Anyone know where I can find this?
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Clanring Mod Source?
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R00k's version isn't.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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CRMOD is closed source and this is very unlikely to change. (Last year, Grossman said he was thinking about maybe doing an update to it.)
If you want to work with a similar code base, use RuneQuake "CRMOD-like emulation mode" that can be done by doing vote-match at quake.shmack.net:26002.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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JPG never released his version of CRMOD. Though, there are various versions of CLANRING mod.
I think the first version was written by some guy named Crowbar.
Paul Baker wrote early versions, the last : ftp://ftp.clan-rum.org/quake/mods/crmod/clanr315.zip which included the source
Which spun off variants of crctf: ftp://ftp.clan-rum.org/quake/mods/ctf/crctf28k.zip
JP Grossman started rewriting the core and released his early version :
www.quakeone.com/qrack/elohim22.zip
Which later became the CRMOD we know today.
Date: Mon, 29 Jan 2001 21:58:38 -0500 (EST)
From: JP Grossman <[email protected]>
Subject: clanring 6.0
Hey there, I was just referred to your post ihoc about clanring. I
thought I would take the time to answer some of the questions you raise.
First of all, there is only one clanring programmer (me). It has been
this way since version 5.0. The earliest versions were written by zoid
and some others, then Paul Baker took over for version 3.0. I got into
QuakeC programming late in the game, and in fact when I started writing my
own server I didn't even know about the clanring mod. The code for the
server that I wrote became the code base for CRMod v4.0.. the old (and
sloppy, and buggy) clanring code was completely scrapped. Paul Baker
worked with me on versions 4.x, but by the time 5.0 rolled around I was on
my own.
One of the big differences between 3.x and 4.x is that the source code for
4.x was not part of the standard server release. In 3.x, end users had to
manually edit the source code to change certain settings (such as the
MOTD) and the compile the progs.dat for their own use. 4.x simplified
this process with the "crmake" utility which would read the MOTD and some
other settings from a text file and incorporate them directly into the
progs.dat - no recompilation necessary.
The decision not to release the source code was a joint decision made by
Paul Baker and myself. There were two main reasons for this decision:
1) CRMod++ represented a significant amount of work. It was distrubuted
absolutely free of charge, but we wanted to maintain control of the
intellectual property.
2) Starting with 4.0, *much* effort was put into debugging to provide a
server that worked the was it was supposed to. We wanted people to know
that when they set up a CRMod server, it was the real deal. Also, this
meant that when we received bug reports, we didn't have to wonder about
how this server had been modified and by who.
Before 6.0, there were many features I wished I could add to crmod but
that were simply impossible with QuakeC. Then in Dec. 1999, Id software
released the source code to quake. This allowed me to have a close look
at how quakeC was interpreted, and I quickly realized that its full
capabilities were not exposed to the standard compilers, largely due to
strict enforcement of types. Within a few weeks I had written qccx, the
first optimizing QuakeC compiler to take full advantage of the QuakeC
engine. Later I released the compiler; you can grab a copy at
http://elohim.ai.mit.edu/qccx. Take a look at the simple quakeC project
included with the release, especially the file internal.qc. It will show
you exactly how things work, and the manual should answer some of your
other questions.
With regards to your security concerns, they are very real. I'm pretty
sure I know how to get arbitrary code to execute on a host machine, but it
would be *extremely* difficult, and it would probably work on only a
fraction of machines. Being a Ph.D. student I certainly don't have time
to do the experiment myself, but if some belgian hacker sends you a
progs.dat and tells you that you *have* to try it, well, maybe you
shouldn't. As for the safety and security of CRMod, I can only give you
my own assurances that it does nothing evil. I run it on my own machine
at work, and I haven't heard a single complaint from the many other
servers that are out there. Whether or not you trust me is up to you, but
I would be certainly happy to answer any other questions about how CRMod
6.x works and what it does.
J.P. Grossman
My version of crctf has proprietary code written by JPG's version of CRMOD, and so I am not at liberty to release that source.Last edited by R00k; 06-06-2011, 04:06 PM.
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That email was written to Yugo, I remember him turning off all the CRMOD ports when that happened back in the day.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by Baker View PostCRMOD is closed source and this is very unlikely to change. (Last year, Grossman said he was thinking about maybe doing an update to it.)
a.> The engine is used to check for registered pop.lmp not the progs.
Nowhere in any quakeC mod does it have :
Code:if (!cvar ("registered")) { objerror ("You must have the registered version to use modified games"); }
b.> CRMOD contains Id Software proprietary code, not a total rewrite.
c.> Progs.dat source was released to the public with a GPL license.
Previous release was just the source in a zip file with NO readme.txt at all, but remained copyright property of ID Software.
Originally posted by Baker View PostIf you want to work with a similar code base, use RuneQuake "CRMOD-like emulation mode" that can be done by doing vote-match at quake.shmack.net:26002.
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Originally posted by R00k View PostWhich means the mod itself doesnt fall under the REGISTERED Quake license.
I think open source is important, but not right for all situations. There is a large enough body of open source QuakeC mods out there of similar flavor that someone who wants to get their hands dirty can do what they want.
Case in point, RuneQuake's CRMOD-like mode is damn close to CRMOD. So close that the Europeans use it on the servers full-time instead of CRMOD specifically because it supports 200 custom maps and CRMOD can only do 10.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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