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ns's Introduction

Half Life 1 SDK LICENSE

https://github.com/ValveSoftware/halflife/blob/master/README.md

You may, free of charge, download and use the SDK to develop a modified Valve game running on the Half-Life engine. You may distribute your modified Valve game in source and object code form, but only for free. Terms of use for Valve games are found in the Steam Subscriber Agreement located here: http://store.steampowered.com/subscriber_agreement/

You may copy, modify, and distribute the SDK and any modifications you make to the SDK in source and object code form, but only for free. Any distribution of this SDK must include this license.txt and third_party_licenses.txt.

DISCLAIMER OF WARRANTIES. THE SOURCE SDK AND ANY OTHER MATERIAL DOWNLOADED BY LICENSEE IS PROVIDED “AS IS”. VALVE AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES WITH RESPECT TO THE SDK, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY, NON-INFRINGEMENT, TITLE AND FITNESS FOR A PARTICULAR PURPOSE.

LIMITATION OF LIABILITY. IN NO EVENT SHALL VALVE OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THE ENGINE AND/OR THE SDK, EVEN IF VALVE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

Natural Selection copyright and trademarks

All artwork, sounds, audio, screenshots, text and code in Natural Selection, Zen of Sudoku, Spark engine and Natural Selection 2 are Copyright © 2014 Unknown Worlds Entertainment, Inc (http://www.unknownworlds.com).

The mark Natural Selection was first represented in association with video-game software in June of 2001, and was first used in commerce around January, 2002. Natural Selection is Registered with the U.S. Patent and Trademark Office (No. 4,179,393).

Natural Selection license

See COPYING.txt for the GNU GENERAL PUBLIC LICENSE

EXCLUDED CODE: The code described below and contained in the Natural Selection Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.

EXCLUDED CODE AND LIBRARIES

Original code and design by Charlie Cleveland ([email protected], @flayra).

Many contributions from Karl Patrick ([email protected]), Petter Rønningen [email protected], Harry Walsh [email protected], and probably lots of people I forgot.

ns's People

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ns's Issues

steampipe and linux update issues

The recent engine update introduced some issues to the game that have mostly since been fixed but there are a few remaining like the gorge's view rotates when he drops a structure from the popup menu, repeated leaping and firing, and new frame rate peaks for max fire rates. The remaining community members still downgrade to an older version due to major issues that have mostly been fixed, but others still likely remain and need further play to test.

FPS dependant fire rates and player physics

This is a pretty common problem across HL and quake engine games in general, but is fixable from what I've seen. It has become a big enough problem that servers use plugins to limit max_fps to 125. weapon fire rates and acceleration of gravity is influenced by the player's FPS so players commonly set their fps to things like 111, 125, 200, etc. From my knowledge these numbers are fairly common in other games too and are derived from 1/1000 2/1000 etc. The jetpack's acceleration is also linearly related to FPS.

Here's some resources about this in the HL engine, but there are NS specific charts available:
http://wiki.sourceruns.org/wiki/FPS_Effects
http://www.fortress-forever.com/fpsreport/
Valve's statement on the issue:
"Re-writing the physics system to be FPS independent is beyond the scope of current updates. Given the communities current use of fps_override I am going to leave it alone for now."
ValveSoftware/halflife#1262

Ideally the community agrees that the balance of 125fps is probably best for game balance, so if the weapons and physics can use that but the renderer can go over that frame rate it would be nice.

Files are under a license that's imcompatible with GitHub

Some files have this license header:

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.

So we are only allowed to copy these source files with written permission? That's highly incompatible with GitHub, as forking is a fundamental part of GitHub, and forking does copy the files. Even sending patches is questionable.

The README does not contain any permission which would lift these restrictions, at least not as far as I could see (only the license of the Half Life 1 SDK).

I appreciate and welcome that you put the source on GitHub, I think more "old" projects should be put into the hands of the public, especially if they don't generate any money any more or were free to begin with. But the license this code is under prohibits doing anything with it, or I'm mistaken and misread this license. In that case I apologize.

As I said, I welcome this effort, so is there any chance that this might be re-licensed under a more permissive license?

Hive bug

Sometimes you cannot drop eg. pipeline hive in veil.

I am not sure what causes it. Does the game think something is blocking the hive? Can it be removed? Can we use buildhive command?

Shotgun reload bug

While reloading the shotgun and attempting to fire it, the weapon usually is unable to shoot for a second or two. This happens most of the time, but how long it stays stuck varies.

Here's someone's guess on what is causing it:
"Anyway my guess is that the reload bug may be related to a networked variable related to the reload / ammo state coming from the server and fucking up a variable related to ammo count, reloading, or firing and you have to wait until the next update from the server to actually be able to fire."

Weapons float in the air on high tick servers

From someone that fixed it with a plugin, but an actual fix would be appreciated:
"The engine provides a function to cause an entity to drop to the ground, it's called something like UTIL_DropToFloor. Anyway the plugin executes when a player dies and it searches for weapons near them and calls UTIL_DropToFloor on those weapons. Pretty simple patch. Same code could be done on the game itself, but a better solution would be to add some sort of collision to the weapons so they can't get stuck inside each other in the first place."

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