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Quake 2 Source Code Released Under The GPL
Posted by
chrisd
on Sat Dec 22, 2001 12:01 AM
from the thanks-again-john dept.
from the thanks-again-john dept.
Masem (and many others) writes: "The source code for Quake 2 is now available until the GPL license. The .plan file for John Carmack has the details." The Id Software site is of course slammed with demand for the code. Hopefully other mirrors will be available.
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Quake 2 Source Code Released Under The GPL
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Really A great Thing (Score:3, Insightful)
Sure he cant show you everything he's doing right now,
but by releasing, under GPL, the source code,
I think he letting people really learn how a true master
programs.
This is just a Good Thing
Gotta love Carmack (Score:3, Insightful)
Some may grumble that he only releases old products, no longer commercially valuable, in this fashion. To that I say "shush!". I for one look forward to browsing through the code of such a lovely 3D engine. The learning opportunity alone is grand, to say nothing of what will be done with the code now that it's out there.
Thank you, John.
Re:No thanks, John. (Score:4, Insightful)
You haven't had your labotamy re-done lately, right? You imply that someone that is trying to make a $ should release everything they type for free?
When was the last time M$ released the source for M$ Golf? Oh, wait, they never did. OK, well, when was the last time SquareSoft released the souse for the FF seires. Oh wait, they never did. Hmmm...
Seems like Mr. Carmack is onto something...
Wake up, man.
Money and other problems (Score:5, Insightful)
But don't forget, that if they released the source code when the game was being created, not only couldn't they make money on the license, but also other companies would be able to compete on the same level without paying a price for it.
Carmack gets paid for his programming skills, but you're arguing that he should get paid to program *everyone's* game, including his competitor, from one company. All the other companies could release their own Quake 3 Arena clones and make money, without even bothering to do anything with the programming.
And don't forget, that when Q3A sold for $40+, id didn't get all $40. It goes from id, to Activision, to the distributor, sometimes to the wholesaler or direct to the big name store, and then possibly to a smaller store. By then, after the expenses of doing the packaging and the duplication, you're talking only a couple dollars profit per game direct to id... Split that among their, what, twelve workers now in the proper ratios, and that's not that much. Less than a dollar each, probably.
Even multiplied by a few million, that's not that much money to pay those huge salaries. How do they make it up? Licensing.
With licensing, there is *no* middleman. It's a contract between id and the company licensing the engine. In the end, it's probably a larger chunk of change than a first month's release returns.
And secondly, you have to remember, as with Carmack's
No, what Carmack does is *more* than enough, and these are the factors not only he, but id and other people who can understand the business, realize, and have to protect not only themselves, but their consumers, from these problems.
Re:No thanks, John. (Score:4, Insightful)
Responsible and Generous (Score:5, Insightful)
id Software, as always, is being responsible and generous to its fans. Instead of keeping its source code under wraps until the game is released to the public domain by copyright law some time in the year NEVER, id Software has decided to release the source code for a game that it is no longer using so that the fans may tinker with it and learn from it.
If any of the people from id Software are reading this (which there is a chance of): Thank you. You rock.
Re:Responsible and Generous (Score:4, Insightful)
Programmers who are good at a particular task are good at it because they like it and they understand it well. I'm sure that John Carmack could do a perfectly fine job at writing a GUI or the kernel or improving mozilla or whatever, but if he excells at writing 3d engines, and that's what he wants to do who is any of us to say otherwise. I say we're lucky that his talent and interests are aligned such that we can enjoy them at all! Think of all the people who are like John Carmack but instead of writing 3d games write code that is of no interest to anyone but themselves (this is fine too).
At least you didn't make the claim that open source development is 'wasting its time' with two competing projects. That one REALLY pisses me off.
Merry Christmas to all Programmers (Score:5, Informative)
Re:Merry Christmas to all Programmers (Score:5, Funny)
And this, sir, is how we get Memory Leaks.
I have the source (Score:5, Informative)
I got it before the slashdot story hit...
And its now in cvs (Score:5, Informative)
cvs -d
cvs -d
um, ok posted it to edonkey as a mirror :) (Score:4, Informative)
If you don't already have Edonkey [edonkey2000.com] its got linux clients as well. :)
Cheating. (Score:5, Insightful)
There will always be people who try to cheat, and some who succeed. Releasing the source makes it significantly easier to make a cheating client.
However,
i) The benefits of having the source to an extremely successful games outweighs the disadvantages of increased cheating (unless you're a victim of the cheating
ii) By seeing what the cheats come up with, perhaps the next generation of client-server games will have better cheat avoidance in the server and/or the protocol - we can learn from past mistakes or oversights.
Good, a distraction! (Score:5, Funny)
Lint (Score:4, Interesting)
gamex86.dll - 0 error(s), 332 warning(s)
Flamebait maybe - but if a build of my project generated 332 warnings I'd be fired.
Re:Lint (Score:5, Funny)
Re:Lint (Score:5, Informative)
quake2.exe - 0 error(s), 8 warning(s)
lots of level 4 warnings occur in Microsoft's own headers (yes
QuakeSrc.org - shameless plug. (Score:5, Informative)
first impressions... (Score:4, Interesting)
This code looks very different from what CS courses teach you or expensive OOP consultants recommend. It's kind of reminiscent of the traditional UNIX code: very concrete and just tries to get the job done.
Re:first impressions... (Score:5, Funny)
"store:"
WTF? Search "store"....
Line 488:
"goto store;"
And the style Nazi in me went: NNNOOOOOOOO!
This must be a remnant of something, an "else" would have sufficed.
Hey, every other company in the world, take notes! (Score:5, Informative)
Consumer-oriented retail software and GPL code are simply incompatble as a business model. If Id released the source for RtCW today, they wouldn't make a penny on their retail sales. Somone would get the source code, edit one line, stick it on an FTP server, and make it available to the world free (as in beer), and most people would get it from there. There would be no legal reason to stop them, and every financial reason for them to do so. That goes for any consumer-targeted application, game, utility, or whatever. You just can't make money with consumers that way. (Consumers aren't interested in "selling support". If they need you to support it, then it was a bad program to start with in their minds.)
Now here comes Id. They develop excellent code, and sell it and license it commercially like any other company. Then, once they've made their money back with a nice comfortable profit and moved on to bigger and better things, they open source the code. They're not doing anything more with it, so why should they prevent others from enjoying it? It's the original idea behind copyright in the first place! Author(s) get limited monopoly for a limited time so that they can make a living producing content, then it goes to the public domain. (OK, that would be more BSD license than GPL, that's a minor issue.)
For the FSF and its supporters, economics aren't the issue, it's all principle and philosophy and idealism. That's all well and good, I agree with their ideals for the most part. But idealism must be tempered by reality to produce pragmatism sometimes. The Id model is the best way I've seen to make money in the consumer space while still supporting Free Software / Open Source (take your pick).
Unless someone else has a better suggestion on how to make money in the consumer space with FS/OS code (remember, after the cash register the consumer doesn't want to ever have to talk to you), we should all bug companies to follow Id's excellent example. If they balk at the "lost revenue", just show them Carmak's twin Lamborginis.
Re:Hey, every other company in the world, take not (Score:4, Insightful)
If Id released the source for RtCW today, they wouldn't make a penny on their retail sales. Somone would get the source code, edit one line, stick it on an FTP server, and make it available to the world free (as in beer), and most people would get it from there. There would be no legal reason to stop them...
Of course, RtCW is pretty worthless without levels to play through. The engine without levels is of no value to your average gamer. Just because you open source your engine doesn't mean you need to open source your levels, models, textures, sounds, and other data.
There are risks of making your engine open source (As you point out, Id makes money selling its engine to other developers, open sourcing their current engine would kill this model. Also, competing companies could take the engine, saving software development time and focus on developing levels, effectively allowing your competition to leach your work.). But the threat that no one would buy your game isn't there. I buy a game for well crafted, fun levels. The engine is just the foundation that those levels are built on.
I definately agree I'd love to see out of date source made available. I have a number of games I own that I can't play because they're too old (MS-DOS based). I'm perfectly willing to take a stab at updating them, but it's practically impossible to do without the source. There is a risk that this would hurt sales (as I spent time playing old games instead of new games), but I suspect the drop is sales would be minimal (I like shiny new games too much to just stop buying them).
Makefile fix -- compiling under linux (Score:5, Informative)
http://members.optushome.com.au/davidsymonds/q2
3 Cheers for Carmack! (Score:4, Insightful)
I wish more game developers would adopt his model.
Sure the hardcore open source fanatics will give a thumbs down to the fact that Carmack wants to make money, but then again, they are fanatics.
I also love how Carmack does it during Christmas... kind of puts a tear in your eye
Well, I have bought every game that Carmack has made since Wolf3D... and I am going to buy the new Doom game too. Its important to support the greats.
Re:nope ~ Re:free data files? (Score:5, Insightful)
Hidden in the code... (Score:5, Funny)
3d realms and epic megagames are weenies
They Skipped a Whole Generation of Games... (Score:5, Funny)
How widely applicable is this release model? (Score:4, Interesting)
I wonder, though, whether ID find it much easier to pursue this strategy because they're in the game market? Games (and *especially* FPS/Multiplayer games) are a market segment where most buyers want the newest engine, best graphics, etc. Could a company that made Wordprocessors or Spreadsheets pursue this model as easily and still make profit like ID? I'm not saying it would be impossible, but it seems to me that many users would have a much higher tolerance for using a free, three-year-old version of their wordprocessor than using a pricely new version (assuming the company didn't do nasty things like change the .doc format, etc). This isn't true of games. So while I like this "Develop-Sell-Wait-GPL" approach, I'd bet that the "Wait" time of a company like ID is amongst the shortest of any software market segment.
Thanks (Score:5, Interesting)
Bill Heineman is preparing the mac source code for Q2 for a release.
We will see about getting the 3.21 changes we missed into an updated release.
I am also happy to say that another old game's code will be released under the GPL soon. We can always hope that it becomes a trend...
John Carmack
Re:Thanks (Score:4, Informative)
robert...
Re:Wow, already!? (Score:4, Informative)
Re:Wow, already!? (Score:5, Funny)
Actually, it's late. (Score:3, Funny)
Hopefully the fact that it took him so long to get around to packaging up the Q2 source for GPL release means that they've been burning the midnight oil on DOOM 3, and we'll get to see it soon.
Re:Great... (Score:3, Insightful)
Dude, what are you complaining about?
Looking at a static piece of source code can tell you only so much about a network protocol. You actually have to watch the thing working before you start to see how things interrelate (especially if the commenting was poor). This is why the TCP/IP Illustrated series of books continue to be best-sellers among the networking crowd, even though they've been able to look at the *BSD IP stack source code for years.
Because you've taken the trouble to do dumps and in-depth analysis of a live connection, you are way ahead of the game. The Q2 networking code will be cake for you to take apart and modify.
No quest for knowledge is ever wasted.
Schwab