website/sotc/2000/0518

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2000-05-18 19:42:28 +00:00
<H2>"Standards are great ... uh, we don't have to follow them do we?"</H2>
<P>I must say I am a bit peeved. Some of the mod projects out there
are doing a number of things to the engine source, which they intend
to be completely incompatible with anything anyone else is doing
with the engines. So far as I understand, these projects are
planning to <STRONG>SELL</STRONG> their mods, which is their
justification.
<P>If you're one of these people and you're reading this, let me be
quite frank with you:
<OL>
<LI><STRONG>NOBODY</STRONG> is going to buy a Quake1 engine
today. If you can produce a solid game for the engine, one
which does not use Id Software's original game data or
trademarks in any way (which some of you are not bothering
to do), then maybe you might possibly have a chance. But
making your own engine which completely violates standards
just so it's different and other people have to use yours is
frankly stupid of you.
<BR>&nbsp;
<LI>Without exception, every single project doing this is
targetting win32 (ONLY!) with Linux a mere afterthough, if
even that. This is no big deal if your engine follows
established standards. Since the standards group is open to
anyone working on an engine to contribute ideas and working
code, you have no excuse to not even try to be involved with
them. There are a lot of people out there using a lot of
other operating systems. We won't be playing your game if
it doesn't run on our OS. And we'll be telling people who
run win32 exactly why we can't and they shouldn't either.
<BR>&nbsp;
<LI>Some of you have even been talking about finding ways to
keep from releasing your source code in order to keep other
engines from being able to play your mod. If you release an
engine which has no source code and turn down requests for
that source, you are violating Id Software's license on
Quake - the GNU General Public License - and they
<STRONG>WILL</STRONG> sue you to defend their Copyright.
<BR>&nbsp;
<LI>When John Carmack released the Quake source code, he
asked primarily for one thing: Keep compatibility and share
your work (on the engine at least) for the benefit of all.
Far too many of you have said you are looking for ways to
"get around" those limits so you can more easilym have
somerhing you can make a profit on. If you have to try and
circumvent Id's license or John's requests so you can turn
around and sell it, then you don't deserve a profit. Talk
about biting the hand that feeds you. Those of you doing
this just suck, period.
<BR>&nbsp;
</OL>
<P>I realize the above does not apply to a lot of engines out there,
and if it doesn't that's good! The above comments are not directed
at you anyway. I also am perfectly aware that the mods doing some
of the above things are not doing all of them. If you're doing any
of them though, it's a bad thing and you really should stop and
think about what you're doing real hard.
<P>Am I against selling stuff based on the Quake source? Not at
all, I think it's cool if someone produces a game worth selling.
Half Life, after all, is based on the Quake1 engine and look at it
today. It has a few features that are <STRONG>BETTER THAN</STRONG>
features found in Quake3, and people are still buying it today.
<P>But what I do have a problem with is trying to keep secrets in
the engine. As I said, a lot of you are targetting Win32 (why not,
it's a big market after all..) That is FINE as long as you're not
trying to keep other engines from being able to play your mod under
Linux or a Mac or who knows what else. There's nothing you can add
to the engine that someone else couldn't add to another engine.
Trying to keep it all a secret and ignoring the standards groups is
just a good way to make things incompatible. The problem is some of
you believe that will lead you to more profits. You're wrong. Dead
wrong.
<P>Most players do not want to have 5-6 Quake engines laying around
on their drives, even if they do play 5-6 Quake games. Speaking
from my own engine's perspective, this is one of the biggest reasons
why QuakeForge uses "base" now by default for its game directory
rather than "id1". All you will have to do is pass on the command
line a simple <TT>+set fs_gamebase id1</TT> and you'll be able to
play the original game. Simple right?
<P>Well no, the problem is that it's not so simple and I know it.
That's why you want your own engine. But I can write a win32 batch
file to do that in QuakeForge real fast. I could put Nehahra's
files in "nehahra" right next to id1 and pretty easily write a
script or batch file that would start up that mod for me, no problem
at all. You're not giving us that opportunity. And you want us to
pay for the privelege of helping you do exactly what John Carmack
asked engine developers not to do?
<P>If this message has managed to convince some of you that what
you're doing is a bad idea, please contact me and I'll try to help
get you in contact with the QSG people. Suggest your ideas and
engine enhancements to the QSG list and we can talk about how best
to make it work. Not just for our engines, but for your engine as
well. A few really good ideas have become even better as a result
of the group hashing over them and finding the best way to make it
happen. The standards group isn't about limits, it's about
enhancing the engines in ways that don't step on other people's
toes and giving us all a chance to support the same things.