Quake 2 Source Code Released Under The GPL 371
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.
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.
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.
3.16 -vs- 3.20 (Score:2, Interesting)
Anyone know if there are major differences between these versions?
Dreamcast game engine? (Score:2, Interesting)
My personal interest in this project is that some independent game makers make some free, yet good quality games for Dreamcast. Wouldn't that be cool? The DC is $50, and can play burned CD's, which makes it an ideal candidate for this type of thing.
In any case, if the GPL licensing of Q2 sparks some quality spin-offs, this could be a welcome evolution of cross-platform games.
No Mac version included? (Score:2, Interesting)
I'm guessing this is because ID software didn't port it to Mac, rather Logicware did the classic port and OmniGroup did the OS X port. However, this doesn't explain why the code for so many other OS' is included... Did ID Software actually port Q2 to rhapsody, for example?
Oh well, it would be really nice if Logicware or (more probably) the OmniGroup could donate their mac specific code. Do either of the above two companies actually own their Mac specific source code? Is this why ID Software is hesitant to include it in this package?
Oh well, I have no idea, I'm just thinking out loud.
Re:No thanks, John. (Score:1, Interesting)
There are a *lot* of things the Q2 engine does extremely well and much that people can learn from it. I'm willing to bet that significant chunks of the Q3 engine aren't that disimilar to Q2 engine. Things like BSP tree and collision algorithms will have been improved a bit, but not that much.
Quake 3 was a big victim of piracy and didn't ship nearly as many copies as you might think. Also, the I believe the licensing fee is something in the region of a million dollars per game. I'm sure they make more money off licensing the engine than on direct sales.
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.
Re:Website (Score:2, Interesting)
-Xian
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