i like all the people who think engine agreements are all one way, like Epic or Crytek doesn't expect anything back but money and you're free to just do whatever forever once you get it
which brings me back around to Andy's post (edit: oh, vom linked to actual sources rather than relying on my memory):
Didn't something similar happen with Too Human? Like Dyack claimed they had customized Unreal too much or something and shouldn't pay Epic, but a judge thought differently and ordered every copy of the game destroyed.
Dyack claimed something like that Epic wasn't providing updates to the latest version, nor support for it, so Epic had broken the deal first...then he claimed they essentially rewrote everything but like how files are loaded or whatever...except he hadn't read the Unreal licensing agreement and i think even tried to countersue without doing it
though he was extra stupid because Epic had forgiven a whole bunch of devs breaking or stretching the terms because UE3
was behind in support in the early days of last gen, iirc the push to finish Gears left too many forks and crap they had to consolidate and a lot of code that was basically only for Gears, not the engine, and especially only for the 360...I want to say some middleware like Scaleform or something else like it was "waived" into the license because so many devs had turned to it while waiting on Epic, but implementing it was technically a breach or something (using Scaleform more as a popular and known example than anything here)
even the free versions of these licenses (since that's the base model now) still have all kinds of hooks in them that activate under terms you may not be aware of, though Epic seems to be more intent on getting stuff put into their store/base than suing anyone, no clue what the CryEngine terms are other than they changed them fairly dramatically like five times not that that applies to CIG since they paid licensed the thing years ago
i highly doubt any residual code between CryEngine and Lumberyard wouldn't have been at least had stuff renamed and comments stripped/rewritten at this point roughly two years after Amazon bought it, especially since
Amazon stuck the whole source code on GitHub...i'm sure there's enough compability between them that moving Star Citizen from CryEngine to it was not a major internal task, if they did in fact do this, especially if they were on the version of CryEngine that became Lumberyard (which is likely, as CryEngine 5 was released after Lumberyard was)
it's funny to see remnants of launch UE3 out there because the devs have kept the original version folder names, also things like Gearbox (and Rocksteady) being like the only dev never to do anything about the texture fade-in which Epic had fixed eons ago even if the dev hadn't
(although arguably seeing that texture fade-in happening in Unreal 4 games is even more enjoyable, like PUBG, since according to the documentation that's not supposed to be happening if you
implement a use the built-in basic precache for textures you know will be used...i think the UT eternal alpha/demo/whatever even said this in the one options menu for a while and let you precache the entire map or as much as you could fit into memory)
spoiler (click to show/hide)
wow shut up benji what does any of this have to do with jealous Crytek taking to take down Star Citizen?