Splash DamageBlogWolfenstein: Enemy Territory Goes Open Source

Splash Damage Blog

Wolfenstein: Enemy Territory Goes Open Source

During his annual QuakeCon keynote speech last night, John Carmack mentioned that the full Wolfenstein: Enemy Territory source code is now available under the GNU General Public License. This is great news for aspiring modders looking to use the game's innards as a basis for their own project, as well as community-driven improvements for Wolf: ET itself. An official, potentially press release-laden announcement is apparently still to come, but in the meantime, you can grap the source from one of the mirrors below:

Happy developing!

43 Comments

if it's true this is BIG news!! I am downloading atm, but the speed is killing me :D
Posted on 12 August, 2010 - 22:24
OMFG ... what the hell happened?
Posted on 12 August, 2010 - 22:32
About tiime. :D e: And it's legit in case anyone was wondering :P
Posted on 12 August, 2010 - 22:38
Realy cool :P I am waiting now for a new community patch and TCE Stand-Alone Game xD
Posted on 12 August, 2010 - 22:52
After having a very quick look through the code, it'd be impossible to create a port for XBLA or PSN wouldn't it?!
Posted on 12 August, 2010 - 23:04
I just came. OMG. This is such good news! THANK YOU GUYS SO MUCH!!!!!!!!!!!!
Posted on 12 August, 2010 - 23:38
Posted on 12 August, 2010 - 23:59
What ? Where ? who ? How ? ... a thing people have been asking since the very beginning of mankind, the sourcecode of ET, is released just like that ? No fancy talkish postings ? I have my doubts , but I hope I'm wrong
Posted on 13 August, 2010 - 00:38
Confirmation from forum's staff could help cause it souns bizarre to me too. greets
Posted on 13 August, 2010 - 00:45
Hmmmmmmm. Guess this means I might need to dust off my skillz and permanently fix the bugs in the stock maps....if we're already going to be doing some patches....
Posted on 13 August, 2010 - 01:54
YAY :) Good news.
Posted on 13 August, 2010 - 02:44
Confirmation from forum's staff could help cause it souns bizarre to me too. greets
You don't trust the direct link to official Id FTP? You can't search the source from yourself on the web? Duh.
Posted on 13 August, 2010 - 03:08
Hmmmmmmm. Guess this means I might need to dust off my skillz and permanently fix the bugs in the stock maps....if we're already going to be doing some patches....
Go for it :) Thanks in advance. :)
Posted on 13 August, 2010 - 04:41
<3 id for continuing to give back to the community. Open source engine + freely available assets has some interesting potential.
Posted on 13 August, 2010 - 05:21
http://www.iowolfet.org/ http://www.iortcw.org/ Both aren't exactly up yet, but coming sooner rather than later.
Posted on 13 August, 2010 - 06:46
Thanks id for sharing the source. So it seems that W:ET is finally free software. Engine and client source and also the map sources are freely available. [edit] Haven't thought about the textures, sound and models. [/edit]
Posted on 13 August, 2010 - 07:06
You don't trust the direct link to official Id FTP?
I dont know the link to official Id FTP.
You can't search the source from yourself on the web?
Yes, and viagra online, and nuke bombs, and "enlarge your pennis in 10 days, 100% guaranteed". So no, I dont trust the web. I dont trust invisible people, avatars or characters. I only know a character said source was published and another character posted a link. Thats all. Maybe Im the only one who is suspicius when I see no official news about this. Call me freak.
Posted on 13 August, 2010 - 09:50
Well, if you had followed the keynote at qcon you'd have seen Carmack say that ET is open source. "Official" source enough for you?
Posted on 13 August, 2010 - 09:53
It's true! No talkish rambly posts about it just yet since it went live late last night.
Posted on 13 August, 2010 - 10:28
A new story entry has been added: [drupal=681]Wolfenstein: Enemy Territory Goes Open Source[/drupal]
During his annual QuakeCon keynote speech last night, John Carmack mentioned that the full Wolfenstein: Enemy Territory source code is now available under the GNU General Public License. This is great news for aspiring modders looking to use the game's innards as a basis for their own project, as well as community-driven improvements for Wolf: ET itself. An official, potentially press release-laden announcement is apparently still to come, but in the meantime, you can grap the source from one of the mirrors below: [LIST] [*]id Software FTP [*]Rapidshare [*]Splash Damage [/LIST] Happy developing!
Posted on 13 August, 2010 - 11:21
Understood. Thanks Badman greets
Posted on 13 August, 2010 - 11:54
I've also mirrored it on QuakeWiki.net - http://www.quakewiki.net/rtcw-and-enemy-territory-gpl-source-release Happy developing everybody! :stroggtapir:
Posted on 13 August, 2010 - 12:52
This is really great for the mod-community - thx sd! :)
Posted on 13 August, 2010 - 13:23
This sucks :(
Posted on 13 August, 2010 - 13:46
Im afraid there will be too much and bad clones ... so hopefully some skilled coding-team/coders will take their hands on it - to release some usefull patches for the original game ... otherwise every clan will have its "own" ET ... By the way ... @ Splashdamage ET owns a dead feature called "Look out for updates". Is there any chance to "acitvate" it ? Ive heard its needed to be programmed at the masterserver ... any suggestions? Thanks in advance greetz Cambo
Posted on 13 August, 2010 - 15:14
This sucks :(
Why the sad face? This is awesome news!!!
Posted on 13 August, 2010 - 16:09
When one guy make a new Et.exe (or maybe include the engine to the cgame, game ui dlls?!) then its better he make it opensource. We dont need 30 new Etīs!
Posted on 13 August, 2010 - 16:49
It's part of the Gnu/GeneralPublicLicense: You can take the source code and modify. But you MUST publish your code.
Posted on 13 August, 2010 - 17:12
<3 id for continuing to give back to the community. Open source engine + freely available assets has some interesting potential.
Well as far as I can see the assests are not part of this story :/ and if I'm not wrong it's a big step to redo all assets for a stand alone game ... From ther README.TXT " This source release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual. " Anyway nice move @SD! ;) It's an option to put the code into an open repository and do a comunity 2.70.
Posted on 13 August, 2010 - 19:47
I haven't looked into the source folder, but... does it contain the long-missing character modelling tools?
Posted on 14 August, 2010 - 00:03
;236000']Well as far as I can see the assests are not part of this story
Correct. But the assets are freely available to end users, unlike say Q3. You can't bundle them with your game, but you should be able to use them in your mod/game with at most requiring your users to also go out and install ET. (IANAL)
Posted on 14 August, 2010 - 05:12
It's like the Ghosts of Christmas Past in here with all the old school people checking in!!!
Posted on 14 August, 2010 - 05:48
I haven't looked into the source folder, but... does it contain the long-missing character modelling tools?
No, but it's certainly possible that some one could develop one from what is there.
Posted on 14 August, 2010 - 06:09
I have problem with compile scons: building associated VariantDir targets: build/release/core build/release/dedicated build/release/game build/release/cgame build/release/ui nasm -f elf -o build/release/dedicated/unix/snapvector.o unix/snapvector.asm sh: nasm: not found scons: *** [build/release/dedicated/unix/snapvector.o] Error 127 scons: building terminated because of errors. Please Help me.
Posted on 14 August, 2010 - 13:38
:penguin: Thanks ID TECH Now vision of see W:ET in Shader Model 3.0 & HDR is real as never before, to fill current market demands. W:ET can now live forever. Little sad that it take so long, when in meantime some axillary community groups had to begin developing own projects.
Posted on 14 August, 2010 - 19:41
I have problem with compile scons: building associated VariantDir targets: build/release/core build/release/dedicated build/release/game build/release/cgame build/release/ui nasm -f elf -o build/release/dedicated/unix/snapvector.o unix/snapvector.asm sh: nasm: not found scons: *** [build/release/dedicated/unix/snapvector.o] Error 127 scons: building terminated because of errors. Please Help me.
You need to install NASM, the assembly compiler.
Posted on 14 August, 2010 - 20:17
Would be great to see "Vietnam Territory" based on this code. With similar gameplay, but updated graphics and maps and maybe even drivable vehicles.
Posted on 3 February, 2011 - 13:30
Would be great to see "Vietnam Territory" based on this code. With similar gameplay, but updated graphics and maps and maybe even drivable vehicles.
make then:)
Posted on 3 February, 2011 - 15:29
I wish I know how :) Unfortunately programming games is not my field of interests :rolleyes:
Posted on 3 February, 2011 - 15:40
This Cool Game In the World :stroggtapir::confused::eek:****
Posted on 29 June, 2011 - 17:08
I agree! :stroggbanana:
Posted on 29 June, 2011 - 19:37