Maybe it is a bit more complicated with assets rights, that's what a couple game devs told me.
https://youtube.com/watch?si=8txvgqH6mqerinkZ&v=nT-TGvYOBpI&...
EDIT: Okay, I guess if it also include revision control then that makes more sense. Still, that is huge.
Would have been so interesting to see.
Also:
"The disc in question allegedly contains the source code to the original StarCraft game that GameSpot reported as being lost back in 2000 -- it forced Blizzard to start from scratch on its massively popular real-time strategy game."
What does this mean? StarCraft came out in 1998. Also losing one copy doesn't mean you lose all the other copies. And I can't find this supposed article from 2000. I have so many questions...
Some places have (or had) a business process of escrowing both the release and the source used to build it. Escrowing just the source used to build the release can require significantly less storage than escrowing the whole version control system. It also avoids the problem “we have the entire revision history, but we aren’t sure which commit was used to build these binaries”
If you lose everything-a colleague told me the story of a company whose offices were in WTC, luckily all the staff got out alive on 9/11, but they forgot to make offsite backups of the source code-the source code to the release(s) shipped to customers is most important, because you need it to make patches. The rest of the revision history, while valuable, is less essential.
https://www.reddit.com/r/gamecollecting/comments/640iem/foun...
Here it is: https://web.archive.org/web/20170505105616/https://imgur.com...
There's also an argument to be made that the code itself does not infringe on their IP, as this was the lost source code from the old edition of StarCraft (from how I'm reading it in the news). Losing this code specifically made Blizzard restart the project, so it's not even the same project nor a commercially released product.
The former argument is pretty black and white. The latter very tenuous.
That’s not how IP works.
Blizzard didn’t forfeit their rights to the IP at any point. Even selling them a grab bag of stuff that unintentionally included a copy of the source code doesn’t mean the recipient actually received a legal license to the IP.
You can make all the arguments you want, but in the court of law you’re not going to get away with anything that involves giving away another company’s IP, even if they accidentally let you see a copy of it. “Finders keepers” doesn’t work with IP.
I said the code they have does not infringe on the commercially released product called StarCraft as it is not a portion thereof. I even stated that releasing it or otherwise making it available is tenuous at best. So I'm not even sure what you're arguing.
> “Finders keepers” doesn’t work with IP.
He didn't "find" it, they willingly transferred it to him along with a bunch of other things they randomly grabbed from their warehouse.
And if you don't make an online post about it you could even anonymously leak it to archive.org or something so at least that game won't be yet another that's lost forever thanks to DRM.
Congrats catching that ball that could be worth more than a hundred thousand dollars, would you like a grab bag of team merchandises instead?
He was an interesting fellow. He tried to teach me the value of self awareness, a lesson I was too young to internalize. I see now it was because he spent many years trying to break his raging habit.
The full source tree is at https://github.com/shawwn/hon by the way. There’s a lot of server side components and installer misc that were eluded from NoH, but you might like browsing.
> All code and assets are MIT licensed, to the extent that I'm authorized to do so. Which is to say, not at all. But nobody cares at this point
Kudos! I guess you know the people will enough to know they won't go after you?
Don't underestimate that software patents play a role in that. For instance, the source code release of Doom 3 had to be modified to remove a rendering technique under patent by Creative - even though John Carmack invented the technique simultaneously and independently of Creative[0]
[0]: https://www.theverge.com/gaming/2011/11/17/2569394/john-carm...
The bad news: this code only compiles and runs on linux. We couldn't
release the dos code because of a copyrighted sound library we used
(wow, was that a mistake -- I write my own sound code now), and I
honestly don't even know what happened to the port that microsoft did
to windows.It's probably different these days with much lrger teams and engines like Unreal, but still.
technically true, but the risk of tainting FOSS projects to the point they can be killed by corporate lawyers could be too high. What if a FOSS developer implements in perfect good faith an algorithm that shares some resemblance to a proprietary shared source piece of code they just studied two months before? Could whoever owns that code have enough grounds to send a c&d to stop any development if not attempting to take ownership of the project? Not sure if I'd like to test that. As much as I deeply dislike closed source, I'm convinced that having a firm distinction between open and closed helps to avoid some dangerous grey areas.
> Apparently there are 3 leaks in circulation:
> 3.3 gigs, src only
> 17 gigs, src + partial assets
> 1 TB, src + full assets
I really wish more games shared the source, even if it's under a restrictive license. It's just interesting to get a peak under the hood.
It makes me wish that copyright lasted less time and that submitting source code was a requirement for software projects to receive protection. Then once copyright expires the source can be in the public domain, and we don't have to waste time reverse engineering to reconstruct what was already done. Admittedly, it's a pipe dream. But it makes me sad how much software is destined to be lost to time because of copyright law.
A lot of people love GTA5 online, and hopefully this leak contains everything needed to create a private server should Rockstar decide to take down the service.