It’s true! No talkish rambly posts about it just yet since it went live late last night.
Wolfenstein: Enemy Territory Goes Open Source
A new story entry has been added:
[drupal=681]Wolfenstein: Enemy Territory Goes Open Source[/drupal]
During his annual QuakeCon keynote speech last night, John Carmack mentioned that the full Wolfenstein: Enemy Territory source code is now available under the GNU General Public License. This is great news for aspiring modders looking to use the game’s innards as a basis for their own project, as well as community-driven improvements for Wolf: ET itself. An official, potentially press release-laden announcement is apparently still to come, but in the meantime, you can grap the source from one of the mirrors below:
[ul]
[li]id Software FTP [/li]> [li]Rapidshare [*]Splash Damage [/li]> [/ul]
Happy developing!
I’ve also mirrored it on QuakeWiki.net - https://www.quakewiki.net/rtcw-and-enemy-territory-gpl-source-release
Happy developing everybody!
:stroggtapir:
Im afraid there will be too much and bad clones … so hopefully some skilled coding-team/coders will take their hands on it - to release some usefull patches for the original game … otherwise every clan will have its “own” ET …
By the way …
@ Splashdamage
ET owns a dead feature called “Look out for updates”. Is there any chance to “acitvate” it ?
Ive heard its needed to be programmed at the masterserver … any suggestions?
Thanks in advance
greetz Cambo
A link from the news id Software Open-Sources ET, RTCW I’ve found @ phoronix
Welcome Wolfenstein: Enemy Territory and Return to Castle Wolfenstein! @ ioquake3.org
When one guy make a new Et.exe (or maybe include the engine to the cgame, game ui dlls?!) then its better he make it opensource. We dont need 30 new Et´s!
It’s part of the Gnu/GeneralPublicLicense:
You can take the source code and modify.
But you MUST publish your code.
Well as far as I can see the assests are not part of this story and if I’m not wrong it’s a big step to redo all assets for a stand alone game …
From ther README.TXT
"
This source release does not contain any game data, the game data is still
covered by the original EULA and must be obeyed as usual.
"
Anyway nice move @SD! It’s an option to put the code into an open repository and do a comunity 2.70.
I haven’t looked into the source folder, but… does it contain the long-missing character modelling tools?
Correct. But the assets are freely available to end users, unlike say Q3. You can’t bundle them with your game, but you should be able to use them in your mod/game with at most requiring your users to also go out and install ET. (IANAL)
It’s like the Ghosts of Christmas Past in here with all the old school people checking in!!!
I haven’t looked into the source folder, but… does it contain the long-missing character modelling tools?
No, but it’s certainly possible that some one could develop one from what is there.
I have problem with compile
scons: building associated VariantDir targets: build/release/core build/release/dedicated build/release/game build/release/cgame build/release/ui
nasm -f elf -o build/release/dedicated/unix/snapvector.o unix/snapvector.asm
sh: nasm: not found
scons: *** [build/release/dedicated/unix/snapvector.o] Error 127
scons: building terminated because of errors.
Please Help me.
Thanks ID TECH
Now vision of see W:ET in Shader Model 3.0 & HDR is real as never before, to fill current market demands.
W:ET can now live forever.
Little sad that it take so long, when in meantime some axillary community groups had to begin developing own projects.
[quote=oleczek7;236127]I have problem with compile
scons: building associated VariantDir targets: build/release/core build/release/dedicated build/release/game build/release/cgame build/release/ui
nasm -f elf -o build/release/dedicated/unix/snapvector.o unix/snapvector.asm
sh: nasm: not found
scons: *** [build/release/dedicated/unix/snapvector.o] Error 127
scons: building terminated because of errors.
Please Help me.[/quote]
You need to install NASM, the assembly compiler.