Team Fortress 2
Nada supera o Quakeworld Team Fortress, mas vamos ver no que dá esse TF2
All your base are belong to us!
Nada supera o Quakeworld Team Fortress, mas vamos ver no que dá esse TF2
por
Leandro
às
16:28 - Link Permanente
1 comentários
Finalmente, Quake 3 Arena GPL
ftp://ftp.idsoftware.com/idstuff/source/quake3-1.32b-source.zip
por
Leandro
às
00:27 - Link Permanente
0
comentários
Adaptei o meu plugin do Miranda SendToQW e fiz um script em PHP para o mbot. O script faz exatamento o que o plugin fazia: envia as mensagens que você recebe no Miranda para o seu cliente de Quakeworld.
<?php
/*
SendtoQW Mbot Script
Copyright (C) 2005 Leandro Koiti Sato, aka "Shogun"
http://shogunbr.blogspot.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
function mbot_load()
{
mb_SelfRegister(MB_EVENT_MSG_IN,1);
}
function mbe_MsgIn($cid,$body,$timestamp,$known)
{
$port = 27001;
$fp = fsockopen("udp://127.0.0.1", $port, $errno, $errstr);
if (!$fp) {
mb_Echo ("ERROR: $errno - $errstr\n");
}
else {
$fingerprint = "\xff\xff\xff\xffn";
$lb = "\x90"; //left bracket
$rb = "\x91"; //right bracket
$dot = "\x9c"; //yellow dot
$arrow = "\x8d"; //arrow
$cn = mb_CGetDisplayName($cid);
$proto = mb_CGetProto($cid);
$msg = $fingerprint .$lb .$proto .$rb .$dot .$cn .$arrow ." ".$body ."\n";
$msg = str_replace ("\r", "", $msg);
fwrite($fp,$msg);
fclose($fp);
}
return 0;
}
?> |
por
Leandro
às
01:15 - Link Permanente
0
comentários
John Carmack explica no seu blog o motivo pelo qual o código fonte do Quake 3 , que estava previsto para ser lançado sob a licensa GPL no final de 2004, não saiu:
Quake 3 Source
I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn?t the same as having a royalty free license without the need to disclose the source, but I?m pretty sure there would be some hard feelings.
Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won?t be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won?t wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.
por
Leandro
às
16:56 - Link Permanente
0
comentários