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Iomega also produced a line of internal and external recordable CD drives under the Zip brand in the late 1990s, called the ZipCD 650. It used regular CD-R media and had no format relation to the magnetic Zip drive. The external models were installed in a Zip-drive-style case, and used standard USB 1.1 connections.
We've decided to bring that date forward. We will have to impose a license on the use of the source code - this won't be Open Source - and we will be charging for that license.
This means we will be keeping fairly close control over this release. We will also introduce a new forum channel, but we'll keep it closed to the public and only allow genuine Uplink developers inside. This will be the perfect place for programmers to talk about the Uplink source code and their mods, and to get help from the Developers themselves. This really is a fantastic opportunity for people to do whatever they want with the Uplink source code. You could create new mission types, or add in your very own plot. You could create new computer types. New easter eggs.
If you were feeling particularly ambitious you might try and create a whole new type of system to attack - just like the LAN systems we introduced in patch1.2 - complete with new graphics, new software tools, new challenges. You could even try and add more networking functionality to the game - but only if you're really brave;) In short, there are a million things a determined programmer could do with this source code. The Accessing the Developer Forum Compiling Uplink: Getting Started Compiling Uplink: Microsoft Visual Studio 2005 Compiling Uplink: Linux Quick source code Tour Directory Listing License Agreement.
SharkLaser writes 'The comes with four great indie games from Introversion. Included in the pack are Uplink, Darwinia, DEFCON and Multiwinia. Bonus games include Aquaria, Crayon Physics Deluxe and the recently added Dungeons of Dredmor.
Introversion also showcases some of their prototypes, like Subversion City Generator which demonstrates procedural generation of complex city environments, and Voxel Tech Demo for showing destroyable environments using voxel technology. Hackers and open source programmers around the world should also celebrate — Introversion will release source code for their games Darwinia, Multiwinia, DEFCON, and most importantly, Uplink, the legendary hacking simulation that is one of a kind.'
Because, you know, you had every right to expect to do whatever the hell you wanted with it? They've done something many companies never, ever do, which is impressive bearing in mind Multiwinia is three or so years old on the PC. Members of the Introversion forums have always hoped for the source codes, because without them games like Uplink are very had to mod and experiment with. They generally weren't programmed with modability in mind.
This move most likely wasn't intended so you could do whatever the h. The only thing they've really allowed here is for volunteer developers to contribute to their proprietary product. I like the idea. I can't even begin to list how many games would benefit greatly from something like this.Projects like codelain.com which is a full client/server implementation for Warcraft III, enables the game to take advantage of current, high-bandwidth internet connections and provides administrative control over what was designed to be a 'head-to-head' protocol. It is one of the few things that let popular mods, like DotA, grow to what they are today.
It was painstakingly built through years of r. There is SVN and developer wiki and forum access to everyone who has bought humble bundle (and for previous developers).
It's yours for whatever amount you choose to pay. No other company goes that far. Almost no one releases sources for their games. And honestly, after reading this crying, I can't really blame them. No matter how much they try to please geeks, they always rant about how it's not exactly something they want, how they don't want to pay for it (even if that's $1) and how it's not on their favorite repo. They even have Linux versions of their games, which is a common rant topic here on slashdot. But now that it doesn't fit, you still have to rant about something just for the hell of it.
Even sometimes, be thankful for something good. I know that admitting this means I have to turn in my Obscure Indie Game Enthusiast card, but I didn't know about Uplink until yesterday when I bought the newest Humble Bundle. Played it some today.
Still amazed that they made the idea work at all, and that it's actually quite a bit of fun. We all owe a huge debt of gratitude to Introversion for their pioneering work in indie games. I know that their games have a particular flair that doesn't appeal to everyone, but.that's the whole point.
of indie games; with enough independent developers, you eventually get something quirky and awesome that fits your particular tastes. I've been a big supporter of the Humble Bundles (anyone willing to give me native games for Linux gets my attention), but kind of 'ran out of steam' (no pun intended) and gave the Voxatron one a pass.
At the beginning, just the marketing concept was enough to 'sell' a bundle for me. But now I actually look at the games and decide if I feel that it's worth my while. Even if they release new bundles every 2 weeks I will continue to support them. At the very minimum I'll throw in $1 and give it all to charity then evaluate the games themselves and if they are worth more. If they are then I'll kick some more in, but if not then it's another $1 for charity. Still amazed that they made the idea work at all, and that it's actually quite a bit of fun. Business models based on data theft and/or vandalism for hire, chained anonymizing proxies with various levels of logging capabilities (or compromise:), SWATting opponents by (by faking records to send law enforcement after them), anonymizing bank transfers through the use of expendable proxy accounts, and you did all your hacking by renting a hardware platform of RAM/CPU/disk that existed (and was configured) through the cloud.
And shadowy organizations whose agendas only become apparent when it's probably too late to change the color of your hat. The game - written in 2001 - was set in 2010, which turned out to be just one year away from commercial botnets, Anonymous, Wikileaks, the Lulzsec-vs-Sony-howling-thru-the-wires world tour, and the rise of EC3 and other cloud virtualization/hosting services.
And the soundtrack, which someone else mentioned. They completely nailed the look-and-feel of all those goofy hacker movies of the 90s, while being not only fun, but downright prescient. Is this news, or is this just an advert for the Humble Bundle?
Well obviously it is an advert. It is not particularly newsworthy, because - let's face it - how many of us here are going to do anything with the source code for a game that most of us had not heard of until this bundle. That is not to say that it is a bad thing to advertise the bundle, as it is for charity after all.
That said, I'm afraid I am getting a bit bundled out. This is the seventh Humble Bundle since May last year. Add to that the similar bundles that have sprung up (eg. indieroyale.com which isn't for charity and does a different bundle every few weeks) and it seems less like an event and more like a perpetual sale.
The biggest problem is that I find myself second guessing my purchases of indie software via the normal distribution methods because I wonder whether I will be seeing the title in a bundle in the near future. Should I pre-order Trine 2, or wait for the inevitable virtual giveaway one of these bundles? Will the excess of bundles mean that developers lose more profitable sales?
Or do these bundles help by getting indie titles into the hands of people who would normally buy mainstream games, and so not really diminish their usual audience? Your criticism of my post is well deserved. It does appear that I am judging you and your story, but that was not the intention. I neglected to put something in my message that I had in mind when I hit the reply button. Unfortunately I got sidetracked with the other part about there being too many bundles, and it got omitted. I do not think that you are a shill. (I wouldn't call anyone that word, for the same reasons that you give.) I do not think that you were wrong to post the story.
However, I do believe t. 'Will the excess of bundles mean that developers lose more profitable sales? Or do these bundles help by getting indie titles into the hands of people who would normally buy mainstream games, and so not really diminish their usual audience?' Considering the state of the game industry with heavy handed DRM, the fact that you get a games SOURCE CODE which you can modify/update/change is downright RADICAL in an age of corporate feudalism and creeping fascism. One only has to look at SOPA to see this. While, marketing an advertising is bad in general - satans spawn, filling the world with bile and garbage, as Bill Hicks characterizes it - unfortunately a good charity should probably play the evil game, none the less. For example, when Amnesty International does TV ad campaigns they get much more donations.
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It's stupid and sad, as making ads costs a lot, so it should technically be possible to transfer funds from those who want to contribute to those who need them without marketing, but that's just the way it works in this system - marketing creates demand. In cases like Amnesty, the ends justify the means. I remember Neuromancer, and while it was fun, I finished it off in a single evening. I recall it being short and linear, though the bit where you get some antagonist arrested by plugging his SSN and other info into an existing warrant in the police network was pretty entertaining and not too obvious. The battles against the AI, however, weren't so interesting. I haven't played Uplink yet (I downloaded it from Home of the Underdogs what seems like a lifetime ago, but never got around to playing it).
I've been a long term fan of Introversion since 2002, I even went to their Darwinia launch party at their house, which was awesome. I was so stoked about the Humble IV Bundle that even though I had bought the games twice in the past (disc and steam) I had to buy this too, both to support IV and also Humble (backed by the same people who backed Google so probably don't need that much support!). Regards the source. That has been available for about 6 years now on the Uplink dev disc. This costs about £20. I haven't looked into the restrictions on using it but as the previous poster recommends, contact them before doing anything that might piss them off.
They're really nice guys and deserve support for making what are, really enjoyable games. Uplink was in the PC Zone top 50 games, and in LXF's top 20 games for scaring the sh1t out of you. Hopefully this /.' Ing will bake the bundle sell even more. It was at about $510,000 last night, so will be interesting to see how it goes up after this.
I'm amazed at the high average donation this time around. IIRC the last few Humble Bundles I bought into had an average of around $2. At the time of writing the average on this bundle is $3.98. I guess these games offer pretty good value. Depends on when you buy it in the bundle's lifecycle, too.
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I know the average for the last Bundle I bought (before this one) was like 4 or 5 when I purchased it. I was glad to drop 10 bucks on it at the time. I had Uplink already, on disk. I'll GLADLY buy it again, get all the other things, and so on. Programs in 8085 microprocessor palindrome in c.
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And I got source code? Well freaking awesome. I'd say these Bundles are awesome. They're cheap enough I don't even blink, and they quite often offer much more than one would expect. I got the one with.