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  • Clanring Mod Source?

    Anyone know where I can find this?

  • #2
    its closed source I believe
    Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));

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    • #3
      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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      • #4
        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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        • #5
          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
          RuneQuake, has a working CRMOD mode, with an open source avenue.

          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.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • #6
            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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            • #7
              Well, thanks everyone for the info. Damn, I was hoping I could mod it just a bit to support exporting team statistics. Looks like I may have to do this the hard way =)

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              • #8
                Originally posted by Baker View Post
                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.)
                We've discussed this before.

                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");
                }
                Which means the mod itself doesnt fall under the REGISTERED Quake license.

                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 Post
                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.
                This would be the better way to go, and strip out the unrelated code.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #9
                  Originally posted by R00k View Post
                  Which means the mod itself doesnt fall under the REGISTERED Quake license.
                  Methinks you have me all wrong. I'm not a license zealot or anything.

                  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 ...

                  Comment

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