[quake2] Why Icculus?
Nelson Marques
nmarques at netvisao.pt
Thu Feb 3 10:14:08 EST 2005
Icculus has no problems of hard drive space like sourceforge, last time
I tryed to update a 200Kb/tgz it had no disk space.
Anyway, Icculus is the gaming turf for OS.
Karen Pouelle wrote:
>>>Couldn't you just use sourceforge or savannah?
>>>
>>>
>>It might depend on the license ... SF projects must use one of the OSI
>>approved licenses if I remember correctly.
>>
>>Also icculus is kinda the place to host if your hosting a port of a
>>commercial game for linux.
>>
>>
>
>Sourceforge is rather big and intimidating to me, however it has lots
>of resources, such as the ole compile farm, 100 MB of space, SQL access,
>all kinds of stuff... Good site!
>
>Savannah is mostly GNU-related, but does accept non-GNU projects.
>
>The Quake 2 server-side game code that I'm modding was first released under
>SDK, then later releases under GPL - so I potentially have a choice there...
>But SDK mods seem to just die... OrangeSmoothie's stuff can't be recompiled
>for newer libraries, so they rot away, some very cool ideas lost in time....
>
>I've already touched the GPL release code, anyway - the same code that's a
>basis for the icculus.org Quake 2 release. Additionally, I've been on this
>list for probably two years now and you guys seem very helpful. Honestly, I
>only half-know what I'm doing. The ideas are viable, but I'm not proficient
>in C. You guys identify and patch bugs frequently and with much more skill
>than I can.
>
>I'd never even have started the project in question if it hasn't been gnawing
>on me for the past few years -- why hasn't anyone done this for Q2 yet?
>I've got an alpha-stable proof-of-concept, some cobbled-together new game
>media, about 10 to 20 maps and the potential to be able to load non-mod maps
>and script in unique game entities. So... I'll give this a try here at
>icculus.org if you'll give it a try. Plus I also like the music of Phish.
>
>(Starts to go into a jam, then stops abruptly)
>Thanks!
>
>Karen
>
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>--
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