License of Dark Skies Rising. LICENSE ======= Sauerbraten game engine, any release. Copyright (C) 2001-2006 Wouter van Oortmerssen. Copyright © 2007 - * LinuxGamerZ.com 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. LICENSE NOTES ============= The license covers the source code found in the "src" directory of this archive, the included enet network library which sauerbraten uses is covered by an MIT-style license, which is however compatible with the above license for all practical purposes. Game media included in the 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 project files, which references the lib/include directories for the external libraries and should thus be self contained. 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. An alternative to visual studio for Windows is MinGW. In order to compile using MinGW, copy Makefile.mingw from the mingw directory to the src directory. You can also optionally copy make.mingw.bat to the sauerbraten directory for an easy way to compile. The sauerbraten sources are very small, compact, and non redundant, so anyone wishing to modify the source code should be able to gain an overview of sauerbraten'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 sauerbaten'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. Sauerbraten is not a commercial product, it is merely the author's idea of a fun little programming project. AUTHOR ====== RPG build LinuxGamerZ.com NeZZeR Znurre ______________ Sauerbraten engine Wouter van Oortmerssen aka Aardappel ____________________________________ For additional authors/contributors, see the sauerbraten binary distribution readme.