A good comment is here: http://www.quakesrc.org/forum/viewtopic.php?t=2212&start=30
swinston opinion: << expressing an opinion one way or another is perhaps a nono for me, but this is heartbreaking. A lowly script kiddie took advantage and stole something. It doesn't matter how many new or innovative things are in there. It doesn't matter how similar or readible or implementable in other engines that stuff is. What matters is this is stolen property. Property which publically took valve 5 years to make. To many here, that doesn't seem like a long time; but imagine that it were a different thing. Imagine that you worked 4 years towards getting a college degree, now when you've already called everyone and told them "I'm going to graduate," gotten the nice job, and all the acolades to go along with it, the registrar were to call up and say, "I'm sorry a script kiddie has taken all your work and we're going to graduate him instead of you." However, now that everyone can see how you were going to do it, they're going to graduate with better grades... You'll have to start over. Anything that you put that much time into becomes a large part of you. Stealing is bad, aiding in the stealing by looking at it, or aknowledging it as anything other than someone else's hard work and trying to aide in stoping its' distribution: that's almost as bad. Most game companies I know and have walked around in, don't pay particularly close attention to security. You can litterally walk into almost any development house and sit down at a computer, unquestioned. Ensemble and Id might be notible exceptions, however game companies don't pay as much attention as they should for an industry that thrievs on intellectual property. This is a really unfortunate thing to have happen. I can guarentee that no self respecting company on the planet has the source, most developers, that I know, if they have time, are even offering what aide they can towards finding out who does have it by scouring the net for links. I hope that Gabe doesn't wind up in court having to prove to Valve, Havoc, Sierra, Id Software, et all that he is not neglagent in protecting his source, their licenses etc. This is a truely horrible thing to have happen to anyone. If we are going to continue discussing HL2, out of respect for the hard work, time and effort of these developers, could we limit ourselves towards only discussing the features publically aknowledged in HL2, and ways we *already* know for doing similar things? Also out of respect, if you do have the source, and refuse to delete it, do us all a favor and not advertise that you either have it, have seen it, or wish to see it. Remember, guys, 5 years. It's their stuff, if you want to see it, sign an NDA and go to their offices. If they decide to go open source, great, support it. If not, don't punish them becuse some teen aged ass figured out how to run a script and ruin several individual's hard work. >> The \n where mine. >> What I'm wondering is: What implications will this have with all the other >> game manufacturers? >> Of course iD software wouldn't download the leak and rip off sections of >> code (hopefully), but what if one of their employees comes into posession P> of said leak and is 'inspired' by it? My opinion (tei): My hobby is engine coding, and will not rip any line from the source. I am not interested in HL2 because is much more than what I can understand. I am slighty interested in HL1, but actually is not really new, as actually most Quake1 engine load hl1 maps, and some have much better features that HL1 is. Soo.. HL1 live in the past. I have some problem about to read the SDK, If I read the SDK will be posible that write some HL1 features at my engine become a No-No. And, of course, If i read the HL1 source.. will be worst, will become a BIG NO-NO... The last feature I have added to my engine was a HL1 cloned feature: cl_messages, a interesting command to list every svc_ the netcode has received. I think was a cool idea, and was simple to migrate to quake1. The code is here: http://www.quakesrc.org/forum/viewtopic.php?t=2164 The date is 17 Sep 2003 06:20 pm So... I dont need HL1 SDK, or HL1 SOURCE to implement some HL1 features in my engine. And my engine is not a HL1 clone, soo I am not really interesting the way HL1 work, Its different, but not better. posdata: for the ret****, I am not swiston, and I dont know too much this guy, looks like is a good engine guru, Thats all I know about. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

