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.


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