From 76b566c1421655507a2cb3d3372260fc32749c34 Mon Sep 17 00:00:00 2001 From: driAn Date: Sun, 15 Oct 2006 16:24:46 +0000 Subject: [PATCH] no message git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@440 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- source/README.txt | 52 +++++++++++++ source/README_CUBEENGINE.txt | 137 +++++++++++++++++++++++++++++++++++ source/vcpp/cube.suo | Bin 26112 -> 26112 bytes 3 files changed, 189 insertions(+) create mode 100644 source/README.txt create mode 100644 source/README_CUBEENGINE.txt diff --git a/source/README.txt b/source/README.txt new file mode 100644 index 00000000..d124a24c --- /dev/null +++ b/source/README.txt @@ -0,0 +1,52 @@ +License +======= + +The ActionCube source code is mainly based on the cube game/engine and uses the +same license (z-lib like). See README_CUBEENGINE.txt +In addition ActionCube contains code from pCube (Cube pro mod) and Sauerbraten (Cube successor). + + + +ActionCube Authors +================== + +Adrian 'driAn' Henke drian at sprintf.org +Andrew 'Arghvark' Davis arghvark at gmail.com + + + +Cube Engine Authors +=================== + +Wouter 'Aardappel' van Oortmerssen, Lee 'Eihrul' Salzman and others. +See README_CUBEENGINE.txt and +http://www.cubeengine.com + + + +pCube Authors +============= + +Adrian 'driAn' Henke and others. +http://p.cubers.net + + + +Sauerbraten Authors +=================== + +Wouter 'Aardappel' van Oortmerssen, Lee 'Eihrul' Salzman, Mike 'Gilt' Dysart and others. +http://www.sauerbraten.org + + + +Cheat Protection +================ + +The cheat protection described in README_CUBEENGINE.txt is not used in ActionCube. Binaries +compiled from source are compatible with the official binaries. This means, the client can +easily be hacked, on the other hand, you can compile ActionCube for different platforms and +fix bugs yourself. +You MUST NOT connect to servers that are not yours with a modified client that contains changes +that were not made for platform-compatibility or to fix bugs. This would be cheating. Thank you +for supporting fair play gaming. diff --git a/source/README_CUBEENGINE.txt b/source/README_CUBEENGINE.txt new file mode 100644 index 00000000..0d2a7389 --- /dev/null +++ b/source/README_CUBEENGINE.txt @@ -0,0 +1,137 @@ +Cube source code license, usage, and documentation. + +You should read this file IN ITS ENTIRETY if you wish to do anything with +the cube source code, even a mere build. Own builds are not necessarily +compatible with the officially released binaries, read below. + +You may use the cube source code if you abide by the ZLIB license +http://www.opensource.org/licenses/zlib-license.php +(very similar to the BSD license) with the additional clause below: + + +LICENSE +======= + +Cube game engine source code, 20 dec 2003 release. + +Copyright (C) 2001-2003 Wouter van Oortmerssen. + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. + +additional clause specific to Cube: + +4. Source versions may not be "relicensed" under a different license + without my explicitly written permission. + + +LICENSE NOTES +============= +The license covers the source code found in the "src" directory of this +archive, the included enet network library which cube uses is covered by +the "No problem Bugroff" license, which is however compatible with the +above license for all practical purposes. + +Game media included in the cube game (maps, textures, sounds, models etc.) +are not covered by this license, and may have individual copyrights and +distribution restrictions (see individual readmes). + + +USAGE +===== +Compiling the sources should be straight forward. + +Unix users need to make sure to have the development version of all libs +installed (OpenGL, SDL, SDL_Mixer, SDL_Image, zlib, libpng). The included +makefiles can be used to build. + +Windows users can use the included visual studio .net 2003 project files, which +references the lib/include directories for the external libraries and should +thus be self contained. The project is set up assuming you have the normal +cube binary distribution as a subdirectory "cube" of the root of this archive, +so release mode builds will place executables in the bin dir ready for testing +and distribution. Do not come ask me for help in compiling or modifying the +sources, if you can't figure out how to do this yourself you probably shouldn't +be touching the files anyway. + +The cube sources are very small, compact, and non redundant, so anyone +wishing to modify the source code should be able to gain an overview of +cube's inner workings by simply reading through the source code in its +entirety. Small amounts of comments should guide you through the more +tricky sections. + +When reading the source code and trying to understand cube's internal design, +keep in mind the goal of cube: minimalism. I wanted to create a very complete +game / game engine with absolutely minimal means, and made a sport out of it +keeping the implementation small and simple. Cube is not a commercial product, +it is merely the author's idea of a fun little programming project. + + +OPEN SOURCE +=========== +Cube is open source (see ZLIB license above). This only means that you have +great freedom using it for your own projects, but does NOT mean the main cube +code is an "open source project" in the sense that everyone is invited to +contribute to it. The main cube code will remain a one man project (me), as my +minimalistic design is highly incompatible with the open source philosophy. If you +add to the cube source code, you fork the code and it becomes your own project, +do not ask for me to integrate your changes into the main branch, no matter +how brilliant they are. + + +CHEATING +======== +If you want to use cube as a base for a game where the multiplayer aspect is +important and used by a large community, you need to be aware that cube's +thick client - thin server architecture is extremely cheat sensitive. If you +release a cube based game with source code equivalent to the binaries, some +minor changes can give anyone an aimbot or other cheats in online games. +There are several ways to make this less easy, some of which are: + +1. only distribute binaries (the ZLIB license allows this). Executables can still + be hacked, but unless you have a really large online community, noone will + probably bother. +2. write a network proxy, such as qizmo used with QuakeWorld (whose sources are + also open source). The proxy is a small closed source program that checksums + the executable, and maybe also some game media. You can then make servers + or game admins request this information and ban cheaters. +3. release the sources with an incompatible network protocol or other changes + compared to the binaries you release. +4. build serious cheat detection into the game. Since all clients are their own + "servers", you can make them all keep track of stats for the other players, + such as health etc. you can make all sorts of consistency checks on shots, + movement speed and items. If the discrepancy for a certain client becomes + too big, all clients but the cheater can send their "vote" to the server + for having him banned. Even better, you can add server side stat checking. + +For the cube's own game I chose option 3, i.e. you can only play the official +cube game using the binaries supplied by me, and you can't compile your own clients +for multiplayer use (you can still make custom clients that work with matching +custom servers, or play cube single player maps compatible with the real thing). +This situation is not ideal, but there is no easy way around it. + +This scheme is probably very easy to defeat if you are capable of using disassemblers +and packet sniffers, but please contrain yourself and don't ruin the fun of the +cube multiplayer community. Thanks. + + +AUTHOR +====== +Wouter van Oortmerssen aka Aardappel +wvo@fov120.com +http://wouter.fov120.com + +For additional authors/contributors, see the cube binary distribution readme.html diff --git a/source/vcpp/cube.suo b/source/vcpp/cube.suo index acb4707e8fa607dd085e0562b6e62b135bf2b68d..f0189c9b1debee0affbf8e45aaff082ee85a5d0f 100644 GIT binary patch delta 860 zcmZoT!`N_!aYGIZYr)P*GqN@pvIMd5GO#l+FbDzhe;}BAkwsV}M*n|~`LGBTc>9IGVFxO8%*(tFNaCI*H^AZD0csI1TC%)-DB$}-tcP>ji( zaq~W9E@lo^s6}8)zNlSdnapR^FnNhi3y?0`?4awx%KH!Kh9y8{Ao}0L!0yco#t&E~ z*I5>9eqmw23{;mf+0TB*<^wiuOp}Ey%O+2;PMN&SQ2{6sG5L_92CEYz1B2w`KtbWj zHyl<>c5qVW=&)8|TwtTbxH;R&g%QEq?u^8neBWcm1_l+z p$%UzUlf6B-CjZmn*gP|+3&~?N3!#03Dqs*H+?|XZulG|F83EC@1$h7f delta 866 zcmb_aOK1~O6uoa|q9%=ybQ%R~!;mRy+Ekk&g&2yaeiMsrlTch~NGDMXu`!vcP@xiN zDY%sDLcv9aqIDPh7J>`0WFbPRACS6qD_yuS2vSh*%vcHT1PAVW=bd}zopXn&HdwX6 zYDLKrdG+nXG%ri(U3=MX0O+9lNe{l0y0PhcgLP>Tn{A6i)yZ$VHzam}C%xOE+wohs zqveLLt4*jYI3HByCvNI$Fbh*qfGpuVhjG4Vkj?RJCC69;F9tf<3eE+-IPVDnbt*5G z)dA;_1TaZ;0#jaD7y|x6b%}f0TQc!x@V%s6B1WgXD{#YFbtu9#ITj#9`wSSMSbYsj zbjlO%CuWwgPW>yi7l>8?SQ2n59Vb){9tGF&KaOKD+Nen?RuE%7o#fs=TdYNC3M#Rh*Y4T*MQ)n}y8Av1R zEUo4!1!9brVP>oWG`I>m8d`xqS__1A>uoczK!GRu%i$#f7o#5Z4A*cu_S})6R@nTS z_%XhU<%w?e#{)e9VomcYy23Wkx0q?f?Od6`>WGSBrh`8li82d_CvAY?!~@(qb=M;C zbj0p%o{8Haoba)=b99I&J5347sWr@v-m>IhM-MVrNGgdg^LJD6d)m+Z_;&m$em=is yDHg^omv$!bjqxsq18FA