[quake3] Greetings
Stephan Reiter
stephan.reiter at gmail.com
Tue Apr 8 09:12:47 EDT 2008
> So really, unless you are going to rework the vm in ioquake3 to be
> specific for your game, just using the standard qvm compiler and the old
> q3 code will leave your mod or game freely open for disassembly.
I fail to see the reason why this is a problem for you. If you're
distributing a mod based on the code that was released under the GPL, you
have to make the code accessible anyway. So there isn't even a need for a
disassembler with regard to your code ...
Or am I wrong on that?
Stephan
----- Original Message -----
From: "Chris Bunting" <cbunting99 at gmail.com>
To: <quake3 at icculus.org>
Sent: Tuesday, April 08, 2008 2:52 PM
Subject: Re: [quake3] Greetings
> >
>> Though I suppose that if the QVM still runs on baseq3, we could keep our
>> source closed, if we really wanted to. So that might be a consideration
>> for making an ioq3 mod instead of directly modifying the engine. We're
>> going full opensource, planned to do it since day one.
>
> Hello,
>
> One of the main reasons why I choose to stick to windows is only because
> dll's are a bit more secure. The problem now days is that QVM's are not
> secure. Do you know why punkbuster no longer supports Q3? I don't know for
> sure but for mod authors along with all of the major game developers for
> Soldier of Fortune 2, Call of Duty, UrbanTerror, World of Padman and many
> others, their code is already out there whether the developers know it or
> not right along with punkbuster's q3 code. QvmKanker is only one of the
> many qvm decompilers. So really, unless you are going to rework the vm in
> ioquake3 to be specific for your game, just using the standard qvm
> compiler and the old q3 code will leave your mod or game freely open for
> disassembly.
>
> Chris
>
>
>
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