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I understood. But, since I'm a professional on the field, it's important o clarify that these **are not** open source. :)
Leaked source, source available, whatever. Just don't call these Open Source, because they are not - this would make the project's life harsher, because you would have two adversaries against you, as Open Source developers make a living from it and don't want to have their work misunderstood with shady (or plain illegal) practices.
WOW and Lineage 2 are open source. I ran Lineage 2 myself. and I re coded several areas of the game.
I said this with thought
If we are talking about this : https://github.com/World0fWarcraft
Nope, this is not the WOW game source code. They are reverse engineered new code bases for the server and client (OpenWOW).
Please note: **they are not** the game's original source code, they are new code bases written from scratch using knowledge they gathered by reverse engineering the original binaries.
This is perfectly legal on Europe and USA at least (some other countries disagree) but, yet, they are **not** the original game from Blizzard and, so, WoW itself **is not** open source.
So I will say it again for your own sake: nothing related to WoW and owned by Blizzard is Open Source. All I found until this moment are 3rd parties initiatives unrelated to Blizzard that decided to create from scratch new code bases using knowledge obtained by reverse engineering the originals.
And why this is impotant? Due Copyrights and Trademarks.
If you, thinking that WoW is open source, take any asset from the original game, change it and redistribute it with your own code, you are in copyright infringement.
If you use the WOW names without disclosing they are owned by Blizzard or, even worse, compile a modified Client and distributed it as it would be a WoW Client from Blizzard, you are in trademark infringement,
And this is the reason I hammering this subject this way around here, Any attempt to resurrect this game without proper knowledge about Copyrights and Trademarks will not only be subject to legal entanglements later (if any reason the process ends up in success and get public attention), but will also be kicked out from this very Forum we are using to discuss the subject (check the ToS).
On the wild off-chance that we could track them down and contact them, we'd then have to convince them (all) to crowdfund the release of the source code, as I seriously doubt they'd be willing to go through the work for free. Maybe something like a (second) kickstarter, but that may not go over well considering how bitter people were from the original kickstarter (that's what killed the game, not corporate greed or any hair-brained conspiracy from the government
If we were able to convince them of that, and we were to fund this release, they'd then have to go through the source and make sure nothing licensed from anyone else is included in it. This is what we'd be paying for. Exactly this is what has blocked other games from going open-source that wanted to in the past.
I suppose the better path to future is to make an open-sourced game from the start, similar to PN, but much better, and preferably running on UE5. For me, the focus would be a highly detailed construction and physics model, allowing for intricate decorative details as well as much greater functionality (logic gates etc.). I think the former could be easily achieved by having custom blocks, which would be shrunken 4x4x4 cube blueprints built from standard blocks, and colored, then shrunk don to the size of a regular cube, having its own thumbnail. This would be probably enough to distinguish our game from the template. I have some experience in creating textures and 3D models, if there's someone out there willing to do the programming... UE5 probably has a ton of free assets we can use.
Sorry to hear this is the end but I had a lot of fun playing this.
Perhaps your re-incarnation lies ahead.
Wish you the best with whatever you do!