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PostPosted: Wed Nov 05, 2003 2:33 pm 
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Mr Wi-Fi wrote:
No it's true, I came up with Sonar and Darkness all on my own.


Wowzers, right down to the same names. I want you to buy me some lottery tickets! 8)

Mr Wi-Fi wrote:
I wonder where you got the idea for Body Oder when The Rune of Body Odor was one of my old ideas.


Was that a rune you coded or simply an idea for a rune? I believe it was the later, so that may have indeed been where the concept came from. However, that's not the issue here.

What I'm talking about is taking someone else's source code, changing it and then claiming it as your own. To go one step further, removing the credits from someone's source code is the same as attempting to steal the credit for the work. Period.

---
PK


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PostPosted: Wed Nov 05, 2003 3:47 pm 
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What I'm talking about is taking someone else's source code, changing it and then claiming it as your own. To go one step further, removing the credits from someone's source code is the same as attempting to steal the credit for the work. Period.


Now show me where I did that?

And you can't say Slot's because Slot said you couldn't distribute the code with his name anywhere besides that document so I had to remove his name.


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PostPosted: Wed Nov 05, 2003 4:00 pm 
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Here's the code I wrote for Darkness (version 2), tell me if it matches his code:

Code:
void ()
darkness_think =
{
if (self.runetime > time)
   return;

self.runetime = time + 0.2;

   local entity head;
   local float dist;

   head = findradius (self.origin, 10000);
   while (head)
   {
      if (self.health < 1 && head.classname == "player")
         self_stuffcmd (head, CSHIFT_NONE);
      if (self.runetype != RN_DARKNESS && head.classname == "player")
         self_stuffcmd (head, CSHIFT_NONE);
      if ((head.health > 0) && !isfriend (head) && head.classname == "player" && head.runetype != RN_TECH)
         {
         dist = Distance (self.origin, head.origin);
         if (CanDamage (head, self))
            {
            if (self.runevar < time && dist < 500)
               {
               centerprint (head, "Darkness effects detected\n\n\n\n");
               sound (self, CHAN_VOICE, "items/inv3.wav", 1, ATTN_NORM);
               self.runevar = time + 2;
               }

            self_stuffcmd (head, "alias gl_polyblend\n");
            self_stuffcmd (head, "gl_polyblend 1\n");
            if (dist < 160)
               self_stuffcmd (head, "v_cshift   0   0   0   190\n");
            else if (dist < 190)
               self_stuffcmd (head, "v_cshift   0   0   0   180\n");
            else if (dist < 500)
               self_stuffcmd (head, "v_cshift   0   0   0   160\n");
            else if (dist < 450)
               self_stuffcmd (head, "v_cshift   0   0   0   140\n");
            else if (dist < 500)
               self_stuffcmd (head, "v_cshift   0   0   0   110\n");
            else
               self_stuffcmd (head, CSHIFT_NONE);
            }
         else
            self_stuffcmd (head, CSHIFT_NONE);

         }
      head = head.chain;
   }

};

void ()
darkness_fix =
{
   local entity head;
   head = findradius (self.origin, 10000);
   while (head)
   {
      if (head.classname == "player")
         self_stuffcmd (head, CSHIFT_NONE);
      head = head.chain;
   }

};


Darkness wasn't originally named Darkness, tho it may have been a suggestion to call it that by Dolemite, but I don't remember.

The first version simply changed the lightstyle of the entire level making it totally dark and it would stay that way until you dropped it or you were killed. This idea didn't settle well with some people because their Quake was really dark so the rune was removed.

Then I had a different idea, a way to make the darkness more localized using similar code as the Flash Grenades. It's all code I assembled and it's not based off of some Quake World code.


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PostPosted: Wed Nov 05, 2003 4:08 pm 
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And here's the original version I created back when I didn't know what I was really doing:

Code:
void ()
Rune_LightsActivate =
{

local entity head;


   local entity flare;

   flare = spawn ();
   flare.owner = self;
   flare.effects = flare.effects | EF_BRIGHTLIGHT;
   flare.movetype = MOVETYPE_TOSS;
//MOVETYPE_NONE;
   flare.solid = SOLID_NOT;
   flare.touch = SUB_Null;
   flare.classname = "flareX";
   flare.think = SUB_Remove;
   flare.nextthink = time + 2;         //Duration of Effect. Change as suits.
   setmodel (flare, "progs/flame.mdl");
   setsize (flare, VEC_ORIGIN, VEC_ORIGIN);      
   setorigin (flare, self.origin);
   flare.origin = flare.origin + '0 0 10';
   flare.velocity = aim (self, 10000);
   flare.velocity = flare.velocity * 800;


};


void ()
Rune_Lights =
{

if (!self.runevar)
   {
   local entity head;
   head = findradius(self.origin, 10000);
   while (head)
      {
      if (head.classname == "player")
         {
         stuffcmd (head, "r_dynamic 1\n");
         if (head.runetype == RN_LIGHTS && head != self)
            {
            self.impulse = 98;
            return;
            }
         else if (!head.runetype)
            head.runetype = RN_FLASH;
         }
      head = head.chain;
      }
   
   lightstyle (0, "b");
   lightstyle (1, "e");
   lightstyle (2, "e");
   lightstyle (3, "e");
   lightstyle (4, "e");
   lightstyle (5, "e");
   lightstyle (6, "e");
   lightstyle (7, "e");
   lightstyle (8, "e");
   lightstyle (9, "e");
   lightstyle (10, "e");
   lightstyle (11, "e");
   lightstyle (63, "e");

   local entity lighter;
   lighter = spawn ();
   lighter.owner = self;
   lighter.movetype = MOVETYPE_FLY;
   lighter.solid = SOLID_NOT;
   setorigin (lighter, self.origin);
   setsize (lighter, '0 0 0', '10 10 10');
   lighter.classname = "lighter";
   setmodel (lighter, string_null);

   lighter.think = Lights_Think;
   lighter.nextthink = time;
   self.runevar = 1;
   
   bprint (self.netname);
   bprint (" just picked up the Rune of Darkness\n");   
   }

};

void ()
Lights_Think =
{
if (self.owner.runetype == RN_LIGHTS)
   {

   local entity head;
   head = findradius(self.origin, 10000);

   while (head)
      {
      if (head.classname == "player")
         stuffcmd (head, "r_dynamic 1\n");
      if (head.classname == "weapon_lightning" || head.classname == "weapon_rocketlauncher" || head.classname == "weapon_grenadelauncher" || head.classname == "weapon_supernailgun" || head.classname == "weapon_nailgun" || head.classname == "weapon_supershotgun")
         head.effects = EF_DIMLIGHT;
      head = head.chain;
      }
   }
//If you drop the rune or die
else if (self.owner.runetype != RN_LIGHTS)
   {

   Lights_Clean ();

   lightstyle (0, "m");
   lightstyle (1, "m");
   lightstyle (2, "m");
   lightstyle (3, "m");
   lightstyle (4, "m");
   lightstyle (5, "m");
   lightstyle (6, "m");
   lightstyle (7, "m");
   lightstyle (8, "m");
   lightstyle (9, "m");
   lightstyle (10, "m");
   lightstyle (11, "m");
   lightstyle (63, "m");

   remove (self); //Stop checking for lighting
   }



self.think = Lights_Think;
self.nextthink = time + 1;
};


//Remove the glowing effect from the weapons:
void ()
Lights_Clean =
{
local entity head;
head = findradius(self.owner.origin, 10000);

while (head)
   {
   if (head.classname == "weapon_lightning" || head.classname == "weapon_rocketlauncher" || head.classname == "weapon_grenadelauncher" || head.classname == "weapon_supernailgun" || head.classname == "weapon_nailgun" || head.classname == "weapon_supershotgun")
      {
      head.effects = 0;
      }
   head = head.chain;
   }
return;
};


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PostPosted: Wed Nov 05, 2003 4:19 pm 
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Mr Wi-Fi wrote:
And you can't say Slot's because Slot said you couldn't distribute the code with his name anywhere besides that document so I had to remove his name.


I think you might be confused by the Copying file?

Quote:
Except as contained in this notice, the name David G. Roberts shall not be used in advertising or otherwise to promote the sale, use or other dealings in this Software without prior written authorization from David G. Roberts.


If you're following the guidelines of the GPL, you should never remove the credits. In addition, all changes must be commented to include the date and description of each change.

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PostPosted: Wed Nov 05, 2003 4:29 pm 
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I think the big question PK needs to ask is this: who gets credit; the coder or the person who came up with the idea?

Well I say both.

Like I said, I don't give credit unless it's requested, but if I add code and it's not from a tutorial I'll ask first. And you don't see "IEEE 802.11" ontop of every page of the code either.

Touch of Death, the original idea came from me, in a post about the Doughnut of Destruction Rune (Which I can't find anymore, was the board deleted at some point?).
Touch of Death, the original code came from Painkiller.
Then later I revised the rune when I added it to the source I work on and I sent it back to you.

So idea credit: IEEE
Coding credit: PK and IEEE

I don't make a big deal out of it, I don't say "You stold my idea and didn't give me credit!" you may have forgotten where the idea came from and got mad when you said my name listed as it's creator.

And it is possible to recreate previously created ideas, cause think about it, some of us have to work with the same sound effects, the same models and the same levels all the time, eventually we're going to reach the same ideas. Don't forget how many runes I have actually made. The more I make the higher the odds that I'll be listening to the sounds and think "Hey, that sounds like a sonar wave... I wonder if that could be made into a rune?"

But if you come up with the same idea only all on your own does that mean you're wrong for not giving the first creator the credit when you had nothing to do with him?


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PostPosted: Wed Nov 05, 2003 4:36 pm 
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Quote:
If you're following the guidelines of the GPL, you should never remove the credits. In addition, all changes must be commented to include the date and description of each change.


So why are you using code in your mod that doesn't follow the GPL? You added non-GPL stuff to Rune Quake?


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PostPosted: Wed Nov 05, 2003 5:04 pm 
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Mr Wi-Fi wrote:
Like I said, I don't give credit unless it's requested, but if I add code and it's not from a tutorial I'll ask first.


If you're using someone else's code, you should always give credit. It might help prevent problems like this one. You can't expect people to credit you for codes you created, in code or in concept, when in your own source you leave out the credits!

Mr Wi-Fi wrote:
And you don't see "IEEE 802.11" ontop of every page of the code either.


The $ID$ tag on each page of the source is updated automatically by CVS (Concurrent Versions System). It indicates when the last version was committed, the version number, and who comitted it. It's not an indication of copyright. CVS is a very useful tool and is available on Windows. Check it out!

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PostPosted: Wed Nov 05, 2003 5:12 pm 
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Mr Wi-Fi wrote:
So why are you using code in your mod that doesn't follow the GPL? You added non-GPL stuff to Rune Quake?


What exactly is non-GPL stuff? LOL!

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PostPosted: Wed Nov 05, 2003 5:18 pm 
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>>What exactly is non-GPL stuff? LOL!

Well it seems according to you I'm not following GPL and if you follow it why are you using non-GPL code?


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PostPosted: Wed Nov 05, 2003 5:21 pm 
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What code are you talking about? Rune Quake was released under the GNU General Public License. Any modifications you make to the Rune Quake source automatically becomes licensed under the GPL.

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PostPosted: Wed Nov 05, 2003 5:36 pm 
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>>What code are you talking about? Rune Quake was released under the GNU General Public License. Any modifications you make to the Rune Quake source automatically becomes licensed under the GPL.

Ah so I'm clear then, no worries 8)


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PostPosted: Wed Nov 05, 2003 5:39 pm 
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When you released a version of Rune Quake and removed the credits, you violated the GPL. This has never been an issue with me, so I just ignored it. I only mention it now because you seem to contradict yourself. How can someone give credit to you when you yourself leave out the credits? If you fail to leave out the credits, you leave the false assumption that you, and only you are responsible for writing the code.

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PostPosted: Wed Nov 05, 2003 6:22 pm 
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Well I never say "I wrote Rune Quake".


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PostPosted: Wed Nov 05, 2003 6:38 pm 
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I don't have a problem with Rune Quake Plus, I was just addressing your concern about credits. It seems only fair that, if you expect credit to be given to you, you should keep the existing credits in place and credit other sources from which your code came from.

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PostPosted: Wed Nov 05, 2003 7:19 pm 
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Well, shouldn't you set an example so others may follow? :wink:


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PostPosted: Wed Nov 05, 2003 8:49 pm 
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I think it's obvious that is exactly what I do. Please let me know if you need help implementing this on your source code. I am always here for you.

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PostPosted: Wed Nov 05, 2003 10:10 pm 
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>>I think it's obvious that is exactly what I do.

k, I'll wait to see the offical "credits and origins of runes" page on the website. :)


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PostPosted: Wed Nov 05, 2003 10:20 pm 
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Mr Wi-Fi wrote:
>>I think it's obvious that is exactly what I do.

k, I'll wait to see the offical "credits and origins of runes" page on the website. :)


Oh, IEEE. :shock: Just be happy and have fun.

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PostPosted: Wed Nov 05, 2003 10:26 pm 
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I hope what I have will be enough. If not, please write what you would like me to say and I'll put it in the news.

Thanks,

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