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The answer to this question seems to only talk about licensing, which isn't actually what I am asking about (although it is obviously a related subject and I understand its importance).
I just want to know about the open-source status of Resurgence.
Example: Until version 4.2, server operators have always had the ability to view the server source code and compile it themselves.
Another example: The client program (the base engine) has always been open-source and so players have had the opportunity to view and compile the client program's source code. (I understand that the mod assets on top of the client engine have never been open-source, but that is not what I'm asking about here).
I simply would like to know to what extent Resurgence's source code (both server and client) will be open to users and server operators. Maybe the answer is simple, i.e. maybe the game is now fully closed-source.
I just want to know about the open-source status of Resurgence.
Example: Until version 4.2, server operators have always had the ability to view the server source code and compile it themselves.
Another example: The client program (the base engine) has always been open-source and so players have had the opportunity to view and compile the client program's source code. (I understand that the mod assets on top of the client engine have never been open-source, but that is not what I'm asking about here).
I simply would like to know to what extent Resurgence's source code (both server and client) will be open to users and server operators. Maybe the answer is simple, i.e. maybe the game is now fully closed-source.
Hummm well the thing to remember is UrT 4.X/idtech3 is still considered a mod of a game called Quake3 that works using the idtech3 engine so all though the “engine†code is available as open source the game code is not. As required by the licensing requirement to remain a mod under the “original†Quake3 EULA as to remaining closed source as to the game code each version of UrT on the idtech3 engine has to be backwards compatible with the last version of the Quake3 version of the idtech3 engine code.
As to what extent Resurgence would be made available to 3rd party interests is yet to be decided as to the need to protect thous who just wants to play the game, which has always been FS mandate, but 3rd party involvement is very much so on the table due to the modular nature of the Unreal 4 engine.
Hard to get across with out context so lets say someone comes up with what use to be a server side mod called Zombie. In the past only server side mods were allowed which would break with each update. With Unreal 4 it's now possible to make a game mod that does not require access to the game code but rather added as a plug-in solution as a layer to the code base.
Behind the scenes we don't even build assets, maps, or player models on the main build but rather build stuff using a sandbox and whatever is to be used migrated to the game actual.
In general though we would love to hear from the community as to possible solutions keeping in mind that GPL is not an option as it is in conflict with the Unreal 4 license. If you can present what it is that you have in mind it would be a lot easier to present options as to individual interests.
Personally I'm not comfortable with the word close source as being open to the idea of open development based on the willingness of individual contribution with the understanding FS has a responsibility to save the world from aim bots. ;)
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I'm excited to hear that many of the standard maps will be released with Resurgence and I hope that they remain as true as possible to the spirit of their original versions.
In your answer to this quesion I didn't hear anything about some of my favorite standard maps, especially the very popular Algiers. And Riyadh. Would you (or another FS member) comment on those?
In your answer to this quesion I didn't hear anything about some of my favorite standard maps, especially the very popular Algiers. And Riyadh. Would you (or another FS member) comment on those?
We are working hard towards setting up the frame work, as well as an Alpha release, that will give a place where all of this stuff has to go that will make it even possible for a popular map to be included as part of the future release of the game. The easy answer is all of them will at some point make it's way into Resurgence be it a layout that FS has permission to duplicate or even via 3rd party contribution as in the same manner it's done in UrT4.X/idtech3. Of interest any map layout duplicated by FS for UrT5 the original map maker will still maintain full credit.
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I was hoping for more of an answer to this question, since changes to gameplay from legacy UrT is such a critical subject. Maybe I didn't word the question in the best way. I am asking FS to talk about limitations they discovered when trying to exactly copy the feel of legacy UrT to the new Resurgence version (for example duplicating the movement physics and other gameplay aspects). I imagine that perhaps some things were just not possible to replicate to your satisfaction and I'd like to hear about any such admissions.
Well the ideal would have been to slide out the old idtech3 engine and swap it for the new Unreal 4 engine and have everything work as it's working now but to keep the feel once again the importance of the Alpha is going to play a very important roll in making sure that the fabric of the game, based on real time feedback, will keep the game in a “close as possible†feel of legacy as possible.
Overall though there are no limitations to copy the feel of legacy UrT excluding individual opinions. Me for example I find movement smoother and easier to jump. ;)
All of this to really say “What do you think†as unlike idtech3 it's much easier to say yes or at least not look for reasons to say no. ;)