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Activision, Raven Release 2 Star Wars Games Under GPL

timothy posted about a year and a half ago | from the play-you-will dept.

Open Source 105

hypnosec writes "Activision and Raven Software game studios have open sourced a couple of their games so that people can play as well learn from the code. The gaming companies have released the source code of Star Wars Jedi Knight: Jedi Academy and Jedi Outcast through SourceForge."

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I think those two games (4, Interesting)

Psyborgue (699890) | about a year and a half ago | (#43356441)

Are Quake 3 based, if I remember correctly, which is already open-source. What is the point of this, especially since it doesn't look like they've released the game assets?

Re:I think those two games (1)

Svartalf (2997) | about a year and a half ago | (#43356463)

Access to the GHOUL2 damage engine mods on top of it?

Re:I think those two games (3, Insightful)

mwvdlee (775178) | about a year and a half ago | (#43356481)

Access to Q3 engine modifications, tweaks and usage examples?

Re:I think those two games (2)

MouseAT (945758) | about a year and a half ago | (#43356621)

I wonder if this means someone will port JK2's physics/damage engine over to Jedi Academy. Jedi Academy was (on paper) a much better game, but the lightsaber combat was HORRIBLE compared to its predecessor.

Re:I think those two games (1)

am 2k (217885) | about a year and a half ago | (#43356637)

Yes, I don't know what they've done with it, but in Jedi Outcast, saber-on-saber fights needed actual skill, while in Jedi Academy it was just flailing around randomly until one of the involved parties hit.

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43365503)

Fanning works in Jedi Outcast just as well, so I'm not sure what you are complaining about.

If you aren't good enough to stay out of the way of "flailing around random" hits, then you have no skill and it's you that sucks. Improve your footwork.

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43365351)

You're joking, right? Jedi Academy had far better saber combat than Jedi Outcast. Maybe you just don't know what is good against what or you don't have very good footwork.

Footwork is most important. Learn your combos and switch them up a lot. Play defensively, don't just rush into a fight. Avoid the use of katas and butterflies or you will leave yourself vulnerable. If you are just starting, learn with single red, then move on to single yellow and then to staff or duals.

I've been playing Jedi Academy since release and I dominate there.

It'd be like releasing DuckTales under GPL (3, Informative)

tepples (727027) | about a year and a half ago | (#43356491)

especially since it doesn't look like they've released the game assets?

Like DuckTales, Star Wars is a Disney franchise, and Disney is famous for sponsoring the Copyright Term Extension Act. I can't foresee what would cause Disney to change its policies to allow the release of anything it owns under a license for free cultural works [freedomdefined.org] .

Re:It'd be like releasing DuckTales under GPL (0)

Anonymous Coward | about a year and a half ago | (#43356649)

They are also famous for releasing the engine which eventually became Panda3D. There is nothing wrong with companies protecting their IP.

Re:It'd be like releasing DuckTales under GPL (1)

tepples (727027) | about a year and a half ago | (#43357727)

[Disney VR] are also famous for releasing the engine which eventually became Panda3D. There is nothing wrong with companies protecting their IP.

So in a way, this release is typical for Disney: free the computer programs and leave the cultural works non-free.

Re:It'd be like releasing DuckTales under GPL (0)

Anonymous Coward | about a year and a half ago | (#43358613)

As they continue to follow the philosophy of "content is king"... without the creative license, the content has no value.

Of course, unless it's has to do with cats.

Re:It'd be like releasing DuckTales under GPL (1)

thoughtlover (83833) | about a year and a half ago | (#43358067)

Yet another reason I don't give a single red cent to Disney or the like. Vote with your dollars, folks. As cool as it would be to attend Dapper Day at Disneyland, I'd rather not till they do the right thing and release that mouse back into the wild where he should have been over two decades ago.

Re:It'd be like releasing DuckTales under GPL (1)

operagost (62405) | about a year and a half ago | (#43360587)

Mickey Mouse is a registered trademark. A Mickey Mouse movie is a copyrighted work.

What "Mickey Mouse is copyrighted" means (1)

tepples (727027) | about a year and a half ago | (#43367069)

When people say "Mickey Mouse is copyrighted", what they mean is that the character has appeared only in copyrighted works; therefore, any other work featuring the character would be an infringing derivative work. In addition, the precedent in Dastar v. Fox is that trademarks cannot be used to extend the term of an expired U.S. copyright. Therefore, in 2025 when U.S. copyright in Plane Crazy, The Gallopin' Gaucho, and Steamboat Willie is expected to expire, Mickey Mouse's likeness will no longer distinctively identify products of The Walt Disney Company.

Re:I think those two games (5, Insightful)

Anonymous Coward | about a year and a half ago | (#43356529)

Don't shit all over a nice gesture? I would love to see this become a regular thing, and maybe this is a test case to judge reactions for future action?

Re:I think those two games (2)

BobNET (119675) | about a year and a half ago | (#43356657)

They're based upon Quake 3, but might not be identical to it. Compare to Heretic and Hexen, both of which were based upon Doom but added things like an inventory and flight abilities. (Both of those games were also from Raven.)

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43356681)

Ah the memories...

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43359029)

Yep. Loved the 'Rotisserie Gold' combo in death matches. Morph Ovum immediately followed by Phoenix Rod.

Re:I think those two games (1)

Hatta (162192) | about a year and a half ago | (#43356675)

Now someone can port it to Linux.

Re:I think those two games (1)

erroneus (253617) | about a year and a half ago | (#43357895)

That was my first thought. It was also to update it and to add more to the stories. Speaking of which, I hope there will be some volunteerism from celebrity actors who would voice famous star wars characters for us.

Gameplay and art and all that are parts of the whole. I also liked playing the stories. And having a small team get involved with writing some story line, getting voice actors to perform it and the game designers to create the stages of the new 3D worlds would be awesome to watch.

I guess part of a problem of a public/community game development of this type would be the value of the story. I don't want to know what's going to happen or what happens when I make different choices. That's something private activities are good at. How we could get that from a community driven and community sourced game project? I fear the best we can hope for is "Urban Terror" with lightsabers.

Re:I think those two games (1)

Hatta (162192) | about a year and a half ago | (#43358059)

I don't think this includes any of the assets. It's going to be like Freespace Open. You can play the original game on Linux, if you bought the game. If you didn't, there's tons of user generated content. I don't think it will take long for the community to throw together some Jedi models and arena maps.

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43360949)

I don't think this includes any of the assets. It's going to be like Freespace Open. You can play the original game on Linux, if you bought the game. If you didn't, there's tons of user generated content. I don't think it will take long for the community to throw together some Jedi models and arena maps.

I believe all the assets would be here??

http://jediknight3.filefront.com/files/Jedi_Knight_III/Maps;2951

or are all those not the assets?? Are the assets the whole storyline and stuff??

cheers

Re:I think those two games (1)

Hatta (162192) | about a year and a half ago | (#43361579)

Nope, those are just some user created levels. The assets are indeed the whole storyline and stuff, including player models, maps, textures, voices, and music.

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43357113)

There's more point to this than there ever was to you making that comment. What, exactly, have YOU done for the gaming community lately?

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43357541)

What commercial GPL'd code releases game assets too?

Oh, that's right... none.

Re:I think those two games (0)

Anonymous Coward | about a year and a half ago | (#43365313)

They are heavily modified to add simple ragdoll physics (as another person mentioned, the GHOUL 2 system), a complex saber combat system and a number of general visual tweaks.

I've done a lot of mapping for Jedi Academy and there are some things that you just can't do in the stock Q3 engine that are possible in Raven's version.

Linux port. (0)

Anonymous Coward | about a year and a half ago | (#43356455)

Someone get started on Linux ports right now!

Re:Linux port. (1)

Svartalf (2997) | about a year and a half ago | (#43356475)

Heh...

Re:Linux port. (0)

Anonymous Coward | about a year and a half ago | (#43356553)

meh

Re:Linux port. (1)

Svartalf (2997) | about a year and a half ago | (#43356809)

Is that all you can manage? I suspect that either Ryan or myself will find the time and make it happen. Right now, I've been kinda...swamped...with real-life concerns (Since, unlike Ryan, it's not my day-job yet...) to be overly active...

Re:Linux port. (0)

Anonymous Coward | about a year and a half ago | (#43356625)

wow. number 2997 and all you can say is Heh...

Re:Linux port. (1)

c0d3g33k (102699) | about a year and a half ago | (#43356687)

That's all that needs to be said, oh clueless A/C. Go look at Svartalf's profile to get yourself a free helping of context.

Re:Linux port. (3, Informative)

Svartalf (2997) | about a year and a half ago | (#43356825)

Depends on how fast I can get the Steam releases of the games I'm responsible for the Linux version of out the door- and if Ryan can beat me to the punch... >:-D

Re:Linux port. (1)

X0563511 (793323) | about a year and a half ago | (#43360935)

I just want to say: you two kick ass.

Re:Linux port. (0)

Anonymous Coward | about a year and a half ago | (#43366637)

I see that he is the "CTO" of a "tech" "company" that nobody has ever heard of and that doesn't even have a web site, for "budgetary" reasons.

Seems legit.

Re:Linux port. (0)

Anonymous Coward | about a year and a half ago | (#43356561)

Go for it. Or does open source means you get stuff for free?

Re:Linux port. (0)

Anonymous Coward | about a year and a half ago | (#43356593)

Sometimes, but that is not what Open Source is all about. In this case game assets were not released, so you still have to buy the game to get the data to play as with many other games that had source released in the past. I think I already own Jedi Knight on Steam.

Re:Linux port. (0)

Anonymous Coward | about a year and a half ago | (#43356751)

They're already on it
https://github.com/Razish/OpenJK

Re:Linux port. (1)

RedHackTea (2779623) | about a year and a half ago | (#43358425)

Their README says nothing about making it work on Linux... If they're only making it work and run on Windows, then no big deal...

linux code already in there (1)

Anonymous Coward | about a year and a half ago | (#43356599)

There are files in the zip that indicate at least some rudimentary linux support (joystick, memory handling), dated Dec 2000. This may be leftover from the Quake 3 engine however.

Compiled versions? (1)

blahbooboo (839709) | about a year and a half ago | (#43356607)

Where can I get the compiled binary for these two games?

Re:Compiled versions? (0)

Anonymous Coward | about a year and a half ago | (#43356643)

Buy the games?

Re:Compiled versions? (0)

Anonymous Coward | about a year and a half ago | (#43356663)

Type 'make' at the command line?

Re:Compiled versions? (1)

tankbob (633230) | about a year and a half ago | (#43356651)

steam....

Re:Compiled versions? (-1)

Anonymous Coward | about a year and a half ago | (#43356755)

That’s what you have a compiler for!

Can't handle it? Then who did let you touch a computer? Get a iAmAFagPad or some other Playmobil toy or something, for fuck's sake! That's what they're there for!

Here's how you can try to get the binaries (0)

Anonymous Coward | about a year and a half ago | (#43368141)

released for the two games. Go find a cliff or a bridge somewhere, then take your entire fucktarded family. Have all of them jump off to their deaths and after that jump to yours as you and your entire fucktarded family are obviously too fucking stupid to even exist let alone use a fucking computer.

Version control: You're doing it wrong! (5, Funny)

TheRaven64 (641858) | about a year and a half ago | (#43356617)

While I applaud their use of a revision control system (git, in this case), perhaps someone should explain to them that uploading a single .zip file with all of the code in it somewhat defeats the point...

Re:Version control: You're doing it wrong! (0)

Anonymous Coward | about a year and a half ago | (#43356689)

Why would you need version control for source code which is no longer in active development?

Re:Version control: You're doing it wrong! (1)

rbowen (112459) | about a year and a half ago | (#43357325)

Presumably so that other people can continue the development.

Re:Version control: You're doing it wrong! (4, Informative)

rbowen (112459) | about a year and a half ago | (#43357099)

I've been talking with the developer in question this morning, and he'll be putting the code into Git this evening or this weekend, as he has time.

Please add to summary (1, Informative)

Jim Hall (2985) | about a year and a half ago | (#43358081)

Hi. Can you add that note to the article summary? That should head off a lot of comments.

Re:Version control: You're doing it wrong! (1)

bill_mcgonigle (4333) | about a year and a half ago | (#43358573)

Thank you for your work on Sourceforge.

models (0)

Anonymous Coward | about a year and a half ago | (#43356633)

AFAICT, 3D models are not included in the zip, so it probably will not be usable without the original. Yet another in a growing list of "Free" games that are actually not really much used because the data can not be shared.....

Do not see why we would need this.

Re:models (1)

tankbob (633230) | about a year and a half ago | (#43356669)

When the Doom source was released people used it to create a new update to date engine that required the original assets to play. This generates increased sales in the original.

Re:models (2)

Agent ME (1411269) | about a year and a half ago | (#43357737)

You can't see the value of the engine being open source? It's the same situation as with the Doom games, Quake 1-3, and Duke Nukem 3d. You still need to own the game to play it, but people can update the engine to have new features, work better on more platforms, and use it as a base for their own games.

Re:models (1)

Hsien-Ko (1090623) | about a year and a half ago | (#43361165)

You can't GPL works of a big franchise. That's just pounding sand.

One could start a media project that infringes on nothing with absolutely nothing derivative of the Star Wars universe, calling things like "shaftpoles" (they're shafts of light that form within a pole), maybe even dropping the sci-fi setting altogether.

Original Jedi Knight (2)

roninmagus (721889) | about a year and a half ago | (#43356655)

I wish they'd release the code for Jedi Knight (the first one) if only for nostalgia. I spent many of my 12-year-old nights making levels for that game in JED.

Re:Original Jedi Knight (1)

Carrot007 (37198) | about a year and a half ago | (#43357671)

Original?

Well if a sequal if original

I spent many hours at Uni on Dark Forces II.

This question has been asked many times as lots of people would love an updated version (since the hw version was very specific to the cards of the time and the software version was very low res). I'm sure the conclusion reached was that it has been lost.

Re:Original Jedi Knight (1)

roninmagus (721889) | about a year and a half ago | (#43359397)

True, I forgot that JK was itself a sequel.

Re:Original Jedi Knight (1)

sepp256 (2738879) | about a year and a half ago | (#43359383)

It looks like one of the JK2 devs started a petition a while back requesting the release of Jedi Knight: Dark Forces 2 source. http://www.ipetitions.com/petition/jkcoderelease/ [ipetitions.com] Maybe we can get some /. traffic to boost the number of signers on this petition.

How does licensing work on this? (3, Interesting)

asylumx (881307) | about a year and a half ago | (#43356683)

How does releasing this code to OSS interact with trademark law from Lucas (or Disney now, I guess)? If I go fork this now open-source software, am I allowed to release a new version with any affiliation to Star Wars or does it fall on my shoulders to go in and remove anything that might be protected IP?

Re:How does licensing work on this? (1)

i kan reed (749298) | about a year and a half ago | (#43356805)

I think the trademarks are entirely retained. Presumably, they'll have to go out of their way to keep from using the trademarks "Star Wars" and "Jedi" in any forked productions.

Re:How does licensing work on this? (1)

asylumx (881307) | about a year and a half ago | (#43356957)

That's what I was thinking. So releasing this is more for academic purposes rather than for any directly applied purpose as OSS, right?

Re:How does licensing work on this? (1)

alen (225700) | about a year and a half ago | (#43357169)

disney still owns the trademark on star wars
activision releasing the code doesn't mean anyone can make and sell a star wars game based on it. you can release it for free as long as you don't make any revenue from it

Re:How does licensing work on this? (0)

Anonymous Coward | about a year and a half ago | (#43357483)

Slashdot law advise strikes again!

In all seriousness you should likley consult an IP (Intelectual Property) Lawyer before releasing anything if your worried or not even worried.

Re:How does licensing work on this? (1)

i kan reed (749298) | about a year and a half ago | (#43359971)

This is factually incorrect. You could hypothetically make a star wars game, acquire the licenses to the trademark and universe copyrights and sell it, but anything with the word "Star Wars" on it can get you sued otherwise.

Re:How does licensing work on this? (1)

93 Escort Wagon (326346) | about a year and a half ago | (#43357189)

How does releasing this code to OSS interact with trademark law from Lucas (or Disney now, I guess)? If I go fork this now open-source software, am I allowed to release a new version with any affiliation to Star Wars or does it fall on my shoulders to go in and remove anything that might be protected IP?

The code release terms stipulate You MUST change the name of anything you develop from this source to "Mall Wars: Jersey Nights".

Re:How does licensing work on this? (1)

X0563511 (793323) | about a year and a half ago | (#43360979)

How about Space Balls: The Game?

Re:How does licensing work on this? (0)

Anonymous Coward | about a year and a half ago | (#43357623)

Why does this question always get asked when a company open sources a game? They never give away anything other than the code.

Re:How does licensing work on this? (1)

westlake (615356) | about a year and a half ago | (#43357783)

How does releasing this code to OSS interact with trademark law from Lucas (or Disney now, I guess)?

What you have is the source code for the modified Quake engine.

What you don't have are the rights to the Star Wars IP. Characters and props. Background art. Script and story. Music, sound effects and vocal performance.

grep -r [wW][tT][fF] jediAcademy | wc -l (1)

Anonymous Coward | about a year and a half ago | (#43356703)

returns 99.

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (0)

Anonymous Coward | about a year and a half ago | (#43356721)

also the phrase "Stupid fucking incompetent MS dickheads" is in there somewhere ;-)

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (2)

flimflammer (956759) | about a year and a half ago | (#43357841)

I think that's inside one of their MFC tool programs. I also found this in one of the code pages for one of those:

void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName)
{
        if (gpLastOpenedModViewDoc)
        { // make absolutely fucking sure this bastard does as it's told... //
                gpLastOpenedModViewDoc->SetPathName(psDocName,false);
                gpLastOpenedModViewDoc->SetTitle (psDocName);
        }
}

I have so much sympathy for this anonymous programmer.

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (0)

Anonymous Coward | about a year and a half ago | (#43358867)

Seems rather passive-aggressive to me, as well as childish.

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (1)

Bosconian (158140) | about a year and a half ago | (#43359155)

Let's see your variable names after 50 revisions, compilations, and failures when you're fairly gosh-darned sure you followed all available examples and documentation.

But yes, for a final released product, that should not necessarily have passed a review.

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (1)

flimflammer (956759) | about a year and a half ago | (#43359185)

Programmers are people too. We all get agitated from time to time, especially when crunch time comes around. I don't think I've seen a single codebase completely devoid of passive aggressive comments on some level.

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (0)

Anonymous Coward | about a year and a half ago | (#43359807)

...and still no try-catch...

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (1)

loufoque (1400831) | about a year and a half ago | (#43360181)

What kind of idiot puts a comment on the same line as a left brace?

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (1)

flimflammer (956759) | about a year and a half ago | (#43362131)

Seems that was the coding standard for this project. Every single brace tied to an if statement describes what it's checking for.

Re:grep -r [wW][tT][fF] jediAcademy | wc -l (1)

loufoque (1400831) | about a year and a half ago | (#43360149)

Use grep -rFi.
Seriously.

Luke... (1)

Anonymous Coward | about a year and a half ago | (#43356873)

Use the source!

Who will be first to compile them to Javascript? (1)

fygment (444210) | about a year and a half ago | (#43357307)

On your mark ... get set ... go! (Ready ... steady ... go?)

http://en.wikipedia.org/wiki/Emscripten [wikipedia.org]

More! (1)

supertall (1163993) | about a year and a half ago | (#43357359)

I hope SOF2 is next ...

List of 'fuck' in Jedi Academy (5, Funny)

MrP- (45616) | about a year and a half ago | (#43357479)

Enjoy!

\code\cgame\cg_players.cpp(1979):   && !G_ClassHasBadBones( cent->gent->client->NPC_class ) )//these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...

\code\cgame\cg_view.cpp(2173):  //FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!

\code\client\cl_bink_copier.cpp(25):  // But we're in a thread, and va isn't thread-safe. Fuck.

\code\client\cl_mp3.org(363):   // what?!?!?!   Fucking time travel needed or something?, forget it

\code\client\snd_mem.cpp(366):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\code\game\AI_Jedi.cpp(3675):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3688):          {//fuck it, just force it
\code\game\AI_Jedi.cpp(3698):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3711):          {//fuck it, just force it

\code\game\AI_Rancor.cpp(392):   {//fuck, do an actual line trace, I guess...
\code\game\AI_Rancor.cpp(569):   {//fuck, do an actual line trace, I guess...

\code\game\bg_pmove.cpp(3187):   {//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!

\code\game\g_active.cpp(1153):      {//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player

\code\game\g_client.cpp(1502):    //SIGH... fucks him up BAD
\code\game\g_client.cpp(1520):    //SIGH... spine wiggles fuck all this shit

\code\game\g_vehicles.c(2231):   {//just get the fuck out

\code\game\NPC_move.cpp(97):     //FUCK IT, always check for do not enter...

\code\game\NPC_reactions.cpp(1145):    //ask them what the fuck they're doing

\code\game\q_math.cpp(545):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\code\game\wp_saber.cpp(13714):  // Need to extern these. We can't #include qcommon.h because some fuckwit

\code\ghoul2\G2_bones.cpp(314):   // why I should need do this Fuck alone knows. But I do.

\code\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\code\mp3code\towave.c(203):    // fuck this...

\code\renderer\tr_WorldEffects.cpp(436): #define COUTSIDE_STRUCT_VERSION 1 // you MUST increase this any time you change any binary (fields) inside this class, or cahced files will fuck up

\code\server\sv_savegame.cpp(1571):  // I'm going to jump in front of a fucking bus if I ever have to do something so hacky in the future.
\code\server\sv_savegame.cpp(1750):  // popup, but we need it to be up for at least a second, so sit here in a fucking

\code\ui\ui_saber.cpp(40): {//FIXME: these get fucked by vid_restarts

\code\win32\win_glimp.cpp(740):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to

\code\win32\win_qgl_dx8.cpp(4487):   // But I can't figure out who the fuck has a lock on the texture, or

\codemp\client\cl_input.cpp(1890):    //this will fuck things up for them, need to clamp

\codemp\client\snd_mem.cpp(365):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\codemp\game\g_main.c(912):  // Fix for yet another friggin global in the goddamn fucking DLLs.

\codemp\game\g_mover.c(175):  {//just blow the fuck out of them

\codemp\game\g_vehicles.c(2082):   {//just get the fuck out

\codemp\game\NPC_reactions.c(1108):    //ask them what the fuck they're doing

\codemp\game\q_math.c(625):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\codemp\ghoul2\g2_bones.cpp(326):   // why I should need do this Fuck alone knows. But I do.

\codemp\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\codemp\qcommon\qcommon.h(156): // What the fuck? I haven't seen a message bigger than 9k. Let's increase when we NEED to, eh?

\codemp\qcommon\strip.cpp(822): // fix problems caused by fucking morons entering clever "rich" chars in to new text files *after* the auto-stripper

\codemp\renderer\tr_shader.cpp(97): extern char *shaderText; // ONLY ONE FUCKING COPY OF THIS FUCKING SHIT!

\codemp\ui\ui_saber.c(41): {//FIXME: these get fucked by vid_restarts

\codemp\win32\win_glimp.cpp(737):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to

\codemp\win32\win_qgl_dx8.cpp(4246):   // But I can't figure out who the fuck has a lock on the texture, or

\codemp\win32\xbox_texture_man.h(194):   // figure out what the fuck is wrong later: VVFIXME

\codemp\xbox\XBLive_PL.cpp(631):  // Fuck it. Making this work is impossible, given the number of inane name

\tools\ModView\mainfrm.cpp(388):   // command to do it legally, so fuck it...
\tools\ModView\mainfrm.cpp(440):   // command to do it legally, so fuck it...
\tools\ModView\mainfrm.cpp(1457):        // TCHAR versions of these won't fucking compile (thanks yet again, MS)

\tools\ModView\model.cpp(4186): // sometimes MFC & C++ are a real fucking pain as regards what can talk to what, so...

\tools\ModView\model.h(114): // vector < MyGLMatrix_t > MatricesPerFrame; // why the fuck doesn't this work?  Dammit.
\tools\ModView\model.h(118):  vector <MyGLMatrix_t>  vMatricesPerFrame; // why the fuck doesn't this work?  Dammit.

\tools\ModView\modview.cpp(121):   extern void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName);
\tools\ModView\modview.cpp(122):      FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt("Untitled");

\tools\ModView\modviewdoc.cpp(88): void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName)
\tools\ModView\modviewdoc.cpp(92):   // make absolutely fucking sure this bastard does as it's told...
\tools\ModView\modviewdoc.cpp(130):   // and since the CWinApp class can't even ask what it's own fucking document pointer is without doing a hundred
\tools\ModView\modviewdoc.cpp(131):   // lines of shit deep within MFC then I'm going to fuck the whole lot off by storing a pointer which I can then
\tools\ModView\modviewdoc.cpp(134):   // All this fucking bollocks was because MS insist on doing their own switch-comparing so I can't pass in 'real'
\tools\ModView\modviewdoc.cpp(135):   // switches, I have to use this '#' crap. Stupid fucking incompetent MS dickheads. Like how hard would it be to

\tools\ModView\oldskins.cpp(596): // {"February", 28}, // fuck the leap years

\tools\ModView\r_glm.cpp(680):       return MyFlags;   // fuck it, couldn't find a parent, just return my flags
\tools\ModView\r_glm.cpp(1806):  // that aren't being used. - NOTE this will fuck up any models that have surfaces turned off where the lower surfaces aren't.

\tools\ModView\r_surface.cpp(509): // Fuck this maths shit, it doesn't work

\tools\ModView\textures.cpp(882):     if (error && error != GL_STACK_OVERFLOW /* fucking stupid ATI cards report this for no reason sometimes */ )
Search complete, found 'fuck' 66 time(s). (49 files.)

And Jedi Outcast... (1)

MrP- (45616) | about a year and a half ago | (#43357557)

Less results and I lots of reused code it seems

\code\cgame\cg_players.cpp(2066):   && !G_ClassHasBadBones( cent->gent->client->NPC_class ) )//these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...

\code\cgame\cg_view.cpp(2173):  //FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!

\code\client\cl_mp3.org(363):   // what?!?!?!   Fucking time travel needed or something?, forget it

\code\client\snd_mem.cpp(366):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\code\game\AI_Jedi.cpp(3733):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3746):          {//fuck it, just force it
\code\game\AI_Jedi.cpp(3756):         {//fuck, jump instead
\code\game\AI_Jedi.cpp(3769):          {//fuck it, just force it

\code\game\AI_Rancor.cpp(392):   {//fuck, do an actual line trace, I guess...
\code\game\AI_Rancor.cpp(569):   {//fuck, do an actual line trace, I guess...

\code\game\bg_pmove.cpp(3274):   {//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!

\code\game\g_active.cpp(1162):      {//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player

\code\game\g_client.cpp(1536):    //SIGH... fucks him up BAD
\code\game\g_client.cpp(1554):    //SIGH... spine wiggles fuck all this shit

\code\game\g_vehicles.c(2231):   {//just get the fuck out

\code\game\NPC_move.cpp(97):     //FUCK IT, always check for do not enter...

\code\game\NPC_reactions.cpp(1145):    //ask them what the fuck they're doing

\code\game\q_math.cpp(545):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\code\ghoul2\G2_bones.cpp(314):   // why I should need do this Fuck alone knows. But I do.

\code\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\code\mp3code\towave.c(203):    // fuck this...

\code\renderer\tr_WorldEffects.cpp(436): #define COUTSIDE_STRUCT_VERSION 1 // you MUST increase this any time you change any binary (fields) inside this class, or cahced files will fuck up

\code\ui\ui_saber.cpp(40): {//FIXME: these get fucked by vid_restarts

\code\ui\ui_shared.cpp(7712):  // vm fuckage
\code\ui\ui_shared.cpp(11200):      // vm fuckage

\code\win32\win_glimp.cpp(740):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to

\codemp\client\cl_input.cpp(1183):    //this will fuck things up for them, need to clamp

\codemp\client\snd_mem.cpp(365):      if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process

\codemp\game\g_mover.c(176):  {//just blow the fuck out of them

\codemp\game\g_vehicles.c(2362):   {//just get the fuck out

\codemp\game\NPC_reactions.c(1106):    //ask them what the fuck they're doing

\codemp\game\q_math.c(625):  i  = 0x5f3759df - ( i >> 1 );               // what the fuck?

\codemp\ghoul2\G2_bones.cpp(326):   // why I should need do this Fuck alone knows. But I do.

\codemp\mp3code\mhead.c(247):    return 0; // fuck knows what this is, but it ain't one of ours...

\codemp\ui\ui_saber.c(39): {//FIXME: these get fucked by vid_restarts

\codemp\ui\ui_shared.c(2818):  // vm fuckage
\codemp\ui\ui_shared.c(4130):      // vm fuckage

\codemp\win32\win_glimp.cpp(737):    // error box that'll only appear if something's seriously fucked then I'm going to fallback to
Search complete, found 'fuck' 38 time(s). (31 files.)

Re:And Jedi Outcast... (1)

absurd2718 (1898230) | about a year and a half ago | (#43358713)

An AI_Jedi walks into a bar. Bartender asks, "What'll you have?" AI_Jedi responds, "A Jedi Mind Trick." Bartender asks, "How do you make that?" AI_Jedi replies, "Fuck it, just Force it."

Re:List of 'fuck' in Jedi Academy (5, Informative)

safetyinnumbers (1770570) | about a year and a half ago | (#43357969)

\code\game\q_math.cpp(545): i = 0x5f3759df - ( i >> 1 ); // what the fuck?

That''s part of the Quake III fast inverse square root [wikipedia.org] .

Re:List of 'fuck' in Jedi Academy (1)

ubersoldat2k7 (1557119) | about a year and a half ago | (#43359129)

\tools\ModView\oldskins.cpp(596): // {"February", 28}, // fuck the leap years

I guess we won't be playing this on 2016

Boooo (0)

Anonymous Coward | about a year and a half ago | (#43362607)

158 columns? Are you kidding me?

Bi7Ch (-1)

Anonymous Coward | about a year and a half ago | (#43357595)

your replies rather NIGGER AASOCIATION

Passive aggressive comments. (1)

flimflammer (956759) | about a year and a half ago | (#43357621)

I always love searching the source code for common swears, where you can tell crunch time came around and everyone is frustrated with everyone else. These codebases are ripe with fun ones.

May the source be with you ... (1)

ScaledLizard (1430209) | about a year and a half ago | (#43357947)

... always.

YUO FAIL: IT?! (-1)

Anonymous Coward | about a year and a half ago | (#43358161)

Vhear you. Also, if

Linux port (1)

DMJC (682799) | about a year and a half ago | (#43358491)

Personally I can't wait to get Linux native binaries of this game. Should be possible to port it to some more obscure architectures like PPC and ARM. It's not just for modding an engine, lots of other platforms benefit too. Jedi Academy on Solaris.

Sorry- the game assets are NEVER released (0)

Anonymous Coward | about a year and a half ago | (#43358669)

What is the point of this? A lot less than most of you may think. The graphics, characters, dialogue, plot etc., belongs to Disney (as the owner of the Star Wars franchise), as well as Raven. The irony here is that Lucas (the former owner) already allowed not-for-profit use of his intellectual property under many circumstances. This principle does not carry across to the direct use of the game assets.

The engine behind these games has long since been released as open-source by id (PS, that's 'id' as in id, ego and superego- you know, like in "monsters of the id"). These two games will have some interesting code for Raven's proprietary 3rd person combat systems. id created a number of 'tame' software houses to produce addons for their games, and these companies went on to extend id's engines significantly with script systems and bot engines (Rogue, Ritual and Raven were the significant ones).

Open source means these two games can be ported to various devices, but the assets of these games cannot be legally distributed. OK, 99% of all people who will play these games on their tablets or whatever will use pirated copies of the assets (ie., a pirate copy of the games), and presumably Activision has no interest in re-licensing the assets in order to re-release the game of new platforms themselves. These facts make the act of 'releasing' the code for these games a somewhat interesting act.

BTW, there is an interesting legal 'grey' area here. Disney could claim that even the code (say the stuff that makes the light sabres work) defines aspects of intellectual property that they own, and thus is not in Activision's exclusive purview for the purposes of releasing as open-source.

Re:Sorry- the game assets are NEVER released (1)

Hsien-Ko (1090623) | about a year and a half ago | (#43361259)

You think they'd take assets of the Star Wars IP and release it into the wild under the GPL?

Past source releases didn't Free their assets either.


There's a lot of point to this source release. Modders (who have the original games) can extend the engine for making their mods have more features. Engine coders can scrape some of the engine bits (like fixed flare implementations, marks on models) to other id Tech3 engines. Even maybe even the ICARUS stuff (if it's in there) can be backported to iostvef to make the single player function for Elite Force (a STAR TREK game).

Re:Sorry- the game assets are NEVER released (1)

Luciano Moretti (2887109) | about a year and a half ago | (#43362871)

What's happened in the past (Doom, Doom 2, etc) is that the engine source is released (which is this) and then ported/extended. You can then load in the game assets from a CD you own (wad files in the old Doom) as the format of the map files, textures, artwork, etc doesn't need to be changed. So while the assets won't be released, you could still use this to play on Linux assuming you have a legal copy of the game assets (IE own a copy of the original game). This is probably a legal grey area that hasn't been tried yet, but Disney would likely be someone to try to go after this use case.

Activison, open source, Star Wars? (0)

Anonymous Coward | about a year and a half ago | (#43358685)

It's a Trap!

Co-op mod! (0)

Anonymous Coward | about a year and a half ago | (#43359655)

Holy crap! I hope this results in a co-op mod that lets you play the single-player "campaign" with your friends! Jedi Knight 1 has one, and it's perfect for co-op. I'm sure these two will be even better with co-op.

GPL incompatible code (0)

Anonymous Coward | about a year and a half ago | (#43365919)

Some of the code in the git repo is licensed incompatibly with the GPL so it is illegal to distribute binaries of these games, unless you manage to strip the incompatible code.

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