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