QuakeC Source Code Licensing Status

Discuss programming in the QuakeC language.
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Re: QuakeC Source Code Licensing Status

Post by goldenboy »

motorsep wrote:Great job! Although I think if you used 1.06 and put GPL headers into the source files, no one at Zenimax would give a damn :)
I'd rather not risk it if it can be avoided.

1.01 is practically the same as 1.06, but is GPL. Yay. I wanted to release my source code anyway. :D
Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: QuakeC Source Code Licensing Status

Post by Nahuel »

goldenboy wrote:
motorsep wrote:Great job! Although I think if you used 1.06 and put GPL headers into the source files, no one at Zenimax would give a damn :)
I'd rather not risk it if it can be avoided.

1.01 is practically the same as 1.06, but is GPL. Yay. I wanted to release my source code anyway. :D
what are the code diferences between the 1.01 and 1.06 (i do not speak about sprites.qc, models.qc and other unnecesary files ) ?
hi, I am nahuel, I love quake and qc.
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Re: QuakeC Source Code Licensing Status

Post by goldenboy »

Nahuel wrote:what are the code diferences between the 1.01 and 1.06 (i do not speak about sprites.qc, models.qc and other unnecesary files ) ?
Roughly what I listed above. See for yourself, I suggest you compare client.qc, items.qc and weapons.qc using diff or windiff. In short, if you can code, the differences are laughable. The entire basic gamecode is already in place in 1.01. There are no changes in defs.qc for instance.
Spirit
Posts: 1065
Joined: Sat Nov 20, 2004 9:00 pm
Contact:

Re: QuakeC Source Code Licensing Status

Post by Spirit »

Awesome, thanks for the research, guys!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Re: QuakeC Source Code Licensing Status

Post by goldenboy »

Well, thanks for bringing it to attention again.
negke
Posts: 150
Joined: Wed Apr 16, 2008 5:53 pm
Contact:

Re: QuakeC Source Code Licensing Status

Post by negke »

diferences between 1.01 and 1.06
Detailed changelog
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Re: QuakeC Source Code Licensing Status

Post by goldenboy »

It looks like all of that can be fixed by porting stuff from the QW progs or just writing some things yourself. We just fixed the Shub crash in our own way. The secret door fix is in QW.

Edit: Here's the GPL 1.01 source with the missing fixes ported from the GPL QW source.

https://gitorious.org/quakec-v1-01-clean

We probably can't add too many QIP fixes because of their missing license, but I added the fish fix and the door unlock sound fix.
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: QuakeC Source Code Licensing Status

Post by r00k »

thhis is cue to my small sdk tut i was goig to start on quakeone
i found all this 1.01 gpl 1.06 limbo qip stuff a bit leary
i wanted to explain to the public about how to take the gpl quake progs and
get it to a iseable state befor lne evenstarts to make his mod
which might drive new modders away
i had diffed 1.01 and 1.06 and was starting the merge process with exanations along the way
but honestly i dont think that is a pertinent step now
tha ks for the info guys i can now fix and start with a brief changelog
with 1.01 then get right into adding feature tuts
gnounc
Posts: 428
Joined: Mon Apr 06, 2009 6:26 am

Re: QuakeC Source Code Licensing Status

Post by gnounc »

Shit. And I was even aware of your efforts rook. I wasn't even thinking about that thread at all, me and gb just sort of dove right in.
Sorry about that.
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Re: QuakeC Source Code Licensing Status

Post by goldenboy »

Looks like a few of us had the same idea. :D
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: QuakeC Source Code Licensing Status

Post by r00k »

no worries! i've been fighting time IRL to get much of anything accomplished. There's a lot of monster code I never dealt with :P
Plus this gives me a chance to spend more time combing through my old code to remember things i did 10 years ago :P
Julius
Posts: 98
Joined: Sun Aug 29, 2010 4:32 pm
Contact:

Re: QuakeC Source Code Licensing Status

Post by Julius »

Well, maybe that's not really what you are talking about, but a modernization of the base quake code for prospective modders (e.g. move stuff to the client side via CSQC etc.) would probably be a great idea too.
gnounc
Posts: 428
Joined: Mon Apr 06, 2009 6:26 am

Re: QuakeC Source Code Licensing Status

Post by gnounc »

Ive been waiting ages for someone to completely overhaul the standard quake gamecode. BONUS points to anyone who does what julius said and moves the logical stuff clientside.

Would be awesome.
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: QuakeC Source Code Licensing Status

Post by r00k »

goldenboy wrote:We probably can't add too many QIP fixes because of their missing license, ...
hmm in my urqp106a folder it has a urqp106a.txt that contains
License
=======
All included code is published under the GPL. Read GNU.TXT for more information.
This is all done for the community, if you want to use some of my code then go
ahead and do so. I even suggest to base your own addons on URQP.
The only thing you have to do is to provide a credit for me including my mail
address and homepage URL as stated in this readme.
This way I hope to get more people to help me hunt down all Classic Quake bugs.
and the GNU.txt is in urqp_docs folder..


http://quake-1.com/quakec-gallery/urqp106a.zip
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Re: QuakeC Source Code Licensing Status

Post by goldenboy »

the number 106 already gives it away that urqp wasn't based on 1.01, in my opinion.

1.06 is the non-GPL version.

But I'll need to look at the code to be sure.
Post Reply