Stories
Slash Boxes
Comments

News for nerds, stuff that matters

Slashdot Log In

Log In

Create Account  |  Retrieve Password

Classic Shooters Heretic and Hexen Released Under GPL

Posted by Soulskill on Fri Sep 05, 2008 09:13 PM
from the giblets-want-to-be-free dept.
phanboy_iv writes "Fans of both of the Raven classics, Heretic and Hexen, have been trying for almost a decade to convince Raven Software to release engine source code for the games under the GPL, much like the DOOM engine on which both of them are based. Well, they finally did it! Source code is available at Sourceforge. Both of these games have had the source available for a while, but under a restrictive license that hindered ports and modifications. Now, thanks to dedicated fans, that's no longer a problem."
+ -
story

Related Stories

This discussion has been archived. No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
 Full
 Abbreviated
 Hidden
More
Loading... please wait.
  • Not needed anymore? (Score:4, Interesting)

    by PhrostyMcByte (589271) <phrosty@gmail.com> on Friday September 05 2008, @09:22PM (#24896707) Homepage
    I thought some of the Doom engines out there supported both of those already.
    • by Samantha Wright (1324923) on Friday September 05 2008, @09:34PM (#24896801) Homepage
      They do, but it wasn't technically legal to redistribute their code under the GPL. ZDoom still has this problem with Ken Silverman's BUILD engine, which uses its own license (Randy Heit lifted slope code and uncapped frame rate stuff from it, amongst other things.)
    • ZDoom and GZDoom certainly do, and they also support Strife and IIRC even Chex Quest.

    • Not entirely. Some are capable of playing the levels but without an inventory, others are reverse engineering the inventory, but they don't work quite right. Having the source released under the GPL will mean either better full support in existing engines, or good 1:1 source ports. Likely both.

        • Sounds like a good idea to push other game developers to release their sources as well, so we have something to toy with.

          • Well, the only big code that remains unreleased under GPL from that era is Build, but—

            Actually, I spoke too soon. The source for Duke3D is here [3drealms.com]. NUTS TO YOU GUYS NOW, ODAMEX!
  • I didn't see it mentioned -- does this include the WAD (as in Johnny Wad) files? I think it's good that they released the source code in the first place, and even better that it's now under a standard license... but is it really useful for anything? Anyhow, thanks guys!
    • No, just the source. That's also what id did when they GPL'd Doom -- just the executable stuff, not the actual game data.

      • Re: (Score:3, Interesting)

        Isn't that a booger?

        Being around a few open projects, I've seen more artists demand proprietary licensing for their art work and content, often things they spent a few hours on. Making certain it will never be "free".

        Then, there's coders who poured months of sleepless nights working difficult bugs out of their complicated engine, then hand it out for the community to learn from. Often without a second though.

    • Re: (Score:3, Insightful)

      The source is really the important thing here. I believe you can still buy all of those games still as part of a collection or second hand.

      Having the source means that the software needed to run the game files can be ported to whatever platform is necessary and fixed. It also means that freeware level packs are useful even without paying for the game.

      Still, it would be nice if the WADs and such were included as well. But this is pretty significant to a lot of people.

  • by IntergalacticWalrus (720648) on Friday September 05 2008, @11:12PM (#24897459)

    Many of the Doom source modifications out there use code from the Heretic and Hexen source bases in order to create a combined port that can support all games, and support the additional engine features that were brought by Hexen in the older games.

    However since the Doom source is GPL while the Heretic and Hexen code bases were not, any project doing so was actively violating the GPL, until now.

  • by Shaleh (1050) <shalehNO@SPAMspeakeasy.net> on Saturday September 06 2008, @02:42AM (#24898447)

    My sucking at this and other FPS games is what lead me to becoming a programmer. Hex editing binaries, cheat patches, etc. led me to open source and hacking.

    So yeah these are old news now, but there is some serious nostalgia for some us.

    • by D'Sphitz (699604) on Friday September 05 2008, @09:23PM (#24896721) Journal
      Someone cares, even if you don't.
    • Re: (Score:3, Insightful)

      So why were people so eager to have the restrictive license removed?
      • Mostly because it's now legal to GPL derivatives. Ports like ZDoom and GZDoom were in violation before. (And still are because of BUILD code.)
          • ZDoom integrates code from BUILD for a number of purposes, including sloping floors, map format loading, graphics interpolation, and voxel support. Randy Heit reworked code from Ken Silverman's demo game KBUILD rather than rewriting these features himself for ZDoom. The problem is, KBUILD is still only released under the proprietary BUILD licence, which is fairly flexible, but not GPL compatible. Duke 3D, however, contains the same sloping floor support, map format loading, and graphics interpolation that K
            • Actually, let me re-re-re-correct that. Since the code for Shadow Warrior is released (which does, in fact, have Ken Silverman's voxel code in it) pretty much the entire collection of features that ZDoom took from BUILD are now available from GPLed codebases derived from the core BUILD tree. The open-sourcing of Hexen and Heretic is the last step, unless code from Strife was integrated without a license (but I think that was reverse-engineered.)
            • Re:And the result... (Score:4, Informative)

              by BobNET (119675) on Saturday September 06 2008, @12:28PM (#24901353)

              ZDoom's problem was that it was using non-GPL code, yet was made available according to the GNU General Public License.

              ZDoom's problem isn't that it was using non-GPL code, it was that it was trying to use GPL code: version 1.16 used the minilzo decompressor and Qmus2midi, and the whole thing was released as GPL. Version 1.22 had Qmus2midi ripped out, but minilzo was still there and there was nothing in the source indicating what license the whole thing could be distributed under. Well, we know now that it couldn't be distributed due to the mixing of Doom Source Licensed code with GPLed code (not to mention the Hexen bits that were in there), but I don't know what it claimed to be under at the time.

              I don't have the source for any 2.0 versions except 2.0.96 handy. That one has no GPL code, although a few files have an exception that if they're used outside of ZDoom or one of its derivatives, then they fall under the GPL. The only piece of GPL code in GZDoom is Fragglescript, and the author of that has granted an exception so it can be linked with GZDoom. The author of GZDoom has put a lot of his own code under the LGPL, mostly to make it more difficult for closed-source ZDoom derivatives ZDaemon and Skulltag to use it...

    • Re: (Score:3, Interesting)

      I think some of us may be interested anyway.

      A bit of additional info is that the source code for both heretic and hexen are missing the sound libray... From the sourceforge page:

      The DMX sound library is not included with the source due to license issues, so you won't be able to link until those sound calls are replaced or removed.

        • Re: (Score:3, Informative)

          Yeah, just reading about that now. I found this [wikia.com] on the Doom Wiki an interesting read. I think you're right about the "copy and paste" (maybe a *little* more complicated than that, but not much seeing as the ground work has already been done by the Doom porting people).
    • by NoobixCube (1133473) on Friday September 05 2008, @09:38PM (#24896815) Journal

      If I've learned anything from my time on Slashdot, it's that there's a community for everything. No matter how weird or insignificant a software project is, there will be a dedicated community around it.

    • by Anonymous Coward

      These are still good things to learn from.

      And who knows if they had some clever tricks in them that have been forgotten? I still remember that fast inverse square root function ...