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At long last, Skulltag goes open source! 
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Lead Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 6037
Location: USA
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Behold! What has been discussed and requested countless of times in the past, finally happens: Skulltag is open source now! And this not only covers the current version of the code, but includes the full history from our SVN repository. In particular, the full source of all public and all official beta builds made since I took over the Skulltag development five years ago is included.

Special thanks to AlexMax for spending hours carefully converting our SVN repository to Mercurial and retroactively adding the license to the source history.

License
The Skulltag source is released under a 4-clause license based on the OSI-approved and GPL-compatible Sleepycat License, with the addition of the "No Endorsement" clause from the 3-clause New BSD License. Practically, this means that Skulltag source code is safe to use in either GPL or Doom Source License/Raven Source License/etc. source ports as long as the terms of the Skulltag license are satisfied.

The Skulltag license only covers Skulltag-specific code. Some source files contain additional notices of original copyright by their contributors. Here is the full license text:
Skulltag license


Without further ado, here is the source.

PS: The fate of source versions older than 97c2 is unclear to me. My development time here began with the source of 97c2 and AFAIK Carnevil lost at least some of the older sources. I once got something that was labeled 96f source, I have no way to check if this actually is the 96f source or not though.


Sun Feb 12, 2012 6:26 pm
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Holy shit son, this is pretty sweet!


Sun Feb 12, 2012 6:46 pm
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Retired/Inactive Staff

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 4393
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I approve of this news. Glad you guys finally decided to open it up to the public!

(not that I can do anything with it specifically, but I'm assuming many other people can and hopefully will :) )


Sun Feb 12, 2012 7:02 pm
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Theshooter7 likes this


Sun Feb 12, 2012 7:27 pm
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Skulltag Tester

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 777
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I never thought I'd see the day!

Thank you :hearts:


Sun Feb 12, 2012 7:33 pm
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: Fantastic Planet
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WHOA. Awesome! Great job Torr. I knew this would happen sooner or later. :P


Sun Feb 12, 2012 7:40 pm
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 573
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Nice, can't wait to see what new features the community can create :D


Sun Feb 12, 2012 7:57 pm
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: Oregon
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YES


Sun Feb 12, 2012 7:59 pm
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Posts: 913
Location: Fresno,CA
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Torr Samaho wrote:
PS: The fate of source versions older than 97c2 is unclear to me. My development time here began with the source of 97c2 and AFAIK Carnevil lost at least some of the older sources. I once got something that was labeled 96f source, I have no way to check if this actually is the 96f source or not though.


Well, Carn did lose some important Skulltag files in a hard drive crash, including, of course, the BOTSCRIPT compiler.

Off-topic


Sun Feb 12, 2012 11:23 pm
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Location: Alaska
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This should be fun.


Mon Feb 13, 2012 1:13 am
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Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 758
Location: Finland
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HOLY SHIT IT HAS ARRIVED

You guys are the best! :hearts:

This'll be fun to tinker with.. I'll be sure to submit patches if I manage to fix anything myself. :)


Mon Feb 13, 2012 2:25 am
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Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1275
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<Minigunner> wrote:
Speaking of BOTSCRIPT, it may be time for the next insurmountable task; reverse-engineering BOTSCRIPT! :-D . Depends on who has such patience and skill.

There's nothing to reverse engineer. The BOTSCRIPT byte code is fairly simple and Torr's bitbucket account has a repository up for whatever BOTSCRIPT compiler code we could find.


Mon Feb 13, 2012 6:36 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 441
Location: British Columbia, Canada
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And thus Skulltag rejoiced.


Mon Feb 13, 2012 6:40 am
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 991
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This is cool.


Mon Feb 13, 2012 7:12 am
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Forum Administrator

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1360
Location: Romania
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THIS. IS. THE. BEST. EVER! Good job you guys! :D


Mon Feb 13, 2012 7:40 am
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Retired/Inactive Staff

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Location: New York
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Awesome stuff. -b


Mon Feb 13, 2012 7:43 am
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about time :)


Mon Feb 13, 2012 7:53 am
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Location: Nashville, GA (or HillBilly Hell)
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Finally. Now let's see what others will come up with. :D


Mon Feb 13, 2012 9:54 am
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Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 758
Location: Finland
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You've already gotten offspring. :)
https://bitbucket.org/CrimsonDusk/notebola

It's pretty much my sandbox. Hopefully there'll be sand castles... like GZDoom but instead of a GL renderer it'll have, well, maybe a MEDALDEF, fixes, who knows...

Thanks for AlexMax for telling me I actually can do this with bitbucket.


Last edited by Dusk on Tue Feb 14, 2012 3:10 pm, edited 1 time in total.



Mon Feb 13, 2012 10:44 am
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FNF Manager

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We all know what you're going to do once you have the source code.


Mon Feb 13, 2012 11:19 am
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