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QuakeC Source Code Licensing Status

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Re: QuakeC Source Code Licensing Status

Postby goldenboy » Wed May 29, 2013 3:56 am

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
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Re: QuakeC Source Code Licensing Status

Postby Nahuel » Wed May 29, 2013 4:37 am

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.
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Re: QuakeC Source Code Licensing Status

Postby goldenboy » Wed May 29, 2013 5:28 am

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.
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Re: QuakeC Source Code Licensing Status

Postby Spirit » Wed May 29, 2013 5:05 pm

Awesome, thanks for the research, guys!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: QuakeC Source Code Licensing Status

Postby goldenboy » Wed May 29, 2013 5:51 pm

Well, thanks for bringing it to attention again.
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Re: QuakeC Source Code Licensing Status

Postby negke » Wed May 29, 2013 6:15 pm

diferences between 1.01 and 1.06

Detailed changelog
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Re: QuakeC Source Code Licensing Status

Postby goldenboy » Wed May 29, 2013 8:02 pm

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.
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Re: QuakeC Source Code Licensing Status

Postby r00k » Fri May 31, 2013 3:32 am

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
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Re: QuakeC Source Code Licensing Status

Postby gnounc » Fri May 31, 2013 6:49 am

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.
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Re: QuakeC Source Code Licensing Status

Postby goldenboy » Fri May 31, 2013 3:45 pm

Looks like a few of us had the same idea. :D
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Re: QuakeC Source Code Licensing Status

Postby r00k » Fri May 31, 2013 5:16 pm

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
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Re: QuakeC Source Code Licensing Status

Postby Julius » Sun Jun 02, 2013 9:30 pm

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.
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Re: QuakeC Source Code Licensing Status

Postby gnounc » Mon Jun 03, 2013 2:13 am

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.
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Re: QuakeC Source Code Licensing Status

Postby r00k » Mon Jun 03, 2013 3:03 pm

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
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Re: QuakeC Source Code Licensing Status

Postby goldenboy » Mon Jun 03, 2013 6:03 pm

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.
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