Rename readme.txt -> README.md and update it
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@ -15,6 +15,7 @@ LICENSE
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Cube game engine source code, any release.
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Copyright (C) 2001-2005 Wouter van Oortmerssen.
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Copyright (C) 2024-2025 Jonathan Schleifer.
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -35,6 +36,7 @@ freely, subject to the following restrictions:
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LICENSE NOTES
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=============
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The license covers the source code found in the "src" directory of this
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archive, the included enet network library which cube uses is covered by
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an MIT-style license, which is however compatible with the above license
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@ -47,6 +49,7 @@ distribution restrictions (see individual readmes).
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USAGE
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=====
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Compiling the sources should be straight forward.
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Unix users need to make sure to have the development version of all libs
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@ -77,18 +80,20 @@ it is merely the author's idea of a fun little programming project.
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OPEN SOURCE
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===========
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Cube is open source (see ZLIB license above). This only means that you have
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great freedom using it for your own projects, but does NOT mean the main cube
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code is an "open source project" in the sense that everyone is invited to
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contribute to it. The main cube code will remain a one man project (me), as my
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minimalistic design is highly incompatible with the open source philosophy. If you
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add to the cube source code, you fork the code and it becomes your own project,
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do not ask for me to integrate your changes into the main branch, no matter
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how brilliant they are.
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minimalistic design is highly incompatible with the open source philosophy. If
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you add to the cube source code, you fork the code and it becomes your own
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project, do not ask for me to integrate your changes into the main branch, no
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matter how brilliant they are.
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CHEATING
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========
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If you want to use cube as a base for a game where the multiplayer aspect is
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important and used by a large community, you need to be aware that cube's
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thick client - thin server architecture is extremely cheat sensitive. If you
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@ -96,9 +101,9 @@ release a cube based game with source code equivalent to the binaries, some
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minor changes can give anyone an aimbot or other cheats in online games.
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There are several ways to make this less easy, some of which are:
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1. only distribute binaries (the ZLIB license allows this). Executables can still
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be hacked, but unless you have a really large online community, noone will
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probably bother.
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1. only distribute binaries (the ZLIB license allows this). Executables can
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still be hacked, but unless you have a really large online community, noone
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will probably bother.
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2. write a network proxy, such as qizmo used with QuakeWorld (whose sources are
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also open source). The proxy is a small closed source program that checksums
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the executable, and maybe also some game media. You can then make servers
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@ -113,19 +118,21 @@ There are several ways to make this less easy, some of which are:
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for having him banned. Even better, you can add server side stat checking.
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For the cube's own game I chose option 3, i.e. you can only play the official
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cube game using the binaries supplied by me, and you can't compile your own clients
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for multiplayer use (you can still make custom clients that work with matching
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custom servers, or play cube single player maps compatible with the real thing).
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This situation is not ideal, but there is no easy way around it.
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cube game using the binaries supplied by me, and you can't compile your own
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clients for multiplayer use (you can still make custom clients that work with
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matching custom servers, or play cube single player maps compatible with the
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real thing). This situation is not ideal, but there is no easy way around it.
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This scheme is probably very easy to defeat if you are capable of using disassemblers
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and packet sniffers, but please contrain yourself and don't ruin the fun of the
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cube multiplayer community. Thanks.
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This scheme is probably very easy to defeat if you are capable of using
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disassemblers and packet sniffers, but please contrain yourself and don't ruin
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the fun of the cube multiplayer community. Thanks.
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AUTHOR
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======
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Wouter van Oortmerssen aka Aardappel
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http://strlen.com
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AUTHORS
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=======
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For additional authors/contributors, see the cube binary distribution readme.html
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* [Wouter van Oortmerssen aka Aardappel](http://strlen.com)
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* [Jonathan Schleifer](https://nil.im)
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For additional authors/contributors, see the cube binary distribution
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readme.html
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