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Activision, Raven Release 2 Star Wars Games Under GPL

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  • by Psyborgue (699890) on Thursday April 04, 2013 @07:52AM (#43356441) Homepage Journal
    Are Quake 3 based, if I remember correctly, which is already open-source. What is the point of this, especially since it doesn't look like they've released the game assets?
    • by Svartalf (2997)

      Access to the GHOUL2 damage engine mods on top of it?

    • by mwvdlee (775178) on Thursday April 04, 2013 @07:58AM (#43356481) Homepage

      Access to Q3 engine modifications, tweaks and usage examples?

      • by MouseAT (945758)
        I wonder if this means someone will port JK2's physics/damage engine over to Jedi Academy. Jedi Academy was (on paper) a much better game, but the lightsaber combat was HORRIBLE compared to its predecessor.
        • by am 2k (217885)

          Yes, I don't know what they've done with it, but in Jedi Outcast, saber-on-saber fights needed actual skill, while in Jedi Academy it was just flailing around randomly until one of the involved parties hit.

    • especially since it doesn't look like they've released the game assets?

      Like DuckTales, Star Wars is a Disney franchise, and Disney is famous for sponsoring the Copyright Term Extension Act. I can't foresee what would cause Disney to change its policies to allow the release of anything it owns under a license for free cultural works [freedomdefined.org].

      • Yet another reason I don't give a single red cent to Disney or the like. Vote with your dollars, folks. As cool as it would be to attend Dapper Day at Disneyland, I'd rather not till they do the right thing and release that mouse back into the wild where he should have been over two decades ago.
        • by operagost (62405)
          Mickey Mouse is a registered trademark. A Mickey Mouse movie is a copyrighted work.
          • When people say "Mickey Mouse is copyrighted", what they mean is that the character has appeared only in copyrighted works; therefore, any other work featuring the character would be an infringing derivative work. In addition, the precedent in Dastar v. Fox is that trademarks cannot be used to extend the term of an expired U.S. copyright. Therefore, in 2025 when U.S. copyright in Plane Crazy, The Gallopin' Gaucho, and Steamboat Willie is expected to expire, Mickey Mouse's likeness will no longer distinctive
            • Until it gets extended, yet again. Registered on creation in 1928, under the terms of the then effective Copyright Act of 1909, Steamboat Willie would have expired in 1984.

    • by Anonymous Coward on Thursday April 04, 2013 @08:06AM (#43356529)

      Don't shit all over a nice gesture? I would love to see this become a regular thing, and maybe this is a test case to judge reactions for future action?

    • by BobNET (119675)

      They're based upon Quake 3, but might not be identical to it. Compare to Heretic and Hexen, both of which were based upon Doom but added things like an inventory and flight abilities. (Both of those games were also from Raven.)

    • by Hatta (162192)

      Now someone can port it to Linux.

      • by erroneus (253617)

        That was my first thought. It was also to update it and to add more to the stories. Speaking of which, I hope there will be some volunteerism from celebrity actors who would voice famous star wars characters for us.

        Gameplay and art and all that are parts of the whole. I also liked playing the stories. And having a small team get involved with writing some story line, getting voice actors to perform it and the game designers to create the stages of the new 3D worlds would be awesome to watch.

        I guess part

        • by Hatta (162192)

          I don't think this includes any of the assets. It's going to be like Freespace Open. You can play the original game on Linux, if you bought the game. If you didn't, there's tons of user generated content. I don't think it will take long for the community to throw together some Jedi models and arena maps.

          • by Hsien-Ko (1090623)
            The roadblock is doing new skeletons and animations from scratch . You can't just simply use the same animations, that would be illegal.

            It would take a lot of competence, tlaent and familiarity with Blender and game engines to do that, which is frankly, quite lacking in the FOSS community, to be honest.


            And no clamoring for the IQM format or SDL will change anything. It didn't work for RTCW, ET, or Doom 3.
  • by Anonymous Coward

    There are files in the zip that indicate at least some rudimentary linux support (joystick, memory handling), dated Dec 2000. This may be leftover from the Quake 3 engine however.

  • Where can I get the compiled binary for these two games?

  • by TheRaven64 (641858) on Thursday April 04, 2013 @08:18AM (#43356617) Journal
    While I applaud their use of a revision control system (git, in this case), perhaps someone should explain to them that uploading a single .zip file with all of the code in it somewhat defeats the point...
  • by roninmagus (721889) on Thursday April 04, 2013 @08:24AM (#43356655)
    I wish they'd release the code for Jedi Knight (the first one) if only for nostalgia. I spent many of my 12-year-old nights making levels for that game in JED.
    • by Carrot007 (37198)

      Original?

      Well if a sequal if original

      I spent many hours at Uni on Dark Forces II.

      This question has been asked many times as lots of people would love an updated version (since the hw version was very specific to the cards of the time and the software version was very low res). I'm sure the conclusion reached was that it has been lost.

      • True, I forgot that JK was itself a sequel.
      • by Sigg3.net (886486)

        If we're talking Jedi Knight: Dark Forces II, then it should run reasonably well in Wine now. If you've lost the install media that you paid for, there are backups on TPB. Personally, I take good care of my JK cardboard box edition. It's one of the best SP experiences in my life, and the first real multiplayer I tried before escaping into Quake2: CTF II.

        The cutscenes, sounds and atmosphere are really great Star Wars material.

    • by sepp256 (2738879)
      It looks like one of the JK2 devs started a petition a while back requesting the release of Jedi Knight: Dark Forces 2 source. http://www.ipetitions.com/petition/jkcoderelease/ [ipetitions.com] Maybe we can get some /. traffic to boost the number of signers on this petition.
  • by asylumx (881307) on Thursday April 04, 2013 @08:29AM (#43356683)
    How does releasing this code to OSS interact with trademark law from Lucas (or Disney now, I guess)? If I go fork this now open-source software, am I allowed to release a new version with any affiliation to Star Wars or does it fall on my shoulders to go in and remove anything that might be protected IP?
    • I think the trademarks are entirely retained. Presumably, they'll have to go out of their way to keep from using the trademarks "Star Wars" and "Jedi" in any forked productions.

      • by asylumx (881307)
        That's what I was thinking. So releasing this is more for academic purposes rather than for any directly applied purpose as OSS, right?
        • by alen (225700)

          disney still owns the trademark on star wars
          activision releasing the code doesn't mean anyone can make and sell a star wars game based on it. you can release it for free as long as you don't make any revenue from it

          • This is factually incorrect. You could hypothetically make a star wars game, acquire the licenses to the trademark and universe copyrights and sell it, but anything with the word "Star Wars" on it can get you sued otherwise.

    • How does releasing this code to OSS interact with trademark law from Lucas (or Disney now, I guess)? If I go fork this now open-source software, am I allowed to release a new version with any affiliation to Star Wars or does it fall on my shoulders to go in and remove anything that might be protected IP?

      The code release terms stipulate You MUST change the name of anything you develop from this source to "Mall Wars: Jersey Nights".

    • by westlake (615356)

      How does releasing this code to OSS interact with trademark law from Lucas (or Disney now, I guess)?

      What you have is the source code for the modified Quake engine.

      What you don't have are the rights to the Star Wars IP. Characters and props. Background art. Script and story. Music, sound effects and vocal performance.

  • by Anonymous Coward

    returns 99.

    • by loufoque (1400831)

      Use grep -rFi.
      Seriously.

  • by Anonymous Coward

    Use the source!

  • On your mark ... get set ... go! (Ready ... steady ... go?)

    http://en.wikipedia.org/wiki/Emscripten [wikipedia.org]

  • I hope SOF2 is next ...
  • by MrP- (45616) <rob@e[ ]emrp.net ['lit' in gap]> on Thursday April 04, 2013 @09:53AM (#43357479) Homepage
    Enjoy!

    \code\cgame\cg_players.cpp(1979): && !G_ClassHasBadBones( cent->gent->client->NPC_class ) )//these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...

    \code\cgame\cg_view.cpp(2173): //FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!

    \code\client\cl_bink_copier.cpp(25): // But we're in a thread, and va isn't thread-safe. Fuck.

    \code\client\cl_mp3.org(363): // what?!?!?! Fucking time travel needed or something?, forget it

    \code\client\snd_mem.cpp(366): if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

    \code\game\AI_Jedi.cpp(3675): {//fuck, jump instead
    \code\game\AI_Jedi.cpp(3688): {//fuck it, just force it
    \code\game\AI_Jedi.cpp(3698): {//fuck, jump instead
    \code\game\AI_Jedi.cpp(3711): {//fuck it, just force it

    \code\game\AI_Rancor.cpp(392): {//fuck, do an actual line trace, I guess...
    \code\game\AI_Rancor.cpp(569): {//fuck, do an actual line trace, I guess...

    \code\game\bg_pmove.cpp(3187): {//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!

    \code\game\g_active.cpp(1153): {//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player

    \code\game\g_client.cpp(1502): //SIGH... fucks him up BAD
    \code\game\g_client.cpp(1520): //SIGH... spine wiggles fuck all this shit

    \code\game\g_vehicles.c(2231): {//just get the fuck out

    \code\game\NPC_move.cpp(97): //FUCK IT, always check for do not enter...

    \code\game\NPC_reactions.cpp(1145): //ask them what the fuck they're doing

    \code\game\q_math.cpp(545): i = 0x5f3759df - ( i >> 1 ); // what the fuck?

    \code\game\wp_saber.cpp(13714): // Need to extern these. We can't #include qcommon.h because some fuckwit

    \code\ghoul2\G2_bones.cpp(314): // why I should need do this Fuck alone knows. But I do.

    \code\mp3code\mhead.c(247): return 0; // fuck knows what this is, but it ain't one of ours...

    \code\mp3code\towave.c(203): // fuck this...

    \code\renderer\tr_WorldEffects.cpp(436): #define COUTSIDE_STRUCT_VERSION 1 // you MUST increase this any time you change any binary (fields) inside this class, or cahced files will fuck up

    \code\server\sv_savegame.cpp(1571): // I'm going to jump in front of a fucking bus if I ever have to do something so hacky in the future.
    \code\server\sv_savegame.cpp(1750): // popup, but we need it to be up for at least a second, so sit here in a fucking

    \code\ui\ui_saber.cpp(40): {//FIXME: these get fucked by vid_restarts

    \code\win32\win_glimp.cpp(740): // error box that'll only appear if something's seriously fucked then I'm going to fallback to

    \code\win32\win_qgl_dx8.cpp(4487): // But I can't figure out who the fuck has a lock on the texture, or

    \codemp\client\cl_input.cpp(1890): //this will fuck things up for them, need to clamp

    \codemp\client\snd_mem.cpp(365): if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

    \codemp\game\g_main.c(912): // Fix for yet another friggin global in the go
    • Less results and I lots of reused code it seems

      \code\cgame\cg_players.cpp(2066): && !G_ClassHasBadBones( cent->gent->client->NPC_class ) )//these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...

      \code\cgame\cg_view.cpp(2173): //FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!

      \code\client\cl_mp3.org(363): // what?!?!?! Fucking time travel needed or something?, forget it

      \code\client\snd_mem.cpp(366):
      • An AI_Jedi walks into a bar. Bartender asks, "What'll you have?" AI_Jedi responds, "A Jedi Mind Trick." Bartender asks, "How do you make that?" AI_Jedi replies, "Fuck it, just Force it."
    • by safetyinnumbers (1770570) on Thursday April 04, 2013 @10:33AM (#43357969)

      \code\game\q_math.cpp(545): i = 0x5f3759df - ( i >> 1 ); // what the fuck?

      That''s part of the Quake III fast inverse square root [wikipedia.org].

    • \tools\ModView\oldskins.cpp(596): // {"February", 28}, // fuck the leap years

      I guess we won't be playing this on 2016

  • I always love searching the source code for common swears, where you can tell crunch time came around and everyone is frustrated with everyone else. These codebases are ripe with fun ones.

  • Personally I can't wait to get Linux native binaries of this game. Should be possible to port it to some more obscure architectures like PPC and ARM. It's not just for modding an engine, lots of other platforms benefit too. Jedi Academy on Solaris.

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