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Re:Valve releases Team Fortress 2 game code by phire on Tuesday February 18, 2025 @03:40PM (#43094804)
Id were using a 3rd party sound library for Doom to handle the nitty-gritty aspects of DOS sound hardware, so the open source release was based on the linux port of Doom. People had to port it back to DOS.

They couldn't release the windows port of Doom either, as that had been done by Microsoft, and would therefore include Microsoft copyrighted code.

With Quake, Id did their own windows port, so it was possible to release the source code for winquake.

Re:Valve releases Team Fortress 2 game code by ndiddy on Tuesday February 18, 2025 @03:57PM (#43095026)
The wording used in the release notes was:

> 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.

> Still, the code is quite portable, and it should be straightforward to bring it up on just about any platform.

It seems like they just didn't have immediate access to the code for the Windows version. The DOS source code eventually leaked a couple years ago along with the code to the Mac port of Doom. https://archive.org/details/doom-mac-source

Re:Valve releases Team Fortress 2 game code by tadfisher on Tuesday February 18, 2025 @04:02PM (#43095084)
Fun fact: Gabe Newell built the original WinDoom port, and led the team that built Doom95!
Re:Valve releases Team Fortress 2 game code by kridsdale3 on Tuesday February 18, 2025 @04:29PM (#43095343)
That IS a fun fact.
Re:Valve releases Team Fortress 2 game code by sho_hn on Tuesday February 18, 2025 @04:49PM (#43095562)
To be clear, Robert Hess was the primary engineer on WinDoom, Newell was the team lead.
Re:Valve releases Team Fortress 2 game code by Scuds on Tuesday February 18, 2025 @11:28PM (#43098584)
I thought Monolith worked on doom95.
Re:Valve releases Team Fortress 2 game code by stevage on Tuesday February 18, 2025 @03:44PM (#43094846)
> as that had been done by Microsoft, and would therefore include Microsoft copyrighted code.

How does that follow? Normally copyright would transfer to the company paying for it.

Re:Valve releases Team Fortress 2 game code by nocman on Tuesday February 18, 2025 @03:52PM (#43094954)
It all depends on how the contract between Microsoft and Id was worded.
Re:Valve releases Team Fortress 2 game code by phire on Tuesday February 18, 2025 @05:18PM (#43095842)
If Id had paid Microsoft to do the port, it would automatically be work-for-hire and the copyrights would belong to Id, unless the contract said otherwise.

But Microsoft essentially licensed the Doom source code and ported it themselves, it's not work-for-hire, so the copyright on any changes would default to Microsoft. Though, I'm really not sure if Microsoft paid anything for this licence, or if there even was a contract.

Re:Valve releases Team Fortress 2 game code by kragen on Tuesday February 18, 2025 @08:24PM (#43097447)
This is a comprehensively incorrect explanation of copyright and contract law.
Re:Valve releases Team Fortress 2 game code by lmm on Tuesday February 18, 2025 @08:29PM (#43097489)
> If Id had paid Microsoft to do the port, it would automatically be work-for-hire and the copyrights would belong to Id, unless the contract said otherwise.

Nope, not true. Work by non employees is only work-for-hire if it falls into one of the qualifying categories and the contract explicitly says that it is work-for-hire.

Re:Valve releases Team Fortress 2 game code by zeroq on Wednesday February 19, 2025 @05:29AM (#43100615)
It's definitely a topic for a CSI: HN, but I think it's a was most likely a part of a larger agreement between a relatively small shop and a behemoth.
Re:Valve releases Team Fortress 2 game code by bitwize on Thursday February 20, 2025 @12:23PM (#43117520)
It's not automatically work-for-hire; that has to be stipulated in the contract. Recently there was a lawsuit about this involving, of all things, Sonic the Hedgehog. An artist and writer named Ken Penders, working for Archie Comics on Sonic comic books, sued his former employer claiming ownership over certain characters created for the comic, most notably those connected to Knuckles the Echidna. Because Archie couldn't prove that Penders's comic work was work for hire (they lost the original contract), they settled out of court in favor of Penders. This ended up losing the Sonic license and had various effects on the Sonic universe. For example, he threatened to sue Paramount over the idea of Knuckles having a father, because Knuckles's Archie Comic universe father was a Penders creation. So rather than depict his father directly for the Knuckles series, they represented him with a puppet in an abstract sequence -- a puppet bearing a suspiciously Penders-like moustache.
Re:Valve releases Team Fortress 2 game code by bitwize on Tuesday February 18, 2025 @03:59PM (#43095050)
Microsoft weren't hired by Id to port Doom. They did so exclusively for their own purposes: to show off Windows 95 with DirectX as a performance gaming platform. They licensed the Doom engine, made their own changes, and released Doom 95 usable with a retail copy of the game assets.

Oddly enough, the project of "porting Doom to Windows" was started by Gabe Newell, who worked at Microsoft at the time,

Re:Valve releases Team Fortress 2 game code by rzzzt on Tuesday February 18, 2025 @06:12PM (#43096337)
The earliest(? - who knows) release of the port is from 1994, ran on 3.x and used the WinG and Win32s API:

- https://www.doomworld.com/idgames/historic/wdoom

- https://www.doomworld.com/idgames/historic/wdoom2

- https://virtuallyfun.com/2011/03/29/windoom-wing-win32s-on-w...

Re:Valve releases Team Fortress 2 game code by bitwize on Tuesday February 18, 2025 @07:58PM (#43097229)
I knew Gaben's initial project was for 3.x and WinG, but I didn't know it was released!
Re:Valve releases Team Fortress 2 game code by stevage on Wednesday February 19, 2025 @09:19PM (#43110314)
Ah, that makes sense, thanks.