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PC Games (Games) Real Time Strategy (Games) Entertainment Games

Activision Releases Call to Power 2 Source 22

An anonymous reader writes "After some lobbying from Internet fans, Activision has released the source code for its Civilization-related PC strategy sequel "Call to Power 2". Fan-site Apolyton have announced this today, and the 8mb source code can be downloaded here . The readme notes that they could not distribute the Miles Sound library with the code, and that you need to have bought a copy of the game to use its data directory - there's plenty of discussion over at the CtP2 open source forums."
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Activision Releases Call to Power 2 Source

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  • here [apolyton.net] you can see the fun spelling and the laying out of plans for developing the code base further. towards the top you can see that there is a call to arms for C++ programmers.
  • I don't have a copy of the game, but I'm downloading the source anyway. I would have expected that any open sourcing of a well known commercial software product would be front page material, but I guess someone disagrees.
    • Re:Sounds like fun (Score:1, Informative)

      by Anonymous Coward
      I would have expected that any open sourcing of a well known commercial software product would be front page material, but I guess someone disagrees.
      Probably because 1) the commercial software product in question is crap and 2) the EULA is so restrictive it pretty much renders the idea of "open source" pretty much nugatory in this case.
  • Almost open source (Score:5, Insightful)

    by leastsquares ( 39359 ) on Wednesday October 29, 2003 @01:00AM (#7335583) Homepage

    This would be truly great, if not for the fact that the EULA is extremely restrictive.

    For example: You agree not to make copies of the Call to Power II Source Code or any part thereof, except for back up or archival purposes, or make copies of the materials accompanying the Call to Power II Source Code.

    So that rules out distributing it, or any derivations. I guess you could distribute patches, but the main code would have to come from the original source.

    You are explicitely allowed to distribute "New Game materials" (which I read as home-produced media files). But the source doesn't help in that regard anyway. You could always create new media based on evaluation of the original file formats.

    I am disappointed...

    • i fail to see the restriction...

      me thinks they just care that whatever is made with the code is free and needs a $5 copy of ctp2 to play. that's fine by me... :)

      If you decide to make available the use of the New Game Materials created by you to other gamers, you agree to do so solely without charge.

      New Game Materials may be created only if such New Game Materials can be used exclusively in combination with the retail version of Call to Power II. New Game Materials may not be designed to be used as

    • by Anonymous Coward on Wednesday October 29, 2003 @06:27AM (#7336392)
      I'm one of the guys who lobbied for the release of the code, and someone who has been in contact with Activision to arrange this (on Apolyton I'm known as Locutus, the Apolyton CS CtP1/2 Manager).

      The basic idea the EULA wants to convey is that we can do with the code whatever we want, as long as any products we create still require the original game to work. The idea is that we don't just remove the copyright protection, include (or replace) all the data from the game CD and distribute the game as freeware. Activision wants to make clear that open source doesn't necessarily equal freeware.

      The whole idea of releasing the source code is that we could use it to make CtP2 a better game, which would be rather pointless if the result couldn't be distributed. One caveat (if you can consider it that) is that we can't make money off of it. But it's not like we were planning to.

      If you check out the download section of Apolyton you'll see that countless mods and scenarios were already made for the game, which often make pretty radical changes to the original game (and which are all freeware, of course). The game is extremely flexible in how far it can be modded. Having the source code allows us modmakers to take what we've already been doing for the past 3 years one step further, which is exactly what Activision intended.
      • The basic idea the EULA wants to convey is that we can do with the code whatever we want, as long as any products we create still require the original game to work. The idea is that we don't just remove the copyright protection, include (or replace) all the data from the game CD and distribute the game as freeware. Activision wants to make clear that open source doesn't necessarily equal freeware.

        That basic idea would be fine, except the EULA doesn't even allow you to distribute "fixed" versions of the co
        • Me, Locutus of Apolyton (ouch, that sounds lame ;-)) again. Okay, having read through the EULA carefullly (again), here's the deal: The EULA makes a clear distinction between "Call to Power II Source Code" (i.e. the archive file available from Apolyton) and "New Game Materials", which is not explicitly defined but is clearly implied to mean 'fixed' (possibly compiled) versions of the game. The EULA forbids anyone from distributing the "Call to Power II Source Code" without express consent from Activision
    • Whatever the restrictions are, this is still a very significant release. The release makes the source open, though not completely free. One must credit Activision with going farther than any other game company would. This is a very positive step.
  • Old Code (Score:3, Interesting)

    by OtakuNoZoku ( 719915 ) on Wednesday October 29, 2003 @03:15AM (#7336020)
    Having worked on the original CTP it's nice to see how much of my original code made it into the second iteration. It's also embarassing looking at 6 year old code.
  • [The source code] has been stripped of comments

    Ah, so they have learned from SCO ;)

    Seriously, though, I'd be more than interested to see what the community will do with the code. The first CtP was available for Linux, and there is already Freeciv [freeciv.org]. Maybe the latter will integrate a few ideas (personally, I think not, since they are very well underway on their own!).

    Now, Sid, how about the Civ3 source? ;)
    • I'm not sure why they stripped -all- of the comments out of the code. Part of that seems a bit pointless. But it was probably a safety measure as much of the code contained quite a bit of personal information, e-mail addresses, telephone numbers, and also some "adult humour." I also recall that there was a Christmas tree that I created out of one part of the source code that other people contributed too, it looked like a Christmas tree and it actually compiled and executed, there was also a small perl scrip
      • The comments were stripped by Joe (Rumsey). He had to do that on his own, and for one man to go through ~2 million lines of code to find and remove any inappropriate comments would just take waaay too much of his time (his own time, that is, as he no longer works for Activision). So to save time, he just deleted everything (well, almost everything, there are still some remnants there).
  • by SamBeckett ( 96685 ) on Wednesday October 29, 2003 @08:11AM (#7336575)
    They released the source code a long time ago, for LokiHack 99.. For those of you who don't remember, Loki (the now dead Linux game company) had a contest where the brought in a bunch of open source hacker dudes to try to make the coolest mod to Civ:CTP in 3 days time. (This was in Atlanta during some Linux Expo-- I actually met Hemos there (and had no idea who he was) and ESR (had no idea who he was either)

    I was one of the particpants. I had never played Civilization anything AND was still wet behind the ears from my first years in college. It was embarassing how little I knew of C++.

    Anyway, I putzed around with the source code for 3 days, while sleeping in my car every 16 hours or so.

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