo work with masq here... but I guess I'll sort it out :-)

    /* Steinar */

    --
    (This comment is of course GPLed.)
  101. everything.blockstackers by cazz · · Score: 1

    After going to the link [?] on the above article, I realized that the link for GPL goes to the description on everything.blockstackers.com instead of a non-opinion based description of GPL. A better place for the [?] link of GPL would be to point either to www.gnu.org or http://www.gnu.org/copyleft/gpl.html (the gpl).

    --
    -b
  102. Wish Origin did the same by David+A.+Madore · · Score: 1

    I wish Origin did the same for the Ultima and Ultima Underworld games that are now too old to be sold. Despite their age, I think Ultima 6 and 7, and UW were the best computer games ever (barring ``Betrayal at Krondor'', and, perhaps, older stuff like KQ1 and, naturally, Adventure).

    I wrote to them to try to persuade them that it would be a Good Thing(tm), but they didn't even bother to reply.

  103. Re:modified GPL by Dwonis · · Score: 2
    But you're not changing the GPL, just the terms of your license.

    Your actual software license is not the text of the GPL, but:

    Copyright (C)

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA


    This point is moot, however, because the quake map and pseudocode compiler (the Quake engine) and the data it works on (the precompiled quake-c and the maps) are separate entities.

    A Quote from the GPL:

    These requirements apply to the modified work as a whole. If
    identifiable sections of that work are not derived from the Program,
    and can be reasonably considered independent and separate works in
    themselves, then this License, and its terms, do not apply to those
    sections when you distribute them as separate works. But when you
    distribute the same sections as part of a whole which is a work based
    on the Program, the distribution of the whole must be on the terms of
    this License, whose permissions for other licensees extend to the
    entire whole, and thus to each and every part regardless of who wrote it.

    Thus, it is not the intent of this section to claim rights or contest
    your rights to work written entirely by you; rather, the intent is to
    exercise the right to control the distribution of derivative or
    collective works based on the Program.

    In addition, mere aggregation of another work not based on the Program
    with the Program (or with a work based on the Program) on a volume of
    a storage or distribution medium does not bring the other work under
    the scope of this License.

    --------
    "I already have all the latest software."
  104. Re:Level maps *are* GPL'd by Dwonis · · Score: 1

    Have you ever considered that the engine and the maps are totally separate entities? They're not even made by the same people!

    And you're an idiot if you think Carmack is not for us. Just because he released *his* work under the GPL does not make him able to speak for the rest of the id guys.
    --------
    "I already have all the latest software."

  105. Re:modified GPL by SpaceCadet · · Score: 1
    Irrelevant. If I change the terms of the license, it's legal, so long as I don't claim it to be the GPL.

    So that copyright doesn't apply. If I, or our anonymous poster, rewrite the license to include extra clauses, and change the Copyright statement as well to name the license the "Green Fuzzy Choo-Choo" license, by someone other than the Free Software Foundation, then it is legal. How many modified versions of the GPL have we seen? Do you really think they're all illegal?

    --
    -- The meek shall inherit the Earth. In very small plots, about 6 feet by 3.
  106. GPL Virus and Quake 2/3 by gonar · · Score: 2

    My understanding of the GPL is that it has virus like qualities in that all derived works of a GPL'd code base are also 'infected' with the GPL.

    Does this mean that Quake 2/3 are now also GPL?

    I find it hard to believe that there is NO shared/derived code from one version to the next.

    Or does the GPL allow for cases exactly like this where a derived work (Q2) exists prior to the GPL being attached to the precursor (Q1) means that the derived work is exempt?

    --
    The difference between Theory and Practice is greater in Practice than in Theory.
    1. Re:GPL Virus and Quake 2/3 by Darwin2000 · · Score: 1

      No, I believe he is right. Since to GPL it, you have to first copyright it. It does not put GPL to the source for 2 and 3. But on the other hand if someone derives a program from the GPL'd code, other then ID they will have to keep the source open. Since that is how he has hence forth liscenced it to the public.

    2. Re:GPL Virus and Quake 2/3 by jallen02 · · Score: 1

      You forget one thing. Since ID owns the software THEY do not have to release there code under terms of GPL (any of there modifications) what GPL does is just stops YOU and I from grabbing the source and making a QuakeII that is all closed and proprietary. Not a biggie tho. But know them liscences before posting comments.

  107. Wolf3D, Doom ... by justin_saunders · · Score: 1
    Have both been "officially" released by Carmack. Also, he mentioned about 12 months ago in a .plan file that he'd be releasing the Quake source.

    So yeah, I think he would have done it anyway :)

    Cheers,
    j.

    --

    "My cat's breath smells like cat food." - The Tao of Ralph Wiggum.
  108. Did you just make that up? by justin_saunders · · Score: 1
    Excellent work. You've obviously been listening to waaaaay too many Xmas carols :)

    Will someone forward this to Blues or Stomped?

    cheers,
    j.

    --

    "My cat's breath smells like cat food." - The Tao of Ralph Wiggum.
  109. why VisualC now? It was done with GNU djgpp by segmond · · Score: 1

    Everyone who has reversed the original quake binary knew it was done with GNU djgpp. Why did ID clean it up to use visual C? hrmmm. I don't have windows, and gawd knows I am not switching to windows or dos to work on quake.


    --
    ------ Curiosity killed the cat. {satisfaction brought it back | it didn't die ignorant | lack of it is killing mankind
    1. Re:why VisualC now? It was done with GNU djgpp by UnknownSoldier · · Score: 1

      > Why did ID clean it up to use visual C?

      Because Carmack use NT and Visual C to do the bulk of his coding.

      A lot of us game developers do (myself included.)

      Cheers

  110. Re:Level maps *are* GPL'd by m8919 · · Score: 1

    No one is forcing you to compile quake.

  111. Re:Level maps *are* GPL'd by Eccles · · Score: 1

    I can take the GPL, add a clause[...]

    Actually, that would qualify as a "derivative work" under copyright law, and you could be prohibited from distributing your license. On the other hand, you could write "This code is licensed under the GPL, with the following exception: you may only compile the code if you're standing on your head, [yadda yadda yadda]"

    I also think the banana clause would be rather hard to enforce -- particularly given trade disputes over bananas -- so I think you would have to allow for any local fruit to be an acceptable substitute.

    --
    Ooh, a sarcasm detector. Oh, that's a real useful invention.
  112. Re:Level maps *are* GPL'd by Andrew+Cady · · Score: 1

    The GPL goes as far as copyright law lets it go. Writing QuakeC is NOT a derivation of the source code to the internal QuakeC compiler. (Imagine that, because GCC is GPLd, all C code must be GPL'd too). The GPL doesn't place any restrictions on use either, so it wouldn't disallow using GCC to compile commercial proprietary programs.
    If the original QuakeC source was released under the GPL, all derivations of that would have to be GPL'd. But the original QuakeC code was released under a non-copyleft license (either non-profit use or Xfree-style, probably). You can't just take that back by releasing it again under another license. That would be like me taking a Xfree, which allows me to release it myself under new licenses, and release it under the GPL, and then try to stop other people from using Xfree in proprietary programs. Makes even less sense than real copyright law.

  113. Re:What is WRONG with you people? by Ares · · Score: 1

    Yeah, especially the condition that its not warranted to work in any particular way (read: Quake I GPL is not guaranteed to be playable). There's no reason to not be able to download the shareware version and use its WADs, as a previous poster had said.

  114. Thank you by Kierkan · · Score: 1

    Nothing else to say...

  115. someone call Loki by tuffy · · Score: 2

    This would make a great "budget disc". Loki could put the Quake 1 data + soundtrack on a CD along with Quake 1 for Linux (compiled for several architectures) and the source code. Maybe even toss in a level editor or three. For a reasonable price (~$15 ?) I'd pick it up.

    --

    Ita erat quando hic adveni.

  116. Re:Just thought this was important to say?!?! by __aaedhn419 · · Score: 1

    Your post, while erudite, smacks of fear and paranoia. These problems faced by a GPL'd Quake are trival and not dangerous. As you should know, solutions have been debated and implemented for open source authenication many times. Indeed, open source is far easier to protect than most closed source apps - if your beloved TF had believed this it wouldn't have had to release so many versions.

    I submit: iD is friendier and more altrustic than TF. Every day.

    I submit: you do not fully understand what open source means.

    I submit: your personal website is ugly and non functional. (Hah! :)

    Michael Buttrey

  117. Watch. by mcrandello · · Score: 1

    Someone will figure out the algorithm for the cd-keys, or everyone will publish theirs. Then you shall have your wish. I wouldn't even be surprised if they take it out in their first version upgrade (similar to the 3.14 patch disabling the cd-in-the-drive requirement in Q2) Just because it's no longer the "hot potato".


    mcrandello@my-deja.com
    rschaar{at}pegasus.cc.ucf.edu if it's important.

    1. Re:Watch. by mcrandello · · Score: 1

      because people like you annoy the hell outta me

      Well for what it's worth I'm happy I do. Someone with such a foul attitude certainly does need something to fuel it. Just call me glad to be of assistance. Boob.


      mcrandello@my-deja.com
      rschaar{at}pegasus.cc.ucf.edu if it's important.

    2. Re:Watch. by fsck · · Score: 1

      "Did anyone manage to create keymakers for valid ONLINE-play CD keys for Starcraft or Half-Life? No."

      Yes. Its called brute force guessing, you should see a similar project at distributed.net

      Such methods of brute guessing are bound to turn up a valid key, sooner or later, and maybe that key is still shrink wrapped in CompUSA's warehouse, so you get to play all you want after downloading the quake3 iso off warez. Now little Jimmy buys that quake3 game and he cant play. Whoops he is FUCKED.

      That is what is happening right now, and if I EVER get a refusal for my PURCHASED quake3 key I am going to FUCKING LOSE IT on iD. This copy protection scheme sucks.

      --

      Lars - ...I could always phone Linus when I had a problem.
    3. Re:Watch. by mcrandello · · Score: 1

      so warez puppies like yourself, who will whine about anything that halts the flow of warez -- like a cd key system that actually works -- do not have a foul attitude? interesting

      Actually I've been known to send people on snipe hunts when they ask about getting their free copy of Q2. It's been a while since I was active on alt.games.quake2 however I don't *think* I have become any more of a warez puppy in that time. Sorry if you misunderstood my question. Basically I was stating that there are those who *will* try like hell to get around any copy protection, and that the CD-Key thing may well be dropped, like Q2 after version 3.14 no longer required the CD to be in the drive to play period.

      I can't think of any reason why Id would not require it any longer, other than the fact that it was no longer the most sought-after game ever at that point. I also don't think removing that requirement made that much of a dent in their sales. About the only thing I did to piss off ID was to actually get ahold of a copy of the leaked IHV test(Sorry John!), which I later deleted for HD space. I'm still buying the final product though, as soon as I can get a copy (for Linux) in my local Best Buy...

      If that's what you were upset about before, then sorry that's what you thought. I'll try to be more clear next time.


      mcrandello@my-deja.com
      rschaar{at}pegasus.cc.ucf.edu if it's important.

  118. Some random thoughts by WWWWolf · · Score: 1
    Remember when some H@X0r HaX0rD himself into iD systems and 0wned (IIRC) Quake and Golgotha source code?

    It's interesting to see that these days, you don't need to =)

    Likewise: I read an article from an old computer mag about two school kids who HaX0r3d their way into ARPANET. Much noise. I don't think that much noise would result now if someone would get an illegitimate net access.

    Likewise: Now no one will make noise if someone hAx into a machine that has Quake and Golgotha source. Is "openness equals less noise from hax0r front" something?

    (Mindless Rambling of the Day brought to you by wolf on the run - sorry if this has any typos, I'm typing this from Nokia 9110 while in train =)

  119. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  120. Re:Official CVS by spinkham · · Score: 2

    I have applied for a project at sourceforge. Should get comfirmation within 24 hours..
    In lieu of coming up with a good name, I called it GNUquake. ;-)

    --
    Blessed are the pessimists, for they have made backups.
  121. GPL vs. LPGL (off topic) by pothole · · Score: 1

    I have a question on the GPL/LGPL issue. If for instance someone releases a GPL'ed library of some sort, and I want to use it, does that mean the my code will automatically become GPL'ed because I linked to their code? Is this what the LGPL license allows? If I use LGPL code and link to it, then I can protect my code as long as when I distribute it, I distribute the LGPL stuff I used along with it?

  122. GNUquake at sourceforge by spinkham · · Score: 2

    I have started a project at sourceforge.net called GNUquake that will be aiming to GNUify quake, make building for multiple platforms easier, improve the sound code so it works with ALSA, and whatever else you all want to add.
    The project will remain compatible with the binary quake release, but eventually I would like to add more features that can be used with other GNUquake servers and clients such as a "blessed binary" system to minimize cheats, perhaps protocal improvements, and again whatever is concidered needful.
    I am curently looking for a few people who want to help administer. Email me at "spinkham at users.sourceforge.net" if you are interested.
    Note that CVS hasn't been updated, as the domain isn't quite active yet.. It should be up in the next 4-6 hours...

    --
    Blessed are the pessimists, for they have made backups.
  123. AIX port... by GoNINzo · · Score: 2
    I actually helped port 1.08 to AIX back in 96-97. At the time, we had 1.08 available on the PC, but only .98 on AIX. and we had some pretty high powered AIX boxes. so after doing some searching, I actually managed to find the source free on the net. Anyway, the AIX support was still in there, but broken a couple places. so I patched it up, and wow, it worked! and even better than .98. then we could play against PC's again!

    Anyway, I talked to Zoid about releasing it, but he was very unhappy that I had gotten the source, so I thought it was against my best interest to release it (at the time, I thought the source was legal because I had found it on a regular FTP site). But IBM was still distributing Quake 1 v.98 on their Demo disks (which i'm sure they still are).

    Anyway, maybe i'll see if I can port it again, as my original copies are prolly lost on an old 43P.

    --
    Gonzo Granzeau
    "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
  124. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  125. Re:Just speculation... (Digressing for a moment) by KristianC · · Score: 1
    I believe that IBM is still developing Warp Server, so don't hold your breath.

    OS/2 was perhaps the most stable OS I ever ran. Supported dos better than MS-DOS. Windows programs weren't stable (these are Windows apps we're talking about), but at least a misbehaving app didn't crash my system (or even other windows and dos vm's!)

    Stardock (makers of Object Desktop, probably single most useful program I ever saw for OS/2) was trying to get IBM to let them further develop a client version. IBM, of course, in their infinite wisdom, said no.

    Stardock moved on, I wish them well, but I won't be buying Object Desktop for Win.

  126. Halflife is Quake 1 by Render · · Score: 1

    > I believe its actually based on the Quake 2 engine.

    Nope. Half-Life is built on the engine from the original Quake -- this same gem we were just handed -- and not Quake 2. Even though HL was released well after Quake 2's release, the programmers at Valve had already implemented many of the improvements from Q1-Q2 in their own code, so there was no need for them to license Q2 and upgrade. HL is a Q1-derived game. Improvements to the engine include:

    * Skeletal animation (Q1 was frame-based, Q2 was frame-interpolated)
    * 16-bit colored textures (Q1-Q2 supported only 8-bit textures)
    * Colored lighting effects (Q2 added this, but HL had it already)
    * Direct3D rendering (Quake only supported OpenGL in hardware; HL supported both OGL and D3D)
    * A bunch of scripting stuff
    * blah blah blah

    Point is, Quake 2 didn't bring anything to the table that Valve hadn't already surpassed, so they went with their own technology. Sin, OTOH, is a Quake 2 TC right down to its frame-interpolated toes.

    Not that Quake 2 is a shoddy product for not having improved over Quake as much as Half-Life. Remember that Quake 2 was the only the second Quake-derived game to market. Given a development cycle as long as Half-Life's, id could have done miracles with that engine.

    I can't think of any other games based on only Quake I, other than Hexen II -- Raven is always to first to market with their id-derived games. There were some other games announced from Quake technology when Hexen II hit. HL, Sin, Daikatana, and (of all games) Golgotha. HL released based on Quake I. Sin and Daikatana switched to Q2. Golgotha changed its engine entirely -- I don't remember reading why. Its source is of course now available but nothing much is going on with the project. Correct me if I'm wrong on that one.

    This move by Carmack to release the code surprises me. I once remember reading that he had planned not to release until the last Quake engine game shipped. But we're still waiting on Daikatana. (I think the upcoming Soldier of Fortune is also Q2-based). I wonder how Romero's taking this?

  127. I think your all missing a very cool point here. by Darwin2000 · · Score: 1

    Since MS has this DirectX barrier to cross developement for game programs, here is a very good and well thoughtout GPL'd Piece of code that anyone can use to make a multiplayer games. IT WORKS ON LINUX, FREEBSD, and a Ton of non opensource Unix Boxes.
    Here is your sound code example, your GL example, your network game server example, and a ton of other stuff.
    Can anyone say 3d Mud CLIENT?
    The Key here is the Barrier to entry just had a huge hole punched through it with a BFG5000.

    I've been playing Id Games since DOOM came out, and did the TeamFortress Scene for years, and there is only one thing I can say.
    I'm voting for John Carmack to be president. :) You rock man.
    --P.S. All you people whining about stuff not in or in this GPL, shut the hell up. ;)

  128. Re:Just thought this was important to say?!?! by Dalroth · · Score: 1

    If you can tell me a way to GUARANTEE that a client is a valid client, and not a modified/hacked client, I'd like to hear it. The man himself, John Carmack is the only one who has come up with a reasonable solution. The problem isn't a matter of security or authentication, it's a matter of client validiation. How do you validate that the client is indeed a proper correct client? With the code available, it's very easy for someone to spoof the CRCs, checksums, and weird buffer overruns that you might use to authenticate it.

    Open source *IS* good, because people can look at it and ensure that you're security/encryption methods are not flawed. But as I said, this isn't a security issue, it's a validation issue.

    I submit: that the second half of your post was absolutely and completely uncalled for.

  129. Re:Just thought this was important to say?!?! by __aaedhn419 · · Score: 1

    The last half of your post was also uncalled for, as it reported a slanderous, biased viewpoint from HendriX-uNF.

    Anyway. Somebody named 'spinkam' was the first to suggest 'blessed binaries' as in 'netrek'.

    I comment that it is illegal to create a hacked binary to distribute without releasing the source.

    Finally, it is relatively simple to cheat at cards. Basically anyone could be doing it, and you wouldn't notice. But do you stop playing cards? No. You play, sometimes just with trusted friends, but you keep playing.

    Playing for money will always be completely secure, since you'll probably have to d/l a new binary right as the game starts.

  130. free? by passion · · Score: 1

    this GPL announcement just cost me over 100 bucks.

    Who ever said that software was free?

    --
    - passion
  131. Re:too bad they chose GPL by Ded+Bob · · Score: 1

    1) What is so terribly wrong with the GPL?

    a) Quite a long license. :)
    b) Doesn't share well with anyone but GPL.
    c) Zealots (I know everyone has these, but I see more GPL zealots than even Windows)
    d) More as an answer to number 4.

    2) What is the MPL?

    Mozilla Public License

    3) What are the advantages and disadvantages of each?

    I can't compare the GPL and MPL since I have not read the MPL. I prefer the BSD license over the GPL.

    4) What is 'immoral' about the GPL?(that just cracks me up, has it been molesting little children and puppies again?? Bad GPL! Down GPL!)

    GPL is called the viral license or the hoarding license. Any software development based off of GPL code must be GPL'd. It makes all source it touches GPL'd. This feature is not bad in itself. What is morally bad is claiming that one is sharing the code with everyone by putting code under the GPL license. Unfortunately, this "sharing" is only within the GNU community.

    One of the main reasons for the formation of the FSF (Free Software Foundation) was due to the proprietarization of UNIX. I now see that it is happening again with the GPL. I can view GPL code, but I am unable to freely use it in any other licensed code (i.e., BSD). To me, this looks and acts a lot like proprietary code, but it is claimed to be "free".

    One last thought: the U.S. Government is always asking us to give up our rights to better protect us. The GPL is similar, but not exactly, to this. Do you want freedom or "freedom"?

    Here is a good license to consider for truly sharing code with others: Freedom.

    P.S. I used to be a big fan of the GPL until I really saw the truth behind it.

  132. Could GPLQuake be packedged with Linux distros? by Dast · · Score: 2

    I don't see any reason why not. It would make a very nice addition to a linux distro.

    My question is: are the pak files also GPL'ed, or just the engine?

    Well, either way, thangs goes to id for the great work they've done. Q1 is still the greatest game of all time! I still remember all of the fun we had my freshman year in college loading it on all of the machines in the computer lab. Ahh, the memories.

    --

    This sig is false.

  133. Re:Level maps *are* GPL'd by juhtolv · · Score: 1

    According to readme.txt that comes w/ those sources:

    All of the Quake data files remain
    copyrighted and licensed under the
    original terms, so you cannot redistribute
    data from the original game, but if
    you do a true total conversion, you can
    create a standalone game based on this
    code.

    I will see about having the license
    changed on the shareware episode of quake
    to allow it to be duplicated more freely
    (for linux distributions, for example),
    but I can't give a timeframe for it.
    You can still download one of the original
    quake demos and use that data with the
    code, but there are restrictions on the
    redistribution of the demo data.

    BTW when I tried to see http://www.fsf.org/, this happened:

    ERROR

    The requested URL could not be retrieved



    While trying to retrieve the URL: http://www.fsf.org/

    The following error was encountered:

    Read Timeout

    The system returned:

    [No Error]

    A Timeout occurred while waiting to read data from the network. The network or server may be down or congested. Please retry your request.

    It seems that RMS and Co. has downloaded that source code and some free total conversion, compiled them and started playing with in FSF's server. :-)

    --
    Juhapekka "naula" Tolvanen - http://iki.fi/juhtolv
  134. Re:Thank you - for killing off QW community by MagicMike · · Score: 1
    You know, now that you have the source, maybe you could come up with a really good remote-client verification system? Something secure, etc, that let you run a server that only worked with a distribution of the client you prepared.

    There's probably a way to do it, so if you want it so badly that you'd like the world to end you probably wouldn't mind spending a couple of months figuring it out.

    If the system was good enough, you might even be able to convince id to use it in the future so you have your precious gaming purity back.

  135. Re:Thank you - for killing off QW community by Tekai · · Score: 1

    u idiot! Im a qw and im pretty happy about it! It still take a lot of coding knowledge to create cheats and via proxys u were able to cheat a lot already so this aint new! I am sure that some clever coders will find a way to make a better cheat protection maybe via a external proggie, next time dont give it such a short thought, im sure this helping the qw scene more than it damages it!

  136. Re:Is that really JC? by Fruan · · Score: 1

    I am rather certain that Budda did not say "whoa" :o) Has any one else noticed that Keanu seems to play the messiah disturbingly often? Lets see... 'Bill and Ted', 'Little Budda', 'The Matrix', 'Johnny Mnenomic'? I don't remember the plot of that one very well.

    --
    Shawn Poulsen (Fruan)

    "On Slashdot, many obvious things are insightful." - Annonymous Coward, 2000/7/9

  137. OS/2 will never be Open Source by Sloppy · · Score: 2

    Another culture vanishing is OS/2. Hope IBM will decide to release their sources one day.

    My understanding is that they can't because Microsoft owns part of it too. And, as you can imagine, it would not be in Microsoft's interest for OS/2 to go Open Source. It would make OS/2 more viable and increase the users' number of choices. From Microsoft's point of view, Choice is Bad Thing, so this simply cannot be allowed to happen.

    OS/2 will never be freed from its owners, and therefore is permanently dead, unless IBM changes their mind about marketing it. (BTW, I am typing this on an OS/2 box.)


    ---
    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  138. Re:Is that really JC? by Trojan · · Score: 1

    There's something about JC... Jesus Christ,
    Johan Cruyff, John Carmack.

  139. Re:Level maps *are* GPL'd by Grahf666 · · Score: 1

    I think you're misconstruing what he said. For on thing, why should buying quake, for 10 bucks no less, be a burden? It would probably be possible to get the .PAK files separately. I think...

  140. Re:You know what would be neat? by Sibelius · · Score: 1

    This is a hella cool idea. In comparison to my droning comp sci textbooks (read: depressants), understanding the plumbing of a still impressive 3D engine - thereby learning efficiency in coding and design - is a very intriguing idea.

    Hey John C., pitch this to the biz guys: we can make a book about this, books make money.

  141. Re:Just thought this was important to say?!?! by Dalroth · · Score: 1

    No the last half of my original post was absoutely called for, as my point in posting it was to promote others who would take such similar and extreme actions, which ARE absolutely uncalled form, to calm down and be more reasonable. It's no different than the Linux crazies go go off on sending hatemail to any company that bashes Linux. If you present yourself in a mature confident manner, you'll accomplish a lot more than by being rash and posting/sending hatefull things without thinking about how they might affect others. That is why I included it. He is not the first, nor is the the last to bring up some ridiculous way of "screwing" id back, and that is CERTAINLY NOT something I want to see. I am very happy ID released the code, though I definitely do not like the implications it will have on the game I play. I'm just glad there are other interesting games coming out now that have finally drawn my attention away from TF, because for the last few years everything else has paled in comparision.

  142. Having the verifier local helps a lot by pasti · · Score: 1

    You're now forgetting something:

    If/When the proxy/exe loader whatever is local, it can count checksums ITSELF. It's local, it has all (normal user) rights to the filesystem etc. Why not to use this method?

    I think exe loader would work better on this. Read the binary, count checksums and execute only if it's what it's supposed to be.

    1. Re:Having the verifier local helps a lot by David+A.+Madore · · Score: 2

      It can think it counts checksums, but you can spoof it all the way. Ever notice? You can do anything with a program by using the ptrace() function call and/or the LD_LIBRARY_PATH environment variable. You can make the loader think it's checksuming one file whereas in fact it's checksuming another, and all sorts of weeeeird things like that.

      Even without getting into ptrace(), there's an obvious race condition in this ``read the binary, checksum and execute only if correct checksum'', since the exec() system call demands a filename and afaik there is no fexec() call which would take an already open fd to exec.

  143. Re:Level maps *are* GPL'd by roystgnr · · Score: 2

    Quake game mods are written in QC, but turned into data to be processed by the main code. I think the spirit of the GPL would want that code to be released, but it is only a small step from there to saying that every program loaded by a GPL operating system must be GPL, which is clearly not the case.

    No, Quake game mods are not required to be under the GPL, at least not if my understanding of the way they work is correct. It's either an interpreter or a JIT compiler, correct? Well, just because an interpreter (like bash) is under the GPL doesn't mean that all the scripts it interprets have to be under the same license. Just because the GCC compiler suite is GPL'ed doesn't mean that the code you compile with it has to be.

    The GPL does apply to both statically and dynamically linked binaries, however, so Quake 2 game modifications would have to be GPL'ed if Quake 2 itself was released under only the GPL. If you released Quake 2 in the future under the LGPL then binary-only modules would be fine.

    The Quake 2 case is interesting, though, since it's already released under a license that (if not explicitly, than by years of practice) allows binary-only DLLs to be released; and rereleasing it under the GPL wouldn't take away that right for people who purchased the original license. So would people who *hadn't* purchased the original game be allowed to write binary-only modules for a GPL'ed Quake 2? I haven't a clue. Ask RMS.

  144. CNN has a hilarious story by syncsyncsync · · Score: 1

    Check out CNN's front page, in the World News section, third story down.... "Quake in Java Kills At Least Four" =)

  145. Re:Level maps *are* GPL'd by engin_matt · · Score: 1

    What about the companies that lease the quake1 engine? This is what is now GPL, isn't it? If someone modifies the q1 engine and makes original content for their game, would they still have to lease the engine from ID?

    --
    There are no stupid questions, just stupid people who ask questions.
  146. A Project Idea by mccormick · · Score: 1

    Here is my proposal for an idea relating to the quake source release. Why not make a Quake client that can connect to Quake2 servers, or play Quake2 demos?

    I know that Quake (1) and Quake2 are fairly different, however, there are many similarities. My original thoughts for this idea was to write a mod for a game like Unreal Tournament which lets you connect to Quake2 servers.

    Now, there would be many technical challenges with this, such as, for example, how would the game media be displayed? The textures, models and sounds could be neglected, but you'd at least need to be able to play the levels. And from my knowledge the UT level format and the Quake2 format are pretty different.

    I doubt this would have any real purpose; I'm mainly thinking purely from a "cool" factor. I mean, think about it. Imagine loading UT (or any other similar game) and hoping onto a Quake2 server. I just find the possible something interesting to think about :)

    If anyone is interested in actually trying it, the Quake2 demo (DM2) protocol is documented at http://www.planetquake.com/demospecs/dm2/ . And the Quake2 network protocol is documented at http://www.opt-sci.arizona.edu/Pandora/q2/ .

    Note: First, please don't moderated this as offtopic. My original idea invovled Quake2, but that the Quake code is out, it might be easier to do it with that. The two architectures are similar enough that it doesn't really matter..

    Oh well, just my thoughts -- pete

    --
    Pete
  147. Re:too bad they chose GPL by Ded+Bob · · Score: 1

    No, the GPL terms apply only when you distribute GPLed code. You can do whatever the hell you want with it otherwise, or at home. You can use gcc to compile Windows if you want. You can use cvs to manage a non GPL source base.

    Also keep in mind that you can use GPLed code as a basis for development in more than one way. For instance you can use Linux as a kernel in a proprietary system; you will have to distribute the code to the kernel but not to your software.
    You can write non GPL-ed front ends to GPL software


    I realize all of this. I was speaking of actually writing code which includes GPL code.

    It's still sharing, unlike the way most software out there is licensed.

    Sharing specific to a group sounds more like hoarding. It rings of being proprietary which the FSF is against. This is almost hypocritical.

    The GPL is mainly concerned with freedom of use.

    No. It is not. That would be free beer which is why you hear RMS always saying, "think free speech, not free beer."

    Most users do not care about adding other code to the programs they use and then sending copies to other people. And of course you can use GPL code with BSD licensed code (providing it does not have the 'advertising clause'), the end result will just be under the GPL.

    Which is why the GPL is always being pointed out to be viral in nature.

    What rights are you giving up? Do you think you have the inherent 'right' to use other people's code in any way you choose? If so, I suggest you stop thinking about the GPL, and set yourself to the task of getting copyright law overturned.

    Are you arguing for me or against me? The GPL's intent is to give people the 'freedom' to use code under the GPL, but they have to submit to the GPL for this benefit. Also, if I recall correctly, RMS would like to see copyright law overturned.

    Don't forget that FreeBSD includes stuff like Soft Updates and Vinum, which is under licenses as strict or more strict than the GPL.

    I use FreeBSD without these. They are not the default.

    I believe that someone should share without strings (GPL license usage) when they claim to be "free"-ly sharing. This is one of my complaints against the GPL. If they were claiming to be sharing within a select group, I would have no grief against it.

  148. can't get QW to work by Barbarian · · Score: 2

    Under Redhat 6.1, I compiled qwsv and qwcl. I found that at runtime, I get an error like this:

    Fatal Error: Pak file has 507261234 files

    (or something similar).

    There's a problem in QW/client/common.c when it reads the pak file header. Could be a signed/unsigned issue. I wonder if anyone actually tried running the output after compilation at id.

  149. Re: Q3A Demo and IP-Masq by julest · · Score: 1

    Interestingly, I couldn't get it to work with IP Masquerading, either. Or rather, I could only connect one client through it, while subsequent ones failed to handshake (it appears the first client got all the handshake replies instead).

    The full version of the game appears not to suffer from it, however, so I'm happy again ;)


    - Jules

  150. Re: Digital economy by Sponge · · Score: 1

    I see what you're saying, and I don't see any good solutions either. However, it seems plain from the evidence of most other replies to your post that the world isn't quite ready for a non-scarce economy. People just can't get their heads around the concept, let alone argue about it properly.



    However, one might consider (and I am loathe to bring this up on Slashdot for fear of unleashing a rash of zealotry) that the Open Source community is an example of a non-scarce economy where (some) needed work gets done and is then freely shared. And some people pay for this work. Unfortunately the number of people able to support themselves fully off of open source work compared to the number of people DOING open source work is very small - but it's a start.

  151. Source Code by Quintin+Stone · · Score: 1

    With all due respect to Id, have you ever seen the source code for the Quake2 gamex86.dll? It's often messy, comments are sparse, and naming conventions are plainly up to each individual coder. Still, it was a learning experience.

    --

    "Prejudice is wrong; you should hate everyone the same."

  152. Re: Q3A Demo and IP-Masq by Ateran · · Score: 1

    From Graeme Devine's .plan file:

    So far I've seen issues with the servers being able to see the auth server and clients using
    IP forwarding not having the correct setup on the IP forwarding server. If it's a Linux IP
    forwarding machine use something like:

    modprobe ip_masq_quake ports=26000,27000,27910,27960,27950,27951,27952

    Modulating characters within a key sequence will not work. It appears to work because when
    you've validated your IP with an authentic CD key you've "leased" that IP address for a period
    of time. Even if you enter a junk string, that will work because your IP address is still valid.

  153. Voodoo3 ack! by zdarnell · · Score: 1

    no! no! Get a TNT2 Ultra or GeForce 256, mmm, nvidia

  154. Re:Has anyone started any work on the code? by jonehead · · Score: 1

    I don't know what I was doing but changing all jmp xxx(,%xxx,4)'s to jmp *xxx(,%xxx,4)'s fixed it for me. Compiles and runs fine on a bleeding edge Debian system.

    jone