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Urban Terror 4.1

Posted on December 23rd, 2007 by TimeDoctor

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The Urban Terror team have released version 4.1 of their stand-alone game based on ioquake3!

Go get it!



10 Responses to “Urban Terror 4.1”

  1. Rhys Says:

    Is the build of ioquake3 in Urban Terror 4.1 based on rev-1240, or will there be further patches coming upstream in the next few days?

  2. rhY Says:

    Urban Terror is the bomb! Go and play it!!!

  3. woekele Says:

    The server is based on 1240, the client on 1140.

  4. Fuck Urban Terror Says:

    This release is misleading as it is not really a standalone game. To avoid having to open source Urban Terror, the developers of this mod have packaged the actual game separate from the engine. GPL software users should tell those Urban Terror assholes to fuck off and instead play real open source Quake-based games like Tremulous, World of Padman, Nexuiz, and Alien Arena.

  5. F*ck Urban Terror Says:

    This release is misleading as it is not really a standalone game. To avoid having to open source Urban Terror, the developers of this mod have packaged the actual game separate from the engine. GPL software users should tell those Urban Terror @ssholes to f*ck off and instead play real open source Quake-based games like Tremulous, World of Padman, Nexuiz, and Alien Arena.

  6. horst Says:

    IMHO they are violating either the GPL or the Quake 3 SDK license, because they don’t release the game source.
    They say that “Urban Terror uses the Quake 3 SDK license” but the Quake 3 SDK license only allows “the non-exclusive and limited right to use the Software to create your own modifications (the “New Creations”) for operation only with the full version of the software game QUAKE III ARENA” (and ioquake3 != full version of q3a).
    So either you use the SDK-license and release the game as modification for Q3A only OR you use the GPL for the whole game.

    Therefore they either should release the game source under GPL or they should stop distruting Urban Terror as a stand alone game.

    Or am I misunderstanding the meaning of the licenses?

    – horst

  7. woekele Says:

    Urban Terror IS officially a Q3A-mod (SDK license). It IS created “for operation only with the full version of the software game QUAKE III ARENAā€¯”. It just happens to also run on ioUrbanTerror. ioUrbanTerror is GPL and is a SEPARATE product. They just distribute these 2 separate products (GPL engine and SDK mod) together in one package, which is not disallowed. Apparently, they even checked with IDsoftware themselves to be sure that they complied to the SDK. IDsoftware gave the okay.

    Their ‘Public Relation’ guy (Oswald) is just incompetent/stubborn/stupid and keeps advertising Urban Terror as a full stand-alone game, which it is NOT (he does this even against the clear wishes of the actual Urban Terror developers). Urban Terror can be played without needing Q3A, but is still a Q3A mod.

    PS: Unlike someone wrote at happypenguin, Urban Terror does not use sounds from Quake 3 Arena. They have been very carefull to replace all used assets. If something was missed, let them know (talk to BladeKiller).

    And by the way, on a personal note: I think the Urban Terror mod code should go GPL, cause the coder for Urban Terror barely has time to work on it anyway. Also it would avoid all this legal hassle. It would be a great form of respect towards IDsoftware and ioquake3 coders, who also made their work (the base of Urban Terror’s success) available. And of course to be a REAL stand-alone game. The assets/copyright/whatever could still stay with the Urban Terror team. So yeah, enough reasons to GPL the mod code. However, legally not required.

  8. Lusitan Says:

    GPL GPL GPL

  9. Ron Says:

    If you could release it open source then the community could help you fix the major problems with running bots. The chat rarely works, the models are limited, too many non-cheat cvars are locked (so we can’t have other self-created player models or different custom made bots) –also, we would need to do more here with bots, like creating cvars for walljumping, speed running and slide shots, healing teammates, making some mild radio replies, etcetera. The mod was released in 2007 and here it is 2009 but still secretly closed code. Why? Now 4.2 is headed out for release soon, but again the makers have indicated that there will not be any bot code debugging done, there will be no work done on the bot problem. Oh, and I really enjoyed finding out (after I made new aas files) that some of your mappers surrounded the spawns with bot_donotenter to make sure bots would stand in circles shooting nowhere. Was that really necessary? A great example of the mapping techinque to ruin bots is ut4_kingdom.

  10. Wursti Says:

    Hm, here i found actual sources…
    https://github.com/Barbatos/ioq3-for-UrbanTerror-4

    Btw, they plan to make a new complete proprietary release, called “Urban Terror HD”…

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