They couldn't release the windows port of Doom either, as that had been done by Microsoft, and would therefore include Microsoft copyrighted code.
With Quake, Id did their own windows port, so it was possible to release the source code for winquake.
They couldn't release the windows port of Doom either, as that had been done by Microsoft, and would therefore include Microsoft copyrighted code.
With Quake, Id did their own windows port, so it was possible to release the source code for winquake.
> The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows.
> Still, the code is quite portable, and it should be straightforward to bring it up on just about any platform.
It seems like they just didn't have immediate access to the code for the Windows version. The DOS source code eventually leaked a couple years ago along with the code to the Mac port of Doom. https://archive.org/details/doom-mac-source
How does that follow? Normally copyright would transfer to the company paying for it.
But Microsoft essentially licensed the Doom source code and ported it themselves, it's not work-for-hire, so the copyright on any changes would default to Microsoft. Though, I'm really not sure if Microsoft paid anything for this licence, or if there even was a contract.
Nope, not true. Work by non employees is only work-for-hire if it falls into one of the qualifying categories and the contract explicitly says that it is work-for-hire.
Oddly enough, the project of "porting Doom to Windows" was started by Gabe Newell, who worked at Microsoft at the time,
- https://www.doomworld.com/idgames/historic/wdoom
- https://www.doomworld.com/idgames/historic/wdoom2
- https://virtuallyfun.com/2011/03/29/windoom-wing-win32s-on-w...