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Quake Demoplace

Mar 08, 2000 6:34am CST tags: Quake, Demo
If you're looking for some of the classic demos from the Quake/QuakeWorld days the guys at Demoplace have just opened up and they are offering just that.

Carmack on GPL, 2

Feb 24, 2000 6:58pm CST tags: John Carmack, Quake
John Carmack has another .plan update to follow-up on the story yesterday about a particular Quake source project that is breaking the GPL agreement. In addition, he made a post to the /. forums. (Thanks torben)

Some people took it upon themselves to remotely wreck Slade's development system. That is no more defensible than breaking into Id and smashing something.The idea isn't to punish anyone, it is to have them comply with the license and continue to contribute. QuakeLives has quite a few happy users, and it is in everyone's best interest to have development continue. It just has to be by the rules.

While you're looking at .plan files check out the updates from GreenMarine and George Broussard about office antics.

Carmack on GPL

Feb 23, 2000 7:09pm CST tags: Quake
Update - Clay: Here's the whole dealie, since i know you can't get to the QuakeLives site right now. This is what's happening: The QuakeLives guy has stated this:

To download binaries or proceed into this site, you have to give up your rights under the GPL. Specifically the rights regarding access to the source code. And while we are obligated to offer you the source code, for up to 3 years until we stop releasing this. To gain access to this site, you are obligated not to ask.
So the guy wants to protect his source code? Big deal right? Wrong! Carmack released the source under the GPL. What's that? The GNU Public License. And here's a snippet of it:
"6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. YOU MAY NOT IMPOSE ANY FURTHER RESTRICTIONS ON THE RECIPIENTS' EXERCISE OF THE RIGHTS GRANTED HEREIN."
Anyhow, whats this mean? All these free software jokers who do stuff with Linux are up a creek if this kind of mess can happen. Any Tom, Dick or Harry, can take their software, close it and sell it! Anyway here's Carmack's whole "don't mess with me foo" .plan update.

This is a public statement that is also being sent directly to Slade at QuakeLives regarding http://www.quakelives.com/main/ql.cgi?section=dlagreement&file=qwcl-win32/" rel="nofollow" target="_blank" class="external

I see both sides of this. Your goals are positive, and I understand the issues and the difficulties that your project has to work under because of the GPL. I have also seen some GPL zealots acting petty and immature towards you very early on (while it is within everyone's rights to DEMAND code under the GPL, it isn't necessarily the best attitude to take), which probably colors some of your views on the subject.

We discussed several possible legal solutions to the issues.

This isn't one of them.

While I doubt your "give up your rights" click through would hold up in court, I am positive that you are required to give the source to anyone that asks for it that got a binary from someone else. This doesn't provide the obscurity needed for a gaming level of security.

I cut you a lot of slack because I honestly thought you intended to properly follow through with the requirements of the GPL, and you were just trying to get something fun out ASAP. It looks like I was wrong.

If you can't stand to work under the GPL, you should release the code to your last binary and give up your project. I would prefer that you continue your work, but abide by the GPL.

If necessary, I will pay whatever lawyer the Free Software Foundation reccomends to pursue this.

QWSV in Windows2000

Feb 23, 2000 7:10am CST tags: Quake
Word from Dr.Bunsen of the Muppety servers is that if you try to run QW servers under Win2K you're in for a bit of   a surprise. The server crashes whenever a client quits out without using a /disconnect command first.

QuakeWorld Forever

Feb 16, 2000 4:20am CST tags: Quake
The folks at Challenge-World have a pretty good overview of all of the Quake related source projects that are underway right now. While on that topic, Mr. Bunsen has a couple of QuakeWorld forever servers going: Muppety Clan Arena:   63.69.9.60:27504  and Muppety Matador: 63.69.9.60:27503

Quake1 Source Mods

Feb 08, 2000 1:11pm CST tags: Quake
GameSpy has an interesting article which takes a look at a few of the more interesting Quake1 source modifications that are in development right now.

New GLQuake

Feb 08, 2000 2:34am CST tags: Quake
Here is an  unofficial GLQuake page offering an updated version of GLQuake with some new multitexture, and nifty fog effects along with a Quake2 style sky rendering among other things.

RGB3 Preview Release

Feb 03, 2000 10:56am CST tags: Quake
The Ranger Gone Bad 3 Preview has (Quake1 movie) been released by United Ranger Films. This is not the ancient version that accidentally got out last week, but the more polished version.

QuakeLives QW

Jan 28, 2000 8:22am CST tags: Quake
The guys at QuakeLives have released new builds of their QuakeWorld security code in attempts to regulate play online and keep cheaters from doing their thing. Thanks Blue

Quake1 & Shaders

Jan 17, 2000 2:46am CST tags: Quake
The QER News page has word of a new build of Quake which has the ability to read Quake3 shaders now. It's a pretty big deal if you know what shaders are, if not then just uh... ignore this post.

QuakeWorld Forever Release

Jan 16, 2000 7:08am CST tags: Quake
The beta1 release of the QuakeWorld Forever project has been released, you can grab it from their page here. This project is aimed at archieving a secure system of client and server binaries while remaining open source.

D3D Quake

Jan 15, 2000 8:04am CST tags: Quake
If you're feeling saucy and want to see Quake running under D3D have a look at the D3DQuake page which has a patch you can download to check it out. Thanks Blue

Future of Quake

Jan 09, 2000 6:07am CST tags: id Software, Quake
GameSurge has a short article taking a look at the 'future of quake' and the staying power the series seems to have. I do believe Tim Willits was quoted in a chat a while back stating that there will be no Quake4. Last month Graeme was talking about his inspirations for the next id Software game, which seems to be pointing in that same direction. It certainly doesnt look like Doom2000 either, hrmph...

Quake Public Secure

Jan 05, 2000 8:55am CST tags: Quake
Quake Lives! , the Quakeworld revitalization project has released the first public secure beta. This is the first public release of the client proxy and new server (for QuakeWorld) to prevent the cheating that has been going on since the Quake 1 source release.

Blues has word of the release of IRCQW , a GL QW client modification that allows the user to IRC while playing Quake. Why someone would want to do that is anyone's guess though, might as well just alt-tab or quit Quake altogether.

Carmack On Anti-Cheat Proxy

Dec 30, 1999 4:56pm CST tags: John Carmack, Quake
The man John Carmack updated his .plan with word on an existing anti-cheat QuakeWorld proxy (the whole cheating because of Q1 source code release thing).

Several people have mentioned an existing anti-cheat QW proxy that should also be applicable to modified versions:

http://www.students.tut.fi/~zibbo/qizmo/" rel="nofollow" target="_blank" class="external

More Carmack on Cheating

Dec 26, 1999 8:33pm CST tags: John Carmack, Quake
A bit more on the whole cheating issue, the guys on /. carried a story today about the earlier .plan update from John Carmack on cheating with the Quake1 source release. Well Carmack has a quick comment here which basically states the obvious to programmers but may interest a few of you guys on the slow-slow weekend: (Thanks King_Darius)

There are server-side countermeasures that look for sequences of moves that are likely to be bot-generated and not human-generated, but that is an arms race that will end with skilled human players eventually getting identified as subtle bots.

Media cheats can be protected by various checksums, as we do in Q3 with the sv_pure option. This is only effective if the network protocol is not compromised, because otherwise a proxy can tell the client that it's hacked media are actually ok.

If the network protocol is not known, then the extra-information cheats generally can't happen unless you can hack the client source.

Carmack on Q1 Cheating

Dec 26, 1999 2:15pm CST tags: John Carmack, Quake
Yawn, nice late sleep in on a Sunday morning after Christmas. Well John Carmack has a .plan update addressing all the concerns about people cheating in Quake due to the release of the source code. Check it out:

There are a number of people upset about the Quake 1 source code release, because it is allowing cheating in existing games. There will be a sorting out period as people figure out what directions the Quake1 world is going to go in with the new capabilities, but it will still be possible to have cheat free games after a few things get worked out.

Here's what needs to be done:

- You have to assume the server is trusted. Because of the wau quake mods work, It has always been possible to have server side cheats along the lines of "if name == mine, scale damage by 75%". You have to trust the server operator.
- So, the problem then becomes a matter of making sure the clients are all playing with an acceptable version before allowing them to connect to the server. You obviously can't just ask the client, because if it is hacked it can just tell you what you want to hear. Because of the nature of the GPL, you can't just have a hidden part of the code to do verification.
- What needs to be done is to create two closed source programs that act as executable loaders / verifiers and communication proxies for the client and server. These would need to be produced for each platform the game runs on. Some modifications will need to be done to the open source code to allow it to (optionally) communicate with these proxies.
- These programs would perform a robust binary digest of the programs they are loading and communicate with their peer in a complex encrypted protocol before allowing the game connection to start. It may be possible to bypass the proxy for normal packets to avoid adding any scheduling or latency issues, but it will need to be involved to some degree to prevent a cheater from hijacking the connection once it is created.
- The server operator would determine which versions of the game are to be allowed to connect to their server if they wish to enforce proxy protection. The part of the community that wants to be competetive will have to agree to some reasonable schedule of adoption of new versions.
- Nothing in online games is cheat-proof (there is allways the device driver level of things to hack on), but that would actually be more secure than the game as it originally shipped, because hex edited patches wouldn't work any more. Someone could still in theory hack the closed source programs, but that is the same situation everyone was in with the original game.
- People can start working on this immediately. There is some prior art in various unix games that would probably be helpfull. It would also be a good idea to find some crypto hackers to review proposed proxy communication strategies.

Carmack On Q1 Code Release

Dec 22, 1999 5:33am CST tags: John Carmack, Quake
John Carmack made two posts to /. on of course the Quake1 source code which was just released. This post talks about the confusement on whether code and content are seperated by the GPL license, and this post is about the fact that releasing source code is hard to get past the biz guys, but is just a good thing.

Heh. You don't know how much trouble it is to convince biz oriented people that this isn't just plain stupid.

While thinking in terms of money and profit are probably good ways of understanding the way most things work in the world, don't let yourself become so jaded or cynical to think that it is the ONLY way things work.

I do think The World Would Be A Better Place if all software companies released older code so users still interested could work with it or learn from it. (I'm not holding my breath, though)

John Carmack

Quake Source Released

Dec 21, 1999 11:41pm CST tags: John Carmack, id Software, Quake
Damn, I go out to finally buy a Christmas tree and they go and release the Quake source code. Here are a few download locations: id Software , cdrom , 3DAG. Thanks to OneMan being the first of many to email this in.

This is the complete source code for winquake, glquake, quakeworld, and glquakeworld.

The projects have been tested with visual C++ 6.0, but masm is also required to build the assembly language files. It is possible to change a #define and build with only C code, but the software rendering versions lose almost half its speed. The OpenGL versions will not be effected very much. The gas2masm tool was created to allow us to use the same source for the dos, linux, and windows versions, but I don't really recommend anyone mess with the asm code.

The original dos version of Quake should also be buildable from these sources, but we didn't bother trying.

The code is all licensed under the terms of the GPL (gnu public license). You should read the entire license, but the gist of it is that you can do anything you want with the code, including sell your new version. The catch is that if you distribute new binary versions, you are required to make the entire source code available rce code available for free to everyone.

However, word from John Carmack is that they are holding on to the 'game source' code for Quake3 for a while since they are still making changes to that part of the code base. Here's the .plan update

The Q3 game source code is getting pushed back a bit because we had to do some rearranging in the current codebase to facilitate the release, and we don't want to release in-progress code before the official binary point release.
We still have a Christmas present for the coders, though: http://www.idsoftware.com/q1source/" rel="nofollow" target="_blank" class="external Happy holidays!

After you grab all your cool new toys, the Quake3 Editing board is there for the taking.

Weekend Lookback

Dec 19, 1999 6:55am CST tags: Quake
Because I have this feeling today is gonna be even worse than yesterday, here's a CNN article from June 96, talking about the original Quake release. How about that huh..heh

It plays much the same as "Doom," but is technologically enhanced. While "Doom" allowed as many as four players to blast away together on a level, "Quake" is now so advanced that hundreds of gunners can play together. "Quake" has been criticized as being one of the most violent computer games ever, but according to Jay Wilbur, the Biz Guy (yes, Biz Guy) at id Software, that's not a problem.

Thanks to the dude in #shugashack who pointed this article out, I forgot your name though, sorry :)