<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_11_05_1451256</id>
	<title>Epic Releases Free Version of Unreal Engine</title>
	<author>Soulskill</author>
	<datestamp>1257436020000</datestamp>
	<htmltext>anomnomnomymous writes <i>"Just a week after Unity announced its engine is <a href="http://unity3d.com/company/news/unity2.6-press.html">now available for free</a> to indie users, Epic Games has <a href="http://www.shacknews.com/onearticle.x/61138">revealed a free version of its popular Unreal Engine technology</a>. Called the <a href="http://www.udk.com/">Unreal Development Kit</a> (UDK), it is a free edition of UE3 that allows community, modder and indie users more access to the engine's features and is available for all. Epic said game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations plus digital filmmakers can all take advantage of the UDK for non-commercial use. The UDK site also offers detailed product features, <a href="http://udn.epicgames.com/">technical documentation</a>, commercial licensing terms and support resources."</i></htmltext>
<tokenext>anomnomnomymous writes " Just a week after Unity announced its engine is now available for free to indie users , Epic Games has revealed a free version of its popular Unreal Engine technology .
Called the Unreal Development Kit ( UDK ) , it is a free edition of UE3 that allows community , modder and indie users more access to the engine 's features and is available for all .
Epic said game developers , students , hobbyists , researchers , creators of 3D visualizations and simulations plus digital filmmakers can all take advantage of the UDK for non-commercial use .
The UDK site also offers detailed product features , technical documentation , commercial licensing terms and support resources .
"</tokentext>
<sentencetext>anomnomnomymous writes "Just a week after Unity announced its engine is now available for free to indie users, Epic Games has revealed a free version of its popular Unreal Engine technology.
Called the Unreal Development Kit (UDK), it is a free edition of UE3 that allows community, modder and indie users more access to the engine's features and is available for all.
Epic said game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations plus digital filmmakers can all take advantage of the UDK for non-commercial use.
The UDK site also offers detailed product features, technical documentation, commercial licensing terms and support resources.
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997390</id>
	<title>Re:Still behind id</title>
	<author>Faceless Void</author>
	<datestamp>1257449160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>GPL is a terrible license for a game engine if you plan to have a multi-player mode, because releasing the code to your game makes it really easy to make cheats. LGPL isn't adequate either, because anybody can replace the engine library with a cheating version.</htmltext>
<tokenext>GPL is a terrible license for a game engine if you plan to have a multi-player mode , because releasing the code to your game makes it really easy to make cheats .
LGPL is n't adequate either , because anybody can replace the engine library with a cheating version .</tokentext>
<sentencetext>GPL is a terrible license for a game engine if you plan to have a multi-player mode, because releasing the code to your game makes it really easy to make cheats.
LGPL isn't adequate either, because anybody can replace the engine library with a cheating version.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30019670</id>
	<title>UT3 engine vs. UDK engine render quality</title>
	<author>apn\_k</author>
	<datestamp>1257623220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I found a site that shows off the difference between the engine version used in UT3 (version 3809) and the UDK engine (version 5860): <a href="http://www.laurenscorijn.com/udk-comparision.html" title="laurenscorijn.com" rel="nofollow">http://www.laurenscorijn.com/udk-comparision.html</a> [laurenscorijn.com]</htmltext>
<tokenext>I found a site that shows off the difference between the engine version used in UT3 ( version 3809 ) and the UDK engine ( version 5860 ) : http : //www.laurenscorijn.com/udk-comparision.html [ laurenscorijn.com ]</tokentext>
<sentencetext>I found a site that shows off the difference between the engine version used in UT3 (version 3809) and the UDK engine (version 5860): http://www.laurenscorijn.com/udk-comparision.html [laurenscorijn.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30007076</id>
	<title>Re:Why I like Unreal</title>
	<author>Hurricane78</author>
	<datestamp>1257532080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Seconded. I don't know how it's in the most recent engines. But Doom 3's level editor was a real piece of shit.</p><p>While i really liked the Unreal ones.</p></htmltext>
<tokenext>Seconded .
I do n't know how it 's in the most recent engines .
But Doom 3 's level editor was a real piece of shit.While i really liked the Unreal ones .</tokentext>
<sentencetext>Seconded.
I don't know how it's in the most recent engines.
But Doom 3's level editor was a real piece of shit.While i really liked the Unreal ones.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30004662</id>
	<title>Altair IV</title>
	<author>ciderVisor</author>
	<datestamp>1257514920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Full freedom would be to have a hyper-intelligent oracle that produces a completely bug-free and perfect implemention of any software idea you can imagine, with infinite resources behind it and available to everybody instantly and with no cost.</p></div><p>A civilization without instrumentalities ?</p><p>Yes, but the Krell forgot one thing - monsters from the Id !</p></div>
	</htmltext>
<tokenext>Full freedom would be to have a hyper-intelligent oracle that produces a completely bug-free and perfect implemention of any software idea you can imagine , with infinite resources behind it and available to everybody instantly and with no cost.A civilization without instrumentalities ? Yes , but the Krell forgot one thing - monsters from the Id !</tokentext>
<sentencetext>Full freedom would be to have a hyper-intelligent oracle that produces a completely bug-free and perfect implemention of any software idea you can imagine, with infinite resources behind it and available to everybody instantly and with no cost.A civilization without instrumentalities ?Yes, but the Krell forgot one thing - monsters from the Id !
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997898</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30003180</id>
	<title>Re:You know what I want to see now?</title>
	<author>Anonymous</author>
	<datestamp>1257445320000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>You apparently can export COLLADA from the Sketchup 7.1. Blender reads and writes COLLADA, the game engine (BGE) is multi-platform. Though I couldn't find it from the site, I'd bet importing COLLADA assets would be in the UnrealEd also, at least some day.</p></htmltext>
<tokenext>You apparently can export COLLADA from the Sketchup 7.1 .
Blender reads and writes COLLADA , the game engine ( BGE ) is multi-platform .
Though I could n't find it from the site , I 'd bet importing COLLADA assets would be in the UnrealEd also , at least some day .</tokentext>
<sentencetext>You apparently can export COLLADA from the Sketchup 7.1.
Blender reads and writes COLLADA, the game engine (BGE) is multi-platform.
Though I couldn't find it from the site, I'd bet importing COLLADA assets would be in the UnrealEd also, at least some day.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995586</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</id>
	<title>Man's gotta eat</title>
	<author>Luke has no name</author>
	<datestamp>1257441780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>UE3 is a current, highly popular game engine. Why would they give out the secret sauce? Even id doesn't do that; they give away the source to engines that are no longer being licensed to 3rd parties and are not bringing in cash flows to id.</p><p>How would licensees of UE3 feel if the engine they paid highly for got open-sourced at the height of its use?</p><p>Seeing the UE2 engine go GPL, on the other hand, would be impressive.</p></htmltext>
<tokenext>UE3 is a current , highly popular game engine .
Why would they give out the secret sauce ?
Even id does n't do that ; they give away the source to engines that are no longer being licensed to 3rd parties and are not bringing in cash flows to id.How would licensees of UE3 feel if the engine they paid highly for got open-sourced at the height of its use ? Seeing the UE2 engine go GPL , on the other hand , would be impressive .</tokentext>
<sentencetext>UE3 is a current, highly popular game engine.
Why would they give out the secret sauce?
Even id doesn't do that; they give away the source to engines that are no longer being licensed to 3rd parties and are not bringing in cash flows to id.How would licensees of UE3 feel if the engine they paid highly for got open-sourced at the height of its use?Seeing the UE2 engine go GPL, on the other hand, would be impressive.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30010934</id>
	<title>It's NOT FREE!!</title>
	<author>Anonymous</author>
	<datestamp>1257508740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>It's free to use. It is not free to distribute games, even FREE games.  Make a simple game, give your brother a free copy and you are required to PAY!</p><p>Free is cool but their license is kind of scammy in the way it slides in those requirements. It will be interesting to see them try to enforce it as unsuspecting users who didn't actually read the licensing details.</p></htmltext>
<tokenext>It 's free to use .
It is not free to distribute games , even FREE games .
Make a simple game , give your brother a free copy and you are required to PAY ! Free is cool but their license is kind of scammy in the way it slides in those requirements .
It will be interesting to see them try to enforce it as unsuspecting users who did n't actually read the licensing details .</tokentext>
<sentencetext>It's free to use.
It is not free to distribute games, even FREE games.
Make a simple game, give your brother a free copy and you are required to PAY!Free is cool but their license is kind of scammy in the way it slides in those requirements.
It will be interesting to see them try to enforce it as unsuspecting users who didn't actually read the licensing details.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996258</id>
	<title>Re:You know what I want to see now?</title>
	<author>imakemusic</author>
	<datestamp>1257443520000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Well I don't know about multi-platform but you can export Sketchup files to Valve's VMF format. Not that I've ever managed to do it successfully...</htmltext>
<tokenext>Well I do n't know about multi-platform but you can export Sketchup files to Valve 's VMF format .
Not that I 've ever managed to do it successfully.. .</tokentext>
<sentencetext>Well I don't know about multi-platform but you can export Sketchup files to Valve's VMF format.
Not that I've ever managed to do it successfully...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995586</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30000086</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>Anonymous</author>
	<datestamp>1257417120000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Given the amount of talk on this, has anyone else read the <a href="http://www.udk.com/licensing.html" title="udk.com" rel="nofollow">licensing page</a> [udk.com]?  Development is free and the royalty is 25\%.  Twenty-five percent.    Rapid prototype your game in Unreal and then port it over to a free engine and you pay nothing.  Or keep it in Unreal, take the 25\% hit and have a damn good game out there while you work on the next one.</p><p><div class="quote"><p>Whereas giving complete freedom to tinker with the GPL is the most community enabling. Granted, id Tech 5 is not in the GPL now. But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other. And in the long term, are much more valuable for creativity.</p></div><p>Or from another perspective, the license is entirely irrelevant to *creativity* when the tools are as beneficial for creation as Unreal's.  The biggest barrier to making games isn't the engine license, it's making all the decisions, code and content.  Unreal didn't get to be the most widely licensed engine because it looks awesome, it's behind a lot of other engines in that respect.  It's just so damn easy to make games with.</p></div>
	</htmltext>
<tokenext>Given the amount of talk on this , has anyone else read the licensing page [ udk.com ] ?
Development is free and the royalty is 25 \ % .
Twenty-five percent .
Rapid prototype your game in Unreal and then port it over to a free engine and you pay nothing .
Or keep it in Unreal , take the 25 \ % hit and have a damn good game out there while you work on the next one.Whereas giving complete freedom to tinker with the GPL is the most community enabling .
Granted , id Tech 5 is not in the GPL now .
But on the other hand , the full freedom offered by the GPL has enabled heavy customisation such as the above and many other .
And in the long term , are much more valuable for creativity.Or from another perspective , the license is entirely irrelevant to * creativity * when the tools are as beneficial for creation as Unreal 's .
The biggest barrier to making games is n't the engine license , it 's making all the decisions , code and content .
Unreal did n't get to be the most widely licensed engine because it looks awesome , it 's behind a lot of other engines in that respect .
It 's just so damn easy to make games with .</tokentext>
<sentencetext>Given the amount of talk on this, has anyone else read the licensing page [udk.com]?
Development is free and the royalty is 25\%.
Twenty-five percent.
Rapid prototype your game in Unreal and then port it over to a free engine and you pay nothing.
Or keep it in Unreal, take the 25\% hit and have a damn good game out there while you work on the next one.Whereas giving complete freedom to tinker with the GPL is the most community enabling.
Granted, id Tech 5 is not in the GPL now.
But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other.
And in the long term, are much more valuable for creativity.Or from another perspective, the license is entirely irrelevant to *creativity* when the tools are as beneficial for creation as Unreal's.
The biggest barrier to making games isn't the engine license, it's making all the decisions, code and content.
Unreal didn't get to be the most widely licensed engine because it looks awesome, it's behind a lot of other engines in that respect.
It's just so damn easy to make games with.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996988</id>
	<title>Re:Still behind id</title>
	<author>fmoliveira</author>
	<datestamp>1257447180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>if you want to develop a commercial game the gpl engine won't help you. don't know what license unreal engine is anyway</htmltext>
<tokenext>if you want to develop a commercial game the gpl engine wo n't help you .
do n't know what license unreal engine is anyway</tokentext>
<sentencetext>if you want to develop a commercial game the gpl engine won't help you.
don't know what license unreal engine is anyway</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30030686</id>
	<title>Sellouts</title>
	<author>Anonymous</author>
	<datestamp>1257766440000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Windows only, nonfree, and trying to get every penny they can. Oh and pretty sure they stopped icculus from finishing his port of UT3 to linux thanks to gates holding the xbox360 liscensing over their heads. Bah, sellouts.</p></htmltext>
<tokenext>Windows only , nonfree , and trying to get every penny they can .
Oh and pretty sure they stopped icculus from finishing his port of UT3 to linux thanks to gates holding the xbox360 liscensing over their heads .
Bah , sellouts .</tokentext>
<sentencetext>Windows only, nonfree, and trying to get every penny they can.
Oh and pretty sure they stopped icculus from finishing his port of UT3 to linux thanks to gates holding the xbox360 liscensing over their heads.
Bah, sellouts.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996766</id>
	<title>Re:Behind ID?</title>
	<author>Anonymous</author>
	<datestamp>1257446100000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext><p>John Carmack specifically told he did not want to be like Epic. They had (relatively) huge success with Quake 3 engine sales, however he had to spend lots of time for technical support of engine licensees, while he could've spend those times on this on games.</p><p>Please look at this:<br><a href="http://kotaku.com/5339057/john-carmack-ok-with-id-not-becoming-an-epic-or-valve" title="kotaku.com">http://kotaku.com/5339057/john-carmack-ok-with-id-not-becoming-an-epic-or-valve</a> [kotaku.com]</p></htmltext>
<tokenext>John Carmack specifically told he did not want to be like Epic .
They had ( relatively ) huge success with Quake 3 engine sales , however he had to spend lots of time for technical support of engine licensees , while he could 've spend those times on this on games.Please look at this : http : //kotaku.com/5339057/john-carmack-ok-with-id-not-becoming-an-epic-or-valve [ kotaku.com ]</tokentext>
<sentencetext>John Carmack specifically told he did not want to be like Epic.
They had (relatively) huge success with Quake 3 engine sales, however he had to spend lots of time for technical support of engine licensees, while he could've spend those times on this on games.Please look at this:http://kotaku.com/5339057/john-carmack-ok-with-id-not-becoming-an-epic-or-valve [kotaku.com]</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996086</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996556</id>
	<title>Re:The game that invented the headshot...</title>
	<author>Anonymous</author>
	<datestamp>1257444960000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>System Shock invented location based damage.</p><p>The Razorjack was dropped after the second game in the series. It existed in Unreal and again in Unreal Tournament where they renamed it to Ripper.</p></htmltext>
<tokenext>System Shock invented location based damage.The Razorjack was dropped after the second game in the series .
It existed in Unreal and again in Unreal Tournament where they renamed it to Ripper .</tokentext>
<sentencetext>System Shock invented location based damage.The Razorjack was dropped after the second game in the series.
It existed in Unreal and again in Unreal Tournament where they renamed it to Ripper.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995816</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29999748</id>
	<title>Re:Still behind id</title>
	<author>Cornflake917</author>
	<datestamp>1257415740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Any popular multiplayer game is going to get hacked (especially PC FPS's).  There really is no way around it.  Whether your source is out there or not, people will reverse engineer the code and find a way.  As an indie developer, I can only hope that my game becomes popular enough that people would create cheats for it.  Regardless, security through obscurity is not something that a developer should rely on, and rarely does these days.  Most companies take a proactive stance against cheating, which is really the best way to combat it.</p></htmltext>
<tokenext>Any popular multiplayer game is going to get hacked ( especially PC FPS 's ) .
There really is no way around it .
Whether your source is out there or not , people will reverse engineer the code and find a way .
As an indie developer , I can only hope that my game becomes popular enough that people would create cheats for it .
Regardless , security through obscurity is not something that a developer should rely on , and rarely does these days .
Most companies take a proactive stance against cheating , which is really the best way to combat it .</tokentext>
<sentencetext>Any popular multiplayer game is going to get hacked (especially PC FPS's).
There really is no way around it.
Whether your source is out there or not, people will reverse engineer the code and find a way.
As an indie developer, I can only hope that my game becomes popular enough that people would create cheats for it.
Regardless, security through obscurity is not something that a developer should rely on, and rarely does these days.
Most companies take a proactive stance against cheating, which is really the best way to combat it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997390</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30006150</id>
	<title>Re:You know what I want to see now?</title>
	<author>chrish</author>
	<datestamp>1257526440000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Unity (http://unity3d.com/) can import a bunch of the formats that Sketchup Pro can export... native support would be easier, of course.</p><p>Out of the box development on Mac or Windows, and deployment to Mac or Windows, as well as on the web.</p><p>Still working through the massive (120 pages!) platformer tutorial and piles o' docs.</p></htmltext>
<tokenext>Unity ( http : //unity3d.com/ ) can import a bunch of the formats that Sketchup Pro can export... native support would be easier , of course.Out of the box development on Mac or Windows , and deployment to Mac or Windows , as well as on the web.Still working through the massive ( 120 pages !
) platformer tutorial and piles o ' docs .</tokentext>
<sentencetext>Unity (http://unity3d.com/) can import a bunch of the formats that Sketchup Pro can export... native support would be easier, of course.Out of the box development on Mac or Windows, and deployment to Mac or Windows, as well as on the web.Still working through the massive (120 pages!
) platformer tutorial and piles o' docs.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995586</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30045620</id>
	<title>Re:It's NOT FREE!!</title>
	<author>h00manist</author>
	<datestamp>1257868800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>you are required to PAY!</p></div><p>egads!</p></div>
	</htmltext>
<tokenext>you are required to PAY ! egads !</tokentext>
<sentencetext>you are required to PAY!egads!
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30010934</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996410</id>
	<title>Re:Not a source release...</title>
	<author>Monkeedude1212</author>
	<datestamp>1257444240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Hmmm, I wasn't aware of that, I haven't had much time to read into this (at work and all). I was actually pretty excited, I like the Unreal Engine for its shaders more than anything else. I like to get my hands on the real gooey stuff, to take what bits and pieces I like and leave the rest. I'd rather develop my own game with my own patchwork engine rather then make an Epic Mod for Unreal (Pun fully intended).</p></htmltext>
<tokenext>Hmmm , I was n't aware of that , I have n't had much time to read into this ( at work and all ) .
I was actually pretty excited , I like the Unreal Engine for its shaders more than anything else .
I like to get my hands on the real gooey stuff , to take what bits and pieces I like and leave the rest .
I 'd rather develop my own game with my own patchwork engine rather then make an Epic Mod for Unreal ( Pun fully intended ) .</tokentext>
<sentencetext>Hmmm, I wasn't aware of that, I haven't had much time to read into this (at work and all).
I was actually pretty excited, I like the Unreal Engine for its shaders more than anything else.
I like to get my hands on the real gooey stuff, to take what bits and pieces I like and leave the rest.
I'd rather develop my own game with my own patchwork engine rather then make an Epic Mod for Unreal (Pun fully intended).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996076</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30003276</id>
	<title>non-commerical use</title>
	<author>CHRONOSS2008</author>
	<datestamp>1257447540000</datestamp>
	<modclass>None</modclass>
	<modscore>-1</modscore>
	<htmltext><p>i if don't charge a dime fo rmy app i make then its not commercial  is it. SO the idea that you are making a market while partially valid i could as others could just share our NON commercial apps and software developed via this as we aren't going to charge a dime.</p><p>kinda like the mech warriro 4 game freebie that didnt happen due to lisecning later on was just a scam to get people to BUY INTO crap or whatever.....was very discussted about that mech warriro 4 why should htis be any differant</p></htmltext>
<tokenext>i if do n't charge a dime fo rmy app i make then its not commercial is it .
SO the idea that you are making a market while partially valid i could as others could just share our NON commercial apps and software developed via this as we are n't going to charge a dime.kinda like the mech warriro 4 game freebie that didnt happen due to lisecning later on was just a scam to get people to BUY INTO crap or whatever.....was very discussted about that mech warriro 4 why should htis be any differant</tokentext>
<sentencetext>i if don't charge a dime fo rmy app i make then its not commercial  is it.
SO the idea that you are making a market while partially valid i could as others could just share our NON commercial apps and software developed via this as we aren't going to charge a dime.kinda like the mech warriro 4 game freebie that didnt happen due to lisecning later on was just a scam to get people to BUY INTO crap or whatever.....was very discussted about that mech warriro 4 why should htis be any differant</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995586</id>
	<title>You know what I want to see now?</title>
	<author>Yvan256</author>
	<datestamp>1257440400000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>A multi-platform client that allows you to load Google Sketchup files. It would be nice to walk around the models, buildings, etc.</p><p>After that, make that multi-platform client compatible with Google Earth. Yes a lot of stuff is still flat but at least they do have terrain data so it would still be nice.</p><p>And last, just for kicks, add an option for playing in that map MMOFPS style!</p></htmltext>
<tokenext>A multi-platform client that allows you to load Google Sketchup files .
It would be nice to walk around the models , buildings , etc.After that , make that multi-platform client compatible with Google Earth .
Yes a lot of stuff is still flat but at least they do have terrain data so it would still be nice.And last , just for kicks , add an option for playing in that map MMOFPS style !</tokentext>
<sentencetext>A multi-platform client that allows you to load Google Sketchup files.
It would be nice to walk around the models, buildings, etc.After that, make that multi-platform client compatible with Google Earth.
Yes a lot of stuff is still flat but at least they do have terrain data so it would still be nice.And last, just for kicks, add an option for playing in that map MMOFPS style!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998384</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>adisakp</author>
	<datestamp>1257453240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>More seriously<nobr> <wbr></nobr>:</p><p>Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term. The basic idea is "<i>let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine</i>".</p><p>Whereas giving complete freedom to tinker with the GPL is the most community enabling. Granted, id Tech 5 is not in the GPL now. But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other. And in the long term, are much more valuable for creativity.</p></div><p>Lets say someone makes a Killer-App (or more likely a kick-ass demo that will lead to further funding to complete the game) with either of these engines.<br> <br>
With Epic's Unreal Engine, they can make a game that can target PS3 and XBOX 360 markets which are significantly larger than the PC market.  The can also make a closed source commercial game that targets the PC market.  It's possible that Epic even intends to use this as an incubator to fund projects.  Killer App --&gt; Potential Profit.
<br> <br>
With a GPL game engine, they have to open-source all of their code (hence not allowing them to target consoles).  They can't even just license the several year old engine technology from ID if they want to go closed source (i.e. for PS3 / XBOX dev) because there have been other contributions.  They basically have to "give away" the game for free since once you've released full source code for your game, there is pretty much no reason to buy it.  The only chance for profit is by doing stuff like server based in-game content purchases (i.e. Second Life).  Killer App --&gt; ??? --&gt; Profit -- if you can fill in the "???" part, you'll make me believe it's better to use the GPL engine.  I guess the "???" part could be do all the work over in a closed-source engine and then ship but at that point, why not just start with a closed-source engine.<br> <br>
Now, if there was a high-end BSD-licensed game engine (as opposed to GPL), then this discussion would be moot and I'd be in agreement to use the BSD engine.</p></div>
	</htmltext>
<tokenext>More seriously : Giving away free ( gratis ) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term , by gaining more fans and hackers in the short term .
The basic idea is " let the Indie market play around with the engine , and if some group emerge with a new killer-app , they 'll have to license our engine " .Whereas giving complete freedom to tinker with the GPL is the most community enabling .
Granted , id Tech 5 is not in the GPL now .
But on the other hand , the full freedom offered by the GPL has enabled heavy customisation such as the above and many other .
And in the long term , are much more valuable for creativity.Lets say someone makes a Killer-App ( or more likely a kick-ass demo that will lead to further funding to complete the game ) with either of these engines .
With Epic 's Unreal Engine , they can make a game that can target PS3 and XBOX 360 markets which are significantly larger than the PC market .
The can also make a closed source commercial game that targets the PC market .
It 's possible that Epic even intends to use this as an incubator to fund projects .
Killer App -- &gt; Potential Profit .
With a GPL game engine , they have to open-source all of their code ( hence not allowing them to target consoles ) .
They ca n't even just license the several year old engine technology from ID if they want to go closed source ( i.e .
for PS3 / XBOX dev ) because there have been other contributions .
They basically have to " give away " the game for free since once you 've released full source code for your game , there is pretty much no reason to buy it .
The only chance for profit is by doing stuff like server based in-game content purchases ( i.e .
Second Life ) .
Killer App -- &gt; ? ? ?
-- &gt; Profit -- if you can fill in the " ? ? ?
" part , you 'll make me believe it 's better to use the GPL engine .
I guess the " ? ? ?
" part could be do all the work over in a closed-source engine and then ship but at that point , why not just start with a closed-source engine .
Now , if there was a high-end BSD-licensed game engine ( as opposed to GPL ) , then this discussion would be moot and I 'd be in agreement to use the BSD engine .</tokentext>
<sentencetext>More seriously :Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term.
The basic idea is "let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine".Whereas giving complete freedom to tinker with the GPL is the most community enabling.
Granted, id Tech 5 is not in the GPL now.
But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other.
And in the long term, are much more valuable for creativity.Lets say someone makes a Killer-App (or more likely a kick-ass demo that will lead to further funding to complete the game) with either of these engines.
With Epic's Unreal Engine, they can make a game that can target PS3 and XBOX 360 markets which are significantly larger than the PC market.
The can also make a closed source commercial game that targets the PC market.
It's possible that Epic even intends to use this as an incubator to fund projects.
Killer App --&gt; Potential Profit.
With a GPL game engine, they have to open-source all of their code (hence not allowing them to target consoles).
They can't even just license the several year old engine technology from ID if they want to go closed source (i.e.
for PS3 / XBOX dev) because there have been other contributions.
They basically have to "give away" the game for free since once you've released full source code for your game, there is pretty much no reason to buy it.
The only chance for profit is by doing stuff like server based in-game content purchases (i.e.
Second Life).
Killer App --&gt; ???
--&gt; Profit -- if you can fill in the "???
" part, you'll make me believe it's better to use the GPL engine.
I guess the "???
" part could be do all the work over in a closed-source engine and then ship but at that point, why not just start with a closed-source engine.
Now, if there was a high-end BSD-licensed game engine (as opposed to GPL), then this discussion would be moot and I'd be in agreement to use the BSD engine.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996102</id>
	<title>Re:Man's gotta eat</title>
	<author>binarylarry</author>
	<datestamp>1257442800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'm doubting there is much engine source included with this release.</p><p>Some UnrealScript/Kismet stuff sure, but no engine source.</p></htmltext>
<tokenext>I 'm doubting there is much engine source included with this release.Some UnrealScript/Kismet stuff sure , but no engine source .</tokentext>
<sentencetext>I'm doubting there is much engine source included with this release.Some UnrealScript/Kismet stuff sure, but no engine source.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997310</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>Anonymous</author>
	<datestamp>1257448620000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>...the full freedom offered by the GPL</p></div><p>The GPL does not offer full freedom. Public domain offers full freedom.</p></div>
	</htmltext>
<tokenext>...the full freedom offered by the GPLThe GPL does not offer full freedom .
Public domain offers full freedom .</tokentext>
<sentencetext>...the full freedom offered by the GPLThe GPL does not offer full freedom.
Public domain offers full freedom.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996798</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257446160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I haven't done any modding or level creation recently, but wasn't Quake 1 subtractive as well?  I remember building levels using subtraction a lot and I loved the method.</p></htmltext>
<tokenext>I have n't done any modding or level creation recently , but was n't Quake 1 subtractive as well ?
I remember building levels using subtraction a lot and I loved the method .</tokentext>
<sentencetext>I haven't done any modding or level creation recently, but wasn't Quake 1 subtractive as well?
I remember building levels using subtraction a lot and I loved the method.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996860</id>
	<title>That's a pretty steep roalty agreement. Isn't it?</title>
	<author>mfactor</author>
	<datestamp>1257446460000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>25\% of revenue after the first $5000. I understand that there's a TON of code there, but they don't come up with the idea, or market and sell the results. 1/4 of revenues seems like a pretty big chunk to take. Or am I wrong? Is this really a good deal for an indie game developer?</htmltext>
<tokenext>25 \ % of revenue after the first $ 5000 .
I understand that there 's a TON of code there , but they do n't come up with the idea , or market and sell the results .
1/4 of revenues seems like a pretty big chunk to take .
Or am I wrong ?
Is this really a good deal for an indie game developer ?</tokentext>
<sentencetext>25\% of revenue after the first $5000.
I understand that there's a TON of code there, but they don't come up with the idea, or market and sell the results.
1/4 of revenues seems like a pretty big chunk to take.
Or am I wrong?
Is this really a good deal for an indie game developer?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30000090</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257417120000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Welcome to 4 years ago!</p><p>You're thinking of Unreal Engine 1 and 2. Unreal Engine 3 is additive (big empty world), however you can still add a big cube and subtract from it if you feel so inclined.</p></htmltext>
<tokenext>Welcome to 4 years ago ! You 're thinking of Unreal Engine 1 and 2 .
Unreal Engine 3 is additive ( big empty world ) , however you can still add a big cube and subtract from it if you feel so inclined .</tokentext>
<sentencetext>Welcome to 4 years ago!You're thinking of Unreal Engine 1 and 2.
Unreal Engine 3 is additive (big empty world), however you can still add a big cube and subtract from it if you feel so inclined.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30000912</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>BikeHelmet</author>
	<datestamp>1257421020000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The GPL offers enforced freedom... and not just to you.</p></htmltext>
<tokenext>The GPL offers enforced freedom... and not just to you .</tokentext>
<sentencetext>The GPL offers enforced freedom... and not just to you.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997310</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995638</id>
	<title>All together now....</title>
	<author>Conspiracy\_Of\_Doves</author>
	<datestamp>1257440700000</datestamp>
	<modclass>Offtopic</modclass>
	<modscore>1</modscore>
	<htmltext><p><b>Will! It! BLEND!</b></p><p>Seriously. Can you combine the two?</p></htmltext>
<tokenext>Will !
It ! BLEND ! Seriously .
Can you combine the two ?</tokentext>
<sentencetext>Will!
It! BLEND!Seriously.
Can you combine the two?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30003320</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>shutdown -p now</author>
	<datestamp>1257448380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term. The basic idea is "let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine".</p><p>Whereas giving complete freedom to tinker with the GPL is the most community enabling. Granted, id Tech 5 is not in the GPL now. But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other. And in the long term, are much more valuable for creativity.</p></div><p>Creativity? Show me anything similar to Red Orchestra: Ostfront 1941-45 or Killing Floor, quality-wise, built on a FOSS engine.</p></div>
	</htmltext>
<tokenext>Giving away free ( gratis ) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term , by gaining more fans and hackers in the short term .
The basic idea is " let the Indie market play around with the engine , and if some group emerge with a new killer-app , they 'll have to license our engine " .Whereas giving complete freedom to tinker with the GPL is the most community enabling .
Granted , id Tech 5 is not in the GPL now .
But on the other hand , the full freedom offered by the GPL has enabled heavy customisation such as the above and many other .
And in the long term , are much more valuable for creativity.Creativity ?
Show me anything similar to Red Orchestra : Ostfront 1941-45 or Killing Floor , quality-wise , built on a FOSS engine .</tokentext>
<sentencetext>Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term.
The basic idea is "let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine".Whereas giving complete freedom to tinker with the GPL is the most community enabling.
Granted, id Tech 5 is not in the GPL now.
But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other.
And in the long term, are much more valuable for creativity.Creativity?
Show me anything similar to Red Orchestra: Ostfront 1941-45 or Killing Floor, quality-wise, built on a FOSS engine.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30010606</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>Sam Douglas</author>
	<datestamp>1257506580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>. They basically have to "give away" the game for free since once you've released full source code for your game, there is pretty much no reason to buy it.</p></div><p>
In Tech3, the game code is written in C and targets a virtual machine. id released the game code and tools to use it with the released version, allowing a strong modding community to arise and just an opportunity for people to learn from the Q3 game logic.
</p><p>
ID later released the Tech3 engine and game code under the GPL. You could probably completely rewrite the game code license it under a non-GPL license (it only communicates with the engine via syscalls) and only have to distributed the engine source code, which is probably largely code written by others anyway. If you made any improvements you would have to release those too, but that's not really a problem and is contributing back to the community.
</p></div>
	</htmltext>
<tokenext>.
They basically have to " give away " the game for free since once you 've released full source code for your game , there is pretty much no reason to buy it .
In Tech3 , the game code is written in C and targets a virtual machine .
id released the game code and tools to use it with the released version , allowing a strong modding community to arise and just an opportunity for people to learn from the Q3 game logic .
ID later released the Tech3 engine and game code under the GPL .
You could probably completely rewrite the game code license it under a non-GPL license ( it only communicates with the engine via syscalls ) and only have to distributed the engine source code , which is probably largely code written by others anyway .
If you made any improvements you would have to release those too , but that 's not really a problem and is contributing back to the community .</tokentext>
<sentencetext>.
They basically have to "give away" the game for free since once you've released full source code for your game, there is pretty much no reason to buy it.
In Tech3, the game code is written in C and targets a virtual machine.
id released the game code and tools to use it with the released version, allowing a strong modding community to arise and just an opportunity for people to learn from the Q3 game logic.
ID later released the Tech3 engine and game code under the GPL.
You could probably completely rewrite the game code license it under a non-GPL license (it only communicates with the engine via syscalls) and only have to distributed the engine source code, which is probably largely code written by others anyway.
If you made any improvements you would have to release those too, but that's not really a problem and is contributing back to the community.

	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998384</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30113626</id>
	<title>A question of perspective...</title>
	<author>DrYak</author>
	<datestamp>1258372380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>It's a question of perspective.</p><p>GPL enforces full freedom for the end-user.</p><p>GPL, specially version 3, makes it so that - no matter what happens, you'll always be guaranteed to hack your freedom to tinker and hack whatever GPLv3 software you stumble upon.</p><p>Whereas a public domain software could still be locked behind some patent or blob-signing mechanism.<br>So you find a device, using some public domain software in its firmware. Theoretically you are allowed by the public domain status to do whatever you want with the software. Except that actually you can't, because the device checks the firmware's signature and will refuse to run whatever you want it to.</p></htmltext>
<tokenext>It 's a question of perspective.GPL enforces full freedom for the end-user.GPL , specially version 3 , makes it so that - no matter what happens , you 'll always be guaranteed to hack your freedom to tinker and hack whatever GPLv3 software you stumble upon.Whereas a public domain software could still be locked behind some patent or blob-signing mechanism.So you find a device , using some public domain software in its firmware .
Theoretically you are allowed by the public domain status to do whatever you want with the software .
Except that actually you ca n't , because the device checks the firmware 's signature and will refuse to run whatever you want it to .</tokentext>
<sentencetext>It's a question of perspective.GPL enforces full freedom for the end-user.GPL, specially version 3, makes it so that - no matter what happens, you'll always be guaranteed to hack your freedom to tinker and hack whatever GPLv3 software you stumble upon.Whereas a public domain software could still be locked behind some patent or blob-signing mechanism.So you find a device, using some public domain software in its firmware.
Theoretically you are allowed by the public domain status to do whatever you want with the software.
Except that actually you can't, because the device checks the firmware's signature and will refuse to run whatever you want it to.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997310</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998564</id>
	<title>Re:The game that invented the headshot...</title>
	<author>gbarules2999</author>
	<datestamp>1257453960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>We can use it to tag stories to replace slownewsday.</htmltext>
<tokenext>We can use it to tag stories to replace slownewsday .</tokentext>
<sentencetext>We can use it to tag stories to replace slownewsday.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995764</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996034</id>
	<title>Re:Man's gotta eat</title>
	<author>SebaSOFT</author>
	<datestamp>1257442500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'm sure they're releasing a chopped (community) version and not the full featured engine, Or at least that's the impression I got from the news poster.</p></htmltext>
<tokenext>I 'm sure they 're releasing a chopped ( community ) version and not the full featured engine , Or at least that 's the impression I got from the news poster .</tokentext>
<sentencetext>I'm sure they're releasing a chopped (community) version and not the full featured engine, Or at least that's the impression I got from the news poster.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29999136</id>
	<title>Re:Why I USED TO like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257413220000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>1</modscore>
	<htmltext><p>I did a considerable amount of mapping and modding for UT'99 through to UT2k4.  Although UnrealED was a bit of a bear, it was easy to use.  UnrealScript and the art of making mutators was wonderfully simple, much better than clunking around with DLL's like the Quake world.</p><p>UT'99 was bliss to play.  So many maps, mods and mutators.  But then came UT2k3 and the damnable "Standard Server" switch.  Suddenly Epic made the entire spectrum of Unreal maps and mods completely invisible.  TO the uninitiated, the "Standard Server" switch, which is enabled by default, basically filters out any server that isn't running a stock UT server with default settings.  Run a mutator, and BAM!  you were off the list (unless you unclicked the standard server check box, which 99\% of the players did NOT).</p><p>Yes, with UT2k4 they introduced "whitelists" and "blacklists" and all kinds of bullshit to allow "certain kinds" of mutators, but whatever.  Why bother making a system that is so insanely configurable if you're going to punish people for actually doing it?  All they managed to do was create a server list full of clones, all running the same damn thing (Usually DM-Antalaus).  No variety, no mutators, no mods.</p><p>Screw Epic.  And I'm still pissed off at CliffyB blaming the PC market for the failure of the craptastic UT3.</p></htmltext>
<tokenext>I did a considerable amount of mapping and modding for UT'99 through to UT2k4 .
Although UnrealED was a bit of a bear , it was easy to use .
UnrealScript and the art of making mutators was wonderfully simple , much better than clunking around with DLL 's like the Quake world.UT'99 was bliss to play .
So many maps , mods and mutators .
But then came UT2k3 and the damnable " Standard Server " switch .
Suddenly Epic made the entire spectrum of Unreal maps and mods completely invisible .
TO the uninitiated , the " Standard Server " switch , which is enabled by default , basically filters out any server that is n't running a stock UT server with default settings .
Run a mutator , and BAM !
you were off the list ( unless you unclicked the standard server check box , which 99 \ % of the players did NOT ) .Yes , with UT2k4 they introduced " whitelists " and " blacklists " and all kinds of bullshit to allow " certain kinds " of mutators , but whatever .
Why bother making a system that is so insanely configurable if you 're going to punish people for actually doing it ?
All they managed to do was create a server list full of clones , all running the same damn thing ( Usually DM-Antalaus ) .
No variety , no mutators , no mods.Screw Epic .
And I 'm still pissed off at CliffyB blaming the PC market for the failure of the craptastic UT3 .</tokentext>
<sentencetext>I did a considerable amount of mapping and modding for UT'99 through to UT2k4.
Although UnrealED was a bit of a bear, it was easy to use.
UnrealScript and the art of making mutators was wonderfully simple, much better than clunking around with DLL's like the Quake world.UT'99 was bliss to play.
So many maps, mods and mutators.
But then came UT2k3 and the damnable "Standard Server" switch.
Suddenly Epic made the entire spectrum of Unreal maps and mods completely invisible.
TO the uninitiated, the "Standard Server" switch, which is enabled by default, basically filters out any server that isn't running a stock UT server with default settings.
Run a mutator, and BAM!
you were off the list (unless you unclicked the standard server check box, which 99\% of the players did NOT).Yes, with UT2k4 they introduced "whitelists" and "blacklists" and all kinds of bullshit to allow "certain kinds" of mutators, but whatever.
Why bother making a system that is so insanely configurable if you're going to punish people for actually doing it?
All they managed to do was create a server list full of clones, all running the same damn thing (Usually DM-Antalaus).
No variety, no mutators, no mods.Screw Epic.
And I'm still pissed off at CliffyB blaming the PC market for the failure of the craptastic UT3.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996010</id>
	<title>They better got rid of the DRM</title>
	<author>Anonymous</author>
	<datestamp>1257442380000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>At least the old version of this thing was infested with one of the worst (to the user) DRM schemes in history.</p></htmltext>
<tokenext>At least the old version of this thing was infested with one of the worst ( to the user ) DRM schemes in history .</tokentext>
<sentencetext>At least the old version of this thing was infested with one of the worst (to the user) DRM schemes in history.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30000556</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>Anonymous</author>
	<datestamp>1257419340000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>Xreal is nowhere near the level of technical capabilities of UE3, sorry.</p><p>The rest of your post was a goofy anti-capitalist rant where you actually complain about somebody giving something away for free to attract people to the commercial version (aka, shareware).  You even use the trite phrase "marketing ploy."  Congrats on being predictable.</p></htmltext>
<tokenext>Xreal is nowhere near the level of technical capabilities of UE3 , sorry.The rest of your post was a goofy anti-capitalist rant where you actually complain about somebody giving something away for free to attract people to the commercial version ( aka , shareware ) .
You even use the trite phrase " marketing ploy .
" Congrats on being predictable .</tokentext>
<sentencetext>Xreal is nowhere near the level of technical capabilities of UE3, sorry.The rest of your post was a goofy anti-capitalist rant where you actually complain about somebody giving something away for free to attract people to the commercial version (aka, shareware).
You even use the trite phrase "marketing ploy.
"  Congrats on being predictable.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30003018</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>Homburg</author>
	<datestamp>1257441960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Heavily improved version of the (GPLed) Id Tech 3 engine.</p></div><p>Right - it's not an example of id's technology equivalent to UE3 that id have GPLed. It's an example of a much earlier id technology that has been improved <em>by someone else</em>.</p></div>
	</htmltext>
<tokenext>Heavily improved version of the ( GPLed ) Id Tech 3 engine.Right - it 's not an example of id 's technology equivalent to UE3 that id have GPLed .
It 's an example of a much earlier id technology that has been improved by someone else .</tokentext>
<sentencetext>Heavily improved version of the (GPLed) Id Tech 3 engine.Right - it's not an example of id's technology equivalent to UE3 that id have GPLed.
It's an example of a much earlier id technology that has been improved by someone else.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996240</id>
	<title>Re:Man's gotta eat</title>
	<author>Anonymous</author>
	<datestamp>1257443400000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Non-commercial.  Anybody who wants to make a game and sell it has to go with a commercial license.  This only affects indie devs.  The people licensing the engine are completely unaffected because their licenses lets them collect money.</p><p>This type of setup could lead to a TF2 type situation where Epic is able to pickup a very hot mod project.</p></htmltext>
<tokenext>Non-commercial .
Anybody who wants to make a game and sell it has to go with a commercial license .
This only affects indie devs .
The people licensing the engine are completely unaffected because their licenses lets them collect money.This type of setup could lead to a TF2 type situation where Epic is able to pickup a very hot mod project .</tokentext>
<sentencetext>Non-commercial.
Anybody who wants to make a game and sell it has to go with a commercial license.
This only affects indie devs.
The people licensing the engine are completely unaffected because their licenses lets them collect money.This type of setup could lead to a TF2 type situation where Epic is able to pickup a very hot mod project.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30001356</id>
	<title>Re:Need to GPL3 it</title>
	<author>Anonymous</author>
	<datestamp>1257423240000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>no it doesn't. GPL3 only covers the source code. So if they GPL'ed it someone could come by use the UnrealScript to code everything (not covered by GPL) and sell the game files while linking to the unmodifyed source code on Epic's site. This is exactly how Id does it. You can get the engine code under GPL but have to pay for the game files.</p><p>IANAL</p></htmltext>
<tokenext>no it does n't .
GPL3 only covers the source code .
So if they GPL'ed it someone could come by use the UnrealScript to code everything ( not covered by GPL ) and sell the game files while linking to the unmodifyed source code on Epic 's site .
This is exactly how Id does it .
You can get the engine code under GPL but have to pay for the game files.IANAL</tokentext>
<sentencetext>no it doesn't.
GPL3 only covers the source code.
So if they GPL'ed it someone could come by use the UnrealScript to code everything (not covered by GPL) and sell the game files while linking to the unmodifyed source code on Epic's site.
This is exactly how Id does it.
You can get the engine code under GPL but have to pay for the game files.IANAL</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995766</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996218</id>
	<title>The Catch?</title>
	<author>Anonymous</author>
	<datestamp>1257443340000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>There has to be a catch... probably have to distribute the game for free.  If you choose to go commercial, you've gotta license out the full engine.</htmltext>
<tokenext>There has to be a catch... probably have to distribute the game for free .
If you choose to go commercial , you 've got ta license out the full engine .</tokentext>
<sentencetext>There has to be a catch... probably have to distribute the game for free.
If you choose to go commercial, you've gotta license out the full engine.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996994</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257447180000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>How about starting an id map by drawing a huge brush from -MINX,-MINY,-MINZ to MAXX,MAXY,MAXZ and then subtracting stuff from it?</p></htmltext>
<tokenext>How about starting an id map by drawing a huge brush from -MINX,-MINY,-MINZ to MAXX,MAXY,MAXZ and then subtracting stuff from it ?</tokentext>
<sentencetext>How about starting an id map by drawing a huge brush from -MINX,-MINY,-MINZ to MAXX,MAXY,MAXZ and then subtracting stuff from it?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29999164</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257413340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Anon is right, it's called CSG substract. And also, it is evil. I don't remember the exact reason why it was evil (I haven't done any mapping for quite a while and I forgot a lot of the theory), but generally on every mapping/modding forum everyone would tell you not to use it.</p><p>Drawing floors, walls, and ceilings by hand, no matter how painful may it seem compared to drawing just the inside and hitting the magic button, is the way to go. If you'd be modelling a wall that is visible from both sides (for example a building in an outdoor area which you can enter), you're going to put a little more effort to properly shaping the brushes at the corners anyway, as to avoid either overdraw or texture-caulk z-fighting in the editor (which looks ugly).</p><p>It's a shame that building GtkRadiant on linux is virtually impossible these days. Code rot - the project is like, dead. I've once managed to get it running on some another machine, but it broke since then.</p></htmltext>
<tokenext>Anon is right , it 's called CSG substract .
And also , it is evil .
I do n't remember the exact reason why it was evil ( I have n't done any mapping for quite a while and I forgot a lot of the theory ) , but generally on every mapping/modding forum everyone would tell you not to use it.Drawing floors , walls , and ceilings by hand , no matter how painful may it seem compared to drawing just the inside and hitting the magic button , is the way to go .
If you 'd be modelling a wall that is visible from both sides ( for example a building in an outdoor area which you can enter ) , you 're going to put a little more effort to properly shaping the brushes at the corners anyway , as to avoid either overdraw or texture-caulk z-fighting in the editor ( which looks ugly ) .It 's a shame that building GtkRadiant on linux is virtually impossible these days .
Code rot - the project is like , dead .
I 've once managed to get it running on some another machine , but it broke since then .</tokentext>
<sentencetext>Anon is right, it's called CSG substract.
And also, it is evil.
I don't remember the exact reason why it was evil (I haven't done any mapping for quite a while and I forgot a lot of the theory), but generally on every mapping/modding forum everyone would tell you not to use it.Drawing floors, walls, and ceilings by hand, no matter how painful may it seem compared to drawing just the inside and hitting the magic button, is the way to go.
If you'd be modelling a wall that is visible from both sides (for example a building in an outdoor area which you can enter), you're going to put a little more effort to properly shaping the brushes at the corners anyway, as to avoid either overdraw or texture-caulk z-fighting in the editor (which looks ugly).It's a shame that building GtkRadiant on linux is virtually impossible these days.
Code rot - the project is like, dead.
I've once managed to get it running on some another machine, but it broke since then.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996798</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30045958</id>
	<title>Re:Man's gotta eat</title>
	<author>h00manist</author>
	<datestamp>1257870480000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>speaking of eating, some more options on how to reward OS programmers would be great.  including financially, but there are lots of other forms of rewards.  a website with comparative open source programmer rating = lines of code * achieved audience * published articles, perhaps.</htmltext>
<tokenext>speaking of eating , some more options on how to reward OS programmers would be great .
including financially , but there are lots of other forms of rewards .
a website with comparative open source programmer rating = lines of code * achieved audience * published articles , perhaps .</tokentext>
<sentencetext>speaking of eating, some more options on how to reward OS programmers would be great.
including financially, but there are lots of other forms of rewards.
a website with comparative open source programmer rating = lines of code * achieved audience * published articles, perhaps.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30001574</id>
	<title>much appreciated</title>
	<author>Eil</author>
	<datestamp>1257424860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>No thanks, we've already got 3 Quake engines and a bunch of quality open-source developed ones. But we greatly appreciate the gesture!</p></htmltext>
<tokenext>No thanks , we 've already got 3 Quake engines and a bunch of quality open-source developed ones .
But we greatly appreciate the gesture !</tokentext>
<sentencetext>No thanks, we've already got 3 Quake engines and a bunch of quality open-source developed ones.
But we greatly appreciate the gesture!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30009558</id>
	<title>Re:Behind ID?</title>
	<author>physburn</author>
	<datestamp>1257501180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Great so many more 3d games all with the same technology behind them will
be made. Unfortantantly many will have really cheap artistry and gameplay
design, making the engine look bad. Hopefully a few really good independent
games will come out of this through.
<p>
---
</p><p>
<a href="http://www.feeddistiller.com/blogs/3D\%20Shooter/feed.html" title="feeddistiller.com">3D Shooter</a> [feeddistiller.com] Games Feed @ <a href="http://www.feeddistiller.com/" title="feeddistiller.com">Feed Distiller</a> [feeddistiller.com]</p></htmltext>
<tokenext>Great so many more 3d games all with the same technology behind them will be made .
Unfortantantly many will have really cheap artistry and gameplay design , making the engine look bad .
Hopefully a few really good independent games will come out of this through .
--- 3D Shooter [ feeddistiller.com ] Games Feed @ Feed Distiller [ feeddistiller.com ]</tokentext>
<sentencetext>Great so many more 3d games all with the same technology behind them will
be made.
Unfortantantly many will have really cheap artistry and gameplay
design, making the engine look bad.
Hopefully a few really good independent
games will come out of this through.
---

3D Shooter [feeddistiller.com] Games Feed @ Feed Distiller [feeddistiller.com]</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996086</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30004092</id>
	<title>Not open enough</title>
	<author>ScaledLizard</author>
	<datestamp>1257505500000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p> I keep wondering what the gaming community would be like if we used a single, open source gaming engine, standardized much like a CD player, as a platform for most games. No matter the underlying hardware, it would just take your content and play it. As an open platform, games running inside it would be easy to mod and easy to maintain after the next DirectX or Windows release. The games wouldn't care if they run under Windows, Mac or Linux, they might even boot directly from CD as we had in the Amiga days (Knoppix+game engine...). Special features needed by the games would be integrated preferredly as scripts, or as pluggable modules if necessary. Pluggable modules would require an open interface specification to make ports to other or newer platforms possible. Development costs would drop as there really is only a single platform to support.</p><p>Of course, Microsoft or Sony might be in trouble if it happened, so we may never see it. But even EA has spoken up for such a solution, as slashdotted here:
<a href="http://games.slashdot.org/games/07/10/19/1410234.shtml" title="slashdot.org" rel="nofollow">http://games.slashdot.org/games/07/10/19/1410234.shtml</a> [slashdot.org] </p></htmltext>
<tokenext>I keep wondering what the gaming community would be like if we used a single , open source gaming engine , standardized much like a CD player , as a platform for most games .
No matter the underlying hardware , it would just take your content and play it .
As an open platform , games running inside it would be easy to mod and easy to maintain after the next DirectX or Windows release .
The games would n't care if they run under Windows , Mac or Linux , they might even boot directly from CD as we had in the Amiga days ( Knoppix + game engine... ) .
Special features needed by the games would be integrated preferredly as scripts , or as pluggable modules if necessary .
Pluggable modules would require an open interface specification to make ports to other or newer platforms possible .
Development costs would drop as there really is only a single platform to support.Of course , Microsoft or Sony might be in trouble if it happened , so we may never see it .
But even EA has spoken up for such a solution , as slashdotted here : http : //games.slashdot.org/games/07/10/19/1410234.shtml [ slashdot.org ]</tokentext>
<sentencetext> I keep wondering what the gaming community would be like if we used a single, open source gaming engine, standardized much like a CD player, as a platform for most games.
No matter the underlying hardware, it would just take your content and play it.
As an open platform, games running inside it would be easy to mod and easy to maintain after the next DirectX or Windows release.
The games wouldn't care if they run under Windows, Mac or Linux, they might even boot directly from CD as we had in the Amiga days (Knoppix+game engine...).
Special features needed by the games would be integrated preferredly as scripts, or as pluggable modules if necessary.
Pluggable modules would require an open interface specification to make ports to other or newer platforms possible.
Development costs would drop as there really is only a single platform to support.Of course, Microsoft or Sony might be in trouble if it happened, so we may never see it.
But even EA has spoken up for such a solution, as slashdotted here:
http://games.slashdot.org/games/07/10/19/1410234.shtml [slashdot.org] </sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30001216</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>Draek</author>
	<datestamp>1257422400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term. The basic idea is "<i>let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine</i>".</p></div><p>Well, yes. Much like the cute girl at the supermarket offering you to try some cookies is nothing more than a complex marketing ploy to attract more customers in the long term, by gaining more fans and cookie-addicts in the short term. However, it's <b>still</b> a free cookie so go, grab it and eat it. They get some extra marketing, cute girl keeps her job, you get a cookie, win for all involved.</p><p>Sure it'd be best if it was all GPL, BSD or whatever, but this is still a good step so I'll congratulate them for it.</p><p> <i>And sightly off-topic comment: amazing how much like UT3 do those XreaL screenshots look, huh?<nobr> <wbr></nobr>;)</i> </p></div>
	</htmltext>
<tokenext>Giving away free ( gratis ) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term , by gaining more fans and hackers in the short term .
The basic idea is " let the Indie market play around with the engine , and if some group emerge with a new killer-app , they 'll have to license our engine " .Well , yes .
Much like the cute girl at the supermarket offering you to try some cookies is nothing more than a complex marketing ploy to attract more customers in the long term , by gaining more fans and cookie-addicts in the short term .
However , it 's still a free cookie so go , grab it and eat it .
They get some extra marketing , cute girl keeps her job , you get a cookie , win for all involved.Sure it 'd be best if it was all GPL , BSD or whatever , but this is still a good step so I 'll congratulate them for it .
And sightly off-topic comment : amazing how much like UT3 do those XreaL screenshots look , huh ?
; )</tokentext>
<sentencetext>Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term.
The basic idea is "let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine".Well, yes.
Much like the cute girl at the supermarket offering you to try some cookies is nothing more than a complex marketing ploy to attract more customers in the long term, by gaining more fans and cookie-addicts in the short term.
However, it's still a free cookie so go, grab it and eat it.
They get some extra marketing, cute girl keeps her job, you get a cookie, win for all involved.Sure it'd be best if it was all GPL, BSD or whatever, but this is still a good step so I'll congratulate them for it.
And sightly off-topic comment: amazing how much like UT3 do those XreaL screenshots look, huh?
;) 
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30002152</id>
	<title>Re:Behind ID?</title>
	<author>Mia'cova</author>
	<datestamp>1257430320000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>But you do gain through the support. Epic hires people into support roles. I doubt Tim does much hands-on support these days. He probably views their dev forums and comments on the interesting stuff when he's bored. But every bug filed by a partner goes towards improving the core engine. And that kind of test coverages goes a long long way towards improving everyone's lives. Chances are you'll have a significantly smoother dev cycle with that number of developers hammering on the same codebase together. So from a technology point of view, it's better to have those users. If you want to lock yourself away and work on whatever you want, not so much. Carmack obviously isn't a sellout. I can understand why he'd rather work on a smaller project.</p></htmltext>
<tokenext>But you do gain through the support .
Epic hires people into support roles .
I doubt Tim does much hands-on support these days .
He probably views their dev forums and comments on the interesting stuff when he 's bored .
But every bug filed by a partner goes towards improving the core engine .
And that kind of test coverages goes a long long way towards improving everyone 's lives .
Chances are you 'll have a significantly smoother dev cycle with that number of developers hammering on the same codebase together .
So from a technology point of view , it 's better to have those users .
If you want to lock yourself away and work on whatever you want , not so much .
Carmack obviously is n't a sellout .
I can understand why he 'd rather work on a smaller project .</tokentext>
<sentencetext>But you do gain through the support.
Epic hires people into support roles.
I doubt Tim does much hands-on support these days.
He probably views their dev forums and comments on the interesting stuff when he's bored.
But every bug filed by a partner goes towards improving the core engine.
And that kind of test coverages goes a long long way towards improving everyone's lives.
Chances are you'll have a significantly smoother dev cycle with that number of developers hammering on the same codebase together.
So from a technology point of view, it's better to have those users.
If you want to lock yourself away and work on whatever you want, not so much.
Carmack obviously isn't a sellout.
I can understand why he'd rather work on a smaller project.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996766</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997214</id>
	<title>Re:Why I like Unreal</title>
	<author>mhajicek</author>
	<datestamp>1257448140000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>That's the way the DOOM II engine worked.  No gaps = good.</htmltext>
<tokenext>That 's the way the DOOM II engine worked .
No gaps = good .</tokentext>
<sentencetext>That's the way the DOOM II engine worked.
No gaps = good.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998260</id>
	<title>Royalties?</title>
	<author>Anonymous</author>
	<datestamp>1257452700000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>If you want to use this for commercial purposes,</p><p>&gt; and a 25\% royalty on UDK related revenue above $5,000 (US).</p><p>Nope, going open-source.</p></htmltext>
<tokenext>If you want to use this for commercial purposes , &gt; and a 25 \ % royalty on UDK related revenue above $ 5,000 ( US ) .Nope , going open-source .</tokentext>
<sentencetext>If you want to use this for commercial purposes,&gt; and a 25\% royalty on UDK related revenue above $5,000 (US).Nope, going open-source.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998658</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257454380000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Actually UE3 can use either a subtractive or additive BSP system for world building. In a subtractive level you start with an infinite mass and cut out of it, but in an additive system you do the opposite. Most games now hardly even use the BSP system and rely on static meshes and terrain to make up the world. The additive system is the way to go now because you can have huge unenclosed environments. With subtractive you had to do all of these lighting tricks to make the enclosure look like a sky, or you had to jump through hoops to hide the enclosure.</p></htmltext>
<tokenext>Actually UE3 can use either a subtractive or additive BSP system for world building .
In a subtractive level you start with an infinite mass and cut out of it , but in an additive system you do the opposite .
Most games now hardly even use the BSP system and rely on static meshes and terrain to make up the world .
The additive system is the way to go now because you can have huge unenclosed environments .
With subtractive you had to do all of these lighting tricks to make the enclosure look like a sky , or you had to jump through hoops to hide the enclosure .</tokentext>
<sentencetext>Actually UE3 can use either a subtractive or additive BSP system for world building.
In a subtractive level you start with an infinite mass and cut out of it, but in an additive system you do the opposite.
Most games now hardly even use the BSP system and rely on static meshes and terrain to make up the world.
The additive system is the way to go now because you can have huge unenclosed environments.
With subtractive you had to do all of these lighting tricks to make the enclosure look like a sky, or you had to jump through hoops to hide the enclosure.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996168</id>
	<title>Re:The game that invented the headshot...</title>
	<author>GPLDAN</author>
	<datestamp>1257443040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I have no idea why that comment was modded as troll.</htmltext>
<tokenext>I have no idea why that comment was modded as troll .</tokentext>
<sentencetext>I have no idea why that comment was modded as troll.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995492</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995820</id>
	<title>A Link to the Press Release</title>
	<author>rliden</author>
	<datestamp>1257441480000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext>Here is a link to the official press release from the Epic site: <a href="http://www.epicgames.com/press\_releases/udk.html" title="epicgames.com" rel="nofollow">Epic Games Announces the Unreal Development Kit,
Powered by Unreal Engine 3</a> [epicgames.com].</htmltext>
<tokenext>Here is a link to the official press release from the Epic site : Epic Games Announces the Unreal Development Kit , Powered by Unreal Engine 3 [ epicgames.com ] .</tokentext>
<sentencetext>Here is a link to the official press release from the Epic site: Epic Games Announces the Unreal Development Kit,
Powered by Unreal Engine 3 [epicgames.com].</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</id>
	<title>Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257443340000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>Having modded for a few different games, I really appreciate the Unreal engine for one specific reason: it assumes that all the space you haven't touched is filled rather than empty.  That way, creating the basic flow of a level is just a matter of drawing out a cuboid per room and subtracting it from the filled space.  By contrast, the id style starting with empty space requires you to create a cuboid for each wall, ceiling, and floor.  There's a three page tutorial on how to make all the seams line up properly - and heaven help you if your room isn't a simple rectangle.</p></htmltext>
<tokenext>Having modded for a few different games , I really appreciate the Unreal engine for one specific reason : it assumes that all the space you have n't touched is filled rather than empty .
That way , creating the basic flow of a level is just a matter of drawing out a cuboid per room and subtracting it from the filled space .
By contrast , the id style starting with empty space requires you to create a cuboid for each wall , ceiling , and floor .
There 's a three page tutorial on how to make all the seams line up properly - and heaven help you if your room is n't a simple rectangle .</tokentext>
<sentencetext>Having modded for a few different games, I really appreciate the Unreal engine for one specific reason: it assumes that all the space you haven't touched is filled rather than empty.
That way, creating the basic flow of a level is just a matter of drawing out a cuboid per room and subtracting it from the filled space.
By contrast, the id style starting with empty space requires you to create a cuboid for each wall, ceiling, and floor.
There's a three page tutorial on how to make all the seams line up properly - and heaven help you if your room isn't a simple rectangle.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997830</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257450960000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>that would be horrible. you would end up with all sorts of malformed brush fragments and lots of tiny portals. i'm also not sure how you would specify detail brushes. making the entire thing out of structural brushes would be murder on performance and compile time (IF you could even compile it with the massive vis size you are likely to have).</p><p>the best way to build a map in any quake engine is with an approximately shaped caulk hull and then adding details and meshes inside of that.</p></htmltext>
<tokenext>that would be horrible .
you would end up with all sorts of malformed brush fragments and lots of tiny portals .
i 'm also not sure how you would specify detail brushes .
making the entire thing out of structural brushes would be murder on performance and compile time ( IF you could even compile it with the massive vis size you are likely to have ) .the best way to build a map in any quake engine is with an approximately shaped caulk hull and then adding details and meshes inside of that .</tokentext>
<sentencetext>that would be horrible.
you would end up with all sorts of malformed brush fragments and lots of tiny portals.
i'm also not sure how you would specify detail brushes.
making the entire thing out of structural brushes would be murder on performance and compile time (IF you could even compile it with the massive vis size you are likely to have).the best way to build a map in any quake engine is with an approximately shaped caulk hull and then adding details and meshes inside of that.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996994</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995518</id>
	<title>Windows only..</title>
	<author>Anonymous</author>
	<datestamp>1257440040000</datestamp>
	<modclass>Troll</modclass>
	<modscore>0</modscore>
	<htmltext>boooring!</htmltext>
<tokenext>boooring !</tokentext>
<sentencetext>boooring!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30003066</id>
	<title>Re:Windows only..</title>
	<author>Madsy</author>
	<datestamp>1257443280000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Troll? Thanks guys, I love you all. Too bad you guys didn't get the joke. You know.. some of use have waited *a long time* for a Linux port of Unreal 3. And you can bet your arse that their commercial SDK isn't coupled to a Windows build environment.</htmltext>
<tokenext>Troll ?
Thanks guys , I love you all .
Too bad you guys did n't get the joke .
You know.. some of use have waited * a long time * for a Linux port of Unreal 3 .
And you can bet your arse that their commercial SDK is n't coupled to a Windows build environment .</tokentext>
<sentencetext>Troll?
Thanks guys, I love you all.
Too bad you guys didn't get the joke.
You know.. some of use have waited *a long time* for a Linux port of Unreal 3.
And you can bet your arse that their commercial SDK isn't coupled to a Windows build environment.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995518</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995766</id>
	<title>Need to GPL3 it</title>
	<author>Anonymous</author>
	<datestamp>1257441300000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>They should GPL3 the engine, this ensures that if any commercial entity wishes to use it, they truly must license it off of Epic. GPL3 basically ensures no commercial exploitation anyways. What'd even be better if they provided some content that was sharealike.</p></htmltext>
<tokenext>They should GPL3 the engine , this ensures that if any commercial entity wishes to use it , they truly must license it off of Epic .
GPL3 basically ensures no commercial exploitation anyways .
What 'd even be better if they provided some content that was sharealike .</tokentext>
<sentencetext>They should GPL3 the engine, this ensures that if any commercial entity wishes to use it, they truly must license it off of Epic.
GPL3 basically ensures no commercial exploitation anyways.
What'd even be better if they provided some content that was sharealike.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996374</id>
	<title>Re:The Catch?</title>
	<author>Disgruntled Goats</author>
	<datestamp>1257444000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>How can it be a "catch" when they clearly state the terms of use of this? From <a href="http://www.udk.com/licensing.html" title="udk.com" rel="nofollow">here</a> [udk.com]:</p><p><div class="quote"><p>Use of the UDK for noncommercial purposes is free of charge. <i>If you are going to use the UDK for any commercial purpose or in any way that is not specifically authorized in the end-user license agreement (EULA), you must agree to appropriate commercial terms.</i> You can read more about these options below.</p></div></div>
	</htmltext>
<tokenext>How can it be a " catch " when they clearly state the terms of use of this ?
From here [ udk.com ] : Use of the UDK for noncommercial purposes is free of charge .
If you are going to use the UDK for any commercial purpose or in any way that is not specifically authorized in the end-user license agreement ( EULA ) , you must agree to appropriate commercial terms .
You can read more about these options below .</tokentext>
<sentencetext>How can it be a "catch" when they clearly state the terms of use of this?
From here [udk.com]:Use of the UDK for noncommercial purposes is free of charge.
If you are going to use the UDK for any commercial purpose or in any way that is not specifically authorized in the end-user license agreement (EULA), you must agree to appropriate commercial terms.
You can read more about these options below.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996218</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995816</id>
	<title>Re:The game that invented the headshot...</title>
	<author>Penguinoflight</author>
	<datestamp>1257441420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Unreal Tournament may not have invented the head shot, but it did invent the neck shot.  Sadly the ripper was dropped after the first game in the series.  An unwieldy weapon that was just fun to use.</p></htmltext>
<tokenext>Unreal Tournament may not have invented the head shot , but it did invent the neck shot .
Sadly the ripper was dropped after the first game in the series .
An unwieldy weapon that was just fun to use .</tokentext>
<sentencetext>Unreal Tournament may not have invented the head shot, but it did invent the neck shot.
Sadly the ripper was dropped after the first game in the series.
An unwieldy weapon that was just fun to use.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995492</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995492</id>
	<title>The game that invented the headshot...</title>
	<author>Anonymous</author>
	<datestamp>1257439860000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>1</modscore>
	<htmltext>UE3 is the FPS that invented the sniper head shot, now considered <i>de rigueur</i> for all shooters.</htmltext>
<tokenext>UE3 is the FPS that invented the sniper head shot , now considered de rigueur for all shooters .</tokentext>
<sentencetext>UE3 is the FPS that invented the sniper head shot, now considered de rigueur for all shooters.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998052</id>
	<title>More SF CGI-only fan productions now?</title>
	<author>macraig</author>
	<datestamp>1257451860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Yay!</p></htmltext>
<tokenext>Yay !</tokentext>
<sentencetext>Yay!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998548</id>
	<title>Re:Not a source release...</title>
	<author>Anonymous</author>
	<datestamp>1257453900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>If you want the source code you have to fork over a good amount of money for a full commercial license for the engine. The source code isn't included because Epic still wants to make money from the engine.</p></htmltext>
<tokenext>If you want the source code you have to fork over a good amount of money for a full commercial license for the engine .
The source code is n't included because Epic still wants to make money from the engine .</tokentext>
<sentencetext>If you want the source code you have to fork over a good amount of money for a full commercial license for the engine.
The source code isn't included because Epic still wants to make money from the engine.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996076</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996668</id>
	<title>Re:Still behind id</title>
	<author>ComputerPhreak</author>
	<datestamp>1257445500000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p><div class="quote"><p>Still behind id software and their GPL releases of the game engines.</p></div><p>
What a troll.  id releases its old generation engines as GPL, not the current or even last-generation engines.  Unreal Engine 3 is not comparable to the Quake 3 engine, it's more like the id Tech 5 engine, which certainly isn't available for free licensing let alone GPL distribution.</p></div>
	</htmltext>
<tokenext>Still behind id software and their GPL releases of the game engines .
What a troll .
id releases its old generation engines as GPL , not the current or even last-generation engines .
Unreal Engine 3 is not comparable to the Quake 3 engine , it 's more like the id Tech 5 engine , which certainly is n't available for free licensing let alone GPL distribution .</tokentext>
<sentencetext>Still behind id software and their GPL releases of the game engines.
What a troll.
id releases its old generation engines as GPL, not the current or even last-generation engines.
Unreal Engine 3 is not comparable to the Quake 3 engine, it's more like the id Tech 5 engine, which certainly isn't available for free licensing let alone GPL distribution.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29999986</id>
	<title>Re:Man's gotta eat</title>
	<author>nomadic</author>
	<datestamp>1257416700000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><i>UE3 is a current, highly popular game engine. Why would they give out the secret sauce?</i>
<br>
<br>They could open source it and make money from selling services.  Isn't that the party line around here?</htmltext>
<tokenext>UE3 is a current , highly popular game engine .
Why would they give out the secret sauce ?
They could open source it and make money from selling services .
Is n't that the party line around here ?</tokentext>
<sentencetext>UE3 is a current, highly popular game engine.
Why would they give out the secret sauce?
They could open source it and make money from selling services.
Isn't that the party line around here?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996494</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257444660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I remember many a night spent building levels for the pure fun of it in UT level editor. I can't wait to see how this UDK plays out. I might even be inspired to start working with the system again and waste my time more and more.<nobr> <wbr></nobr>:)</p></htmltext>
<tokenext>I remember many a night spent building levels for the pure fun of it in UT level editor .
I ca n't wait to see how this UDK plays out .
I might even be inspired to start working with the system again and waste my time more and more .
: )</tokentext>
<sentencetext>I remember many a night spent building levels for the pure fun of it in UT level editor.
I can't wait to see how this UDK plays out.
I might even be inspired to start working with the system again and waste my time more and more.
:)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996756</id>
	<title>Xreal, evolution Q3, etc...</title>
	<author>DrYak</author>
	<datestamp>1257446040000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p><div class="quote"><p>Please point me to GPL'ed sources of ID software engine technology equivalent to the technology described in TFA. Thanks.</p></div><p> <a href="http://xreal-project.net/?page\_id=15" title="xreal-project.net">Xreal</a> [xreal-project.net]<br>Heavily improved version of the (GPLed) Id Tech 3 engine. Includes features such as shadow mapping, per pixel lightning, etc... bringing the whole project visually closer to what's available in modern engines.<br>Other questions ?</p><p>----</p><p>More seriously :</p><p>Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term. The basic idea is "<i>let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine</i>".</p><p>Whereas giving complete freedom to tinker with the GPL is the most community enabling. Granted, id Tech 5 is not in the GPL now. But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other. And in the long term, are much more valuable for creativity.</p></div>
	</htmltext>
<tokenext>Please point me to GPL'ed sources of ID software engine technology equivalent to the technology described in TFA .
Thanks. Xreal [ xreal-project.net ] Heavily improved version of the ( GPLed ) Id Tech 3 engine .
Includes features such as shadow mapping , per pixel lightning , etc... bringing the whole project visually closer to what 's available in modern engines.Other questions ? ----More seriously : Giving away free ( gratis ) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term , by gaining more fans and hackers in the short term .
The basic idea is " let the Indie market play around with the engine , and if some group emerge with a new killer-app , they 'll have to license our engine " .Whereas giving complete freedom to tinker with the GPL is the most community enabling .
Granted , id Tech 5 is not in the GPL now .
But on the other hand , the full freedom offered by the GPL has enabled heavy customisation such as the above and many other .
And in the long term , are much more valuable for creativity .</tokentext>
<sentencetext>Please point me to GPL'ed sources of ID software engine technology equivalent to the technology described in TFA.
Thanks. Xreal [xreal-project.net]Heavily improved version of the (GPLed) Id Tech 3 engine.
Includes features such as shadow mapping, per pixel lightning, etc... bringing the whole project visually closer to what's available in modern engines.Other questions ?----More seriously :Giving away free (gratis) access to some proprietary technology is nothing more than a complex marketing ploy to try to attract more commercial licensee in the long term, by gaining more fans and hackers in the short term.
The basic idea is "let the Indie market play around with the engine, and if some group emerge with a new killer-app, they'll have to license our engine".Whereas giving complete freedom to tinker with the GPL is the most community enabling.
Granted, id Tech 5 is not in the GPL now.
But on the other hand, the full freedom offered by the GPL has enabled heavy customisation such as the above and many other.
And in the long term, are much more valuable for creativity.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995838</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995764</id>
	<title>Re:The game that invented the headshot...</title>
	<author>Anonymous</author>
	<datestamp>1257441240000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext>Slashdot needs +1 Headshot as a moderation option</htmltext>
<tokenext>Slashdot needs + 1 Headshot as a moderation option</tokentext>
<sentencetext>Slashdot needs +1 Headshot as a moderation option</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995492</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30002338</id>
	<title>Still waiting for Linux UT3</title>
	<author>Anonymous</author>
	<datestamp>1257432120000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>1</modscore>
	<htmltext><p>Two years after they said it would be available, UT3 for Linux is still vaporware.  I'm not that impressed by Epic's latest attempt to stay relevant.</p></htmltext>
<tokenext>Two years after they said it would be available , UT3 for Linux is still vaporware .
I 'm not that impressed by Epic 's latest attempt to stay relevant .</tokentext>
<sentencetext>Two years after they said it would be available, UT3 for Linux is still vaporware.
I'm not that impressed by Epic's latest attempt to stay relevant.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996414</id>
	<title>Re:The Catch?</title>
	<author>keithjr</author>
	<datestamp>1257444300000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>1</modscore>
	<htmltext>It's Windows-only and still closed-source, so that's enough of a catch, really.  This is a free dev kit, not an id-style open source release of the engine (title was kind of misleading).</htmltext>
<tokenext>It 's Windows-only and still closed-source , so that 's enough of a catch , really .
This is a free dev kit , not an id-style open source release of the engine ( title was kind of misleading ) .</tokentext>
<sentencetext>It's Windows-only and still closed-source, so that's enough of a catch, really.
This is a free dev kit, not an id-style open source release of the engine (title was kind of misleading).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996218</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995478</id>
	<title>Umm... Unreal has been free for a long time</title>
	<author>Anonymous</author>
	<datestamp>1257439800000</datestamp>
	<modclass>Offtopic</modclass>
	<modscore>0</modscore>
	<htmltext><p>
You can get the source <a href="http://www.unrealircd.com/downloads/unreal/3/24" title="unrealircd.com" rel="nofollow">Here</a> [unrealircd.com]
</p></htmltext>
<tokenext>You can get the source Here [ unrealircd.com ]</tokentext>
<sentencetext>
You can get the source Here [unrealircd.com]
</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995838</id>
	<title>Re:Still behind id</title>
	<author>Anonymous</author>
	<datestamp>1257441540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Still behind id software and their GPL releases of the game engines.</p></div><p>Please point me to GPL'ed sources of ID software engine technology equivalent to the technology described in TFA. Thanks.</p></div>
	</htmltext>
<tokenext>Still behind id software and their GPL releases of the game engines.Please point me to GPL'ed sources of ID software engine technology equivalent to the technology described in TFA .
Thanks .</tokentext>
<sentencetext>Still behind id software and their GPL releases of the game engines.Please point me to GPL'ed sources of ID software engine technology equivalent to the technology described in TFA.
Thanks.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996980</id>
	<title>Re:Why I like Unreal</title>
	<author>Monkeedude1212</author>
	<datestamp>1257447120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The problem usually solved in other engines by putting a couple 0-depth 1 sided inverted boxes (There's totally a name for it other than "Shell" but I can't remember it) outside the realm of play and using that to cut off rendering, like a hullbox or whatever, then using one giant Brush inside of that and carving your map out of that. But it is annoying to make sure your brushes are snapping together properly and you can get some ugly leaks if you're not careful. For MOST people's map design, or essentially anything indoors - Subtractive is the way to go.</p><p>I only use Additive when I'm importing a landscape made in 3dsmax or Maya, Where essentially a 1 sided Terrain inside a skybox is all that needs to be rendered. Subtractive has had a few issues when trying to do this (in my experience).</p></htmltext>
<tokenext>The problem usually solved in other engines by putting a couple 0-depth 1 sided inverted boxes ( There 's totally a name for it other than " Shell " but I ca n't remember it ) outside the realm of play and using that to cut off rendering , like a hullbox or whatever , then using one giant Brush inside of that and carving your map out of that .
But it is annoying to make sure your brushes are snapping together properly and you can get some ugly leaks if you 're not careful .
For MOST people 's map design , or essentially anything indoors - Subtractive is the way to go.I only use Additive when I 'm importing a landscape made in 3dsmax or Maya , Where essentially a 1 sided Terrain inside a skybox is all that needs to be rendered .
Subtractive has had a few issues when trying to do this ( in my experience ) .</tokentext>
<sentencetext>The problem usually solved in other engines by putting a couple 0-depth 1 sided inverted boxes (There's totally a name for it other than "Shell" but I can't remember it) outside the realm of play and using that to cut off rendering, like a hullbox or whatever, then using one giant Brush inside of that and carving your map out of that.
But it is annoying to make sure your brushes are snapping together properly and you can get some ugly leaks if you're not careful.
For MOST people's map design, or essentially anything indoors - Subtractive is the way to go.I only use Additive when I'm importing a landscape made in 3dsmax or Maya, Where essentially a 1 sided Terrain inside a skybox is all that needs to be rendered.
Subtractive has had a few issues when trying to do this (in my experience).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997130</id>
	<title>Re:3...2...1.... Virtual Porn!</title>
	<author>jack2000</author>
	<datestamp>1257447780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Actually there already is such software.<br>
With a Japanese tentacle rape version even! My god, where are we?</htmltext>
<tokenext>Actually there already is such software .
With a Japanese tentacle rape version even !
My god , where are we ?</tokentext>
<sentencetext>Actually there already is such software.
With a Japanese tentacle rape version even!
My god, where are we?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995870</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996076</id>
	<title>Not a source release...</title>
	<author>Anonymous</author>
	<datestamp>1257442680000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>While it's unsurprising given that the current Unreal Engine is still in active development and a ton of commercial games are still being developed and shipped using it, it's worth pointing out that this isn't a source code release; instead, it's something much closer to an elaborate mod engine, with generous swaths of behavioral scripting but no real ability to get 'under the hood' as it were.  Still, kudos to Epic for this; it'll be interesting to see who picks up the ball and runs with this.</p></htmltext>
<tokenext>While it 's unsurprising given that the current Unreal Engine is still in active development and a ton of commercial games are still being developed and shipped using it , it 's worth pointing out that this is n't a source code release ; instead , it 's something much closer to an elaborate mod engine , with generous swaths of behavioral scripting but no real ability to get 'under the hood ' as it were .
Still , kudos to Epic for this ; it 'll be interesting to see who picks up the ball and runs with this .</tokentext>
<sentencetext>While it's unsurprising given that the current Unreal Engine is still in active development and a ton of commercial games are still being developed and shipped using it, it's worth pointing out that this isn't a source code release; instead, it's something much closer to an elaborate mod engine, with generous swaths of behavioral scripting but no real ability to get 'under the hood' as it were.
Still, kudos to Epic for this; it'll be interesting to see who picks up the ball and runs with this.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996326</id>
	<title>Re:The game that invented the headshot...</title>
	<author>FTWinston</author>
	<datestamp>1257443880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>That's nothing; you remember the Crotch Shot mutator?<nobr> <wbr></nobr>:)</htmltext>
<tokenext>That 's nothing ; you remember the Crotch Shot mutator ?
: )</tokentext>
<sentencetext>That's nothing; you remember the Crotch Shot mutator?
:)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995816</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997898</id>
	<title>Re:Xreal, evolution Q3, etc...</title>
	<author>spitzak</author>
	<datestamp>1257451200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Public domain does not offer full freedom.</p><p>Full freedom would be to have a hyper-intelligent oracle that produces a completely bug-free and perfect implemention of any software idea you can imagine, with infinite resources behind it and available to everybody instantly and with no cost.</p></htmltext>
<tokenext>Public domain does not offer full freedom.Full freedom would be to have a hyper-intelligent oracle that produces a completely bug-free and perfect implemention of any software idea you can imagine , with infinite resources behind it and available to everybody instantly and with no cost .</tokentext>
<sentencetext>Public domain does not offer full freedom.Full freedom would be to have a hyper-intelligent oracle that produces a completely bug-free and perfect implemention of any software idea you can imagine, with infinite resources behind it and available to everybody instantly and with no cost.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997310</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996016</id>
	<title>Re:Man's gotta eat</title>
	<author>tecker</author>
	<datestamp>1257442380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Well maybe they removed some nice features, or there is no support (highly likely). <br> <br>
My guess would be they are about to announce UE4 and trying to get people onboard with the UE3 would be the best way to get them to upgrade in the future.</htmltext>
<tokenext>Well maybe they removed some nice features , or there is no support ( highly likely ) .
My guess would be they are about to announce UE4 and trying to get people onboard with the UE3 would be the best way to get them to upgrade in the future .</tokentext>
<sentencetext>Well maybe they removed some nice features, or there is no support (highly likely).
My guess would be they are about to announce UE4 and trying to get people onboard with the UE3 would be the best way to get them to upgrade in the future.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29997688</id>
	<title>Re:The game that invented the headshot...</title>
	<author>space\_jake</author>
	<datestamp>1257450420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Sadly, the bio gun has been in every version.</htmltext>
<tokenext>Sadly , the bio gun has been in every version .</tokentext>
<sentencetext>Sadly, the bio gun has been in every version.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995816</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30002420</id>
	<title>Re:You know what I want to see now?</title>
	<author>Rebelgecko</author>
	<datestamp>1257433200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You may be interested in this- <a href="http://www.3dnemo.com/031\_G\_to\_U.html" title="3dnemo.com">http://www.3dnemo.com/031\_G\_to\_U.html</a> [3dnemo.com]<br>It's for unity, the other engine recently made free.<br>The bummer is that it's kind of a PITA for a large area, but it's still doable.</p></htmltext>
<tokenext>You may be interested in this- http : //www.3dnemo.com/031 \ _G \ _to \ _U.html [ 3dnemo.com ] It 's for unity , the other engine recently made free.The bummer is that it 's kind of a PITA for a large area , but it 's still doable .</tokentext>
<sentencetext>You may be interested in this- http://www.3dnemo.com/031\_G\_to\_U.html [3dnemo.com]It's for unity, the other engine recently made free.The bummer is that it's kind of a PITA for a large area, but it's still doable.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995586</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444</id>
	<title>Still behind id</title>
	<author>i.r.id10t</author>
	<datestamp>1257439680000</datestamp>
	<modclass>Flamebait</modclass>
	<modscore>0</modscore>
	<htmltext><p>Still behind id software and their GPL releases of the game engines.</p></htmltext>
<tokenext>Still behind id software and their GPL releases of the game engines .</tokentext>
<sentencetext>Still behind id software and their GPL releases of the game engines.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30006590</id>
	<title>Re:Why I like Unreal</title>
	<author>Anonymous</author>
	<datestamp>1257529080000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>That's not true, or at least not quite. UE3 is additive now as opposed to previous versions which were subtractive as you say. It has an option to 'fake' subtractive, but there are lots of stories of maps running significantly slower if they're built in subtractive mode like this.</p></htmltext>
<tokenext>That 's not true , or at least not quite .
UE3 is additive now as opposed to previous versions which were subtractive as you say .
It has an option to 'fake ' subtractive , but there are lots of stories of maps running significantly slower if they 're built in subtractive mode like this .</tokentext>
<sentencetext>That's not true, or at least not quite.
UE3 is additive now as opposed to previous versions which were subtractive as you say.
It has an option to 'fake' subtractive, but there are lots of stories of maps running significantly slower if they're built in subtractive mode like this.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995674</id>
	<title>Re:Still behind id</title>
	<author>nomadic</author>
	<datestamp>1257440820000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><i>Still behind id software and their GPL releases of the game engines.
</i>
<br>
<br>
But ahead in game quality.</htmltext>
<tokenext>Still behind id software and their GPL releases of the game engines .
But ahead in game quality .</tokentext>
<sentencetext>Still behind id software and their GPL releases of the game engines.
But ahead in game quality.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995870</id>
	<title>3...2...1.... Virtual Porn!</title>
	<author>olsmeister</author>
	<datestamp>1257441660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Of course, it couldn't be commercial...it'd have to be homebrew.<nobr> <wbr></nobr>;)</htmltext>
<tokenext>Of course , it could n't be commercial...it 'd have to be homebrew .
; )</tokentext>
<sentencetext>Of course, it couldn't be commercial...it'd have to be homebrew.
;)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996086</id>
	<title>Behind ID?</title>
	<author>Sycraft-fu</author>
	<datestamp>1257442740000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>3</modscore>
	<htmltext><p>Well I guess if your goal is to GPL engine then ok. However in general that isn't the goal of a company, they want to make money so they can do things like pay their employees to develop more software. So how have licensing the engines gone? Well Unreal Engine 3, which was released after iD Tech 4, has about 150 games out using it. iD Tech 4? 7 games.</p><p>So I'd say Epic has been pretty successful at their primary goal of making a good engine that people wish to license for designing games.</p></htmltext>
<tokenext>Well I guess if your goal is to GPL engine then ok. However in general that is n't the goal of a company , they want to make money so they can do things like pay their employees to develop more software .
So how have licensing the engines gone ?
Well Unreal Engine 3 , which was released after iD Tech 4 , has about 150 games out using it .
iD Tech 4 ?
7 games.So I 'd say Epic has been pretty successful at their primary goal of making a good engine that people wish to license for designing games .</tokentext>
<sentencetext>Well I guess if your goal is to GPL engine then ok. However in general that isn't the goal of a company, they want to make money so they can do things like pay their employees to develop more software.
So how have licensing the engines gone?
Well Unreal Engine 3, which was released after iD Tech 4, has about 150 games out using it.
iD Tech 4?
7 games.So I'd say Epic has been pretty successful at their primary goal of making a good engine that people wish to license for designing games.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995996</id>
	<title>Re:Man's gotta eat</title>
	<author>Anonymous</author>
	<datestamp>1257442260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Well the licensees would still have one important thing the UDK doesn't give you... the ability to sell your created game for profit.</htmltext>
<tokenext>Well the licensees would still have one important thing the UDK does n't give you... the ability to sell your created game for profit .</tokentext>
<sentencetext>Well the licensees would still have one important thing the UDK doesn't give you... the ability to sell your created game for profit.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995892</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30007132</id>
	<title>Re:Why I like Unreal</title>
	<author>WWWWolf</author>
	<datestamp>1257532320000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>It's a shame that building GtkRadiant on linux is virtually impossible these days. Code rot - the project is like, dead. I've once managed to get it running on some another machine, but it broke since then.</p></div><p>Tried <a href="http://darkradiant.sourceforge.net/" title="sourceforge.net" rel="nofollow">DarkRadiant</a> [sourceforge.net]? Granted, it's only for Doom 3 engine and I haven't tried to build it from source, but at least it's actively developed.</p></div>
	</htmltext>
<tokenext>It 's a shame that building GtkRadiant on linux is virtually impossible these days .
Code rot - the project is like , dead .
I 've once managed to get it running on some another machine , but it broke since then.Tried DarkRadiant [ sourceforge.net ] ?
Granted , it 's only for Doom 3 engine and I have n't tried to build it from source , but at least it 's actively developed .</tokentext>
<sentencetext>It's a shame that building GtkRadiant on linux is virtually impossible these days.
Code rot - the project is like, dead.
I've once managed to get it running on some another machine, but it broke since then.Tried DarkRadiant [sourceforge.net]?
Granted, it's only for Doom 3 engine and I haven't tried to build it from source, but at least it's actively developed.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29999164</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996580</id>
	<title>Re:Not a source release...</title>
	<author>Evildonald</author>
	<datestamp>1257445140000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It would appear that this guy did: <br>

<a href="http://www.udk.com/showcase-the-ball.html" title="udk.com" rel="nofollow">UDK Showcase - The Ball</a> [udk.com]</htmltext>
<tokenext>It would appear that this guy did : UDK Showcase - The Ball [ udk.com ]</tokentext>
<sentencetext>It would appear that this guy did: 

UDK Showcase - The Ball [udk.com]</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996076</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30001804</id>
	<title>Re:The game that invented the headshot...</title>
	<author>PaganRitual</author>
	<datestamp>1257426720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Yeah, and Halo invented the first person perspective for shooters and Splinter Cell invented stealth gameplay.</p><p>Please remove yourself from the grassed area outside my house.</p></htmltext>
<tokenext>Yeah , and Halo invented the first person perspective for shooters and Splinter Cell invented stealth gameplay.Please remove yourself from the grassed area outside my house .</tokentext>
<sentencetext>Yeah, and Halo invented the first person perspective for shooters and Splinter Cell invented stealth gameplay.Please remove yourself from the grassed area outside my house.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995492</parent>
</comment>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_11_05_1451256_46</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30003066
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995518
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_11_05_1451256_37</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.30009558
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996086
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29995444
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_11_05_1451256_13</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996980
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996226
</commentlist>
</thread>
<thread>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#thread_09_11_05_1451256_36</id>
	<commentlist>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29998548
http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_05_1451256.29996076
</commentlist>
</thread>
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