[quake3] Greetings

Stephan Reiter stephan.reiter at gmail.com
Tue Apr 15 13:03:30 EDT 2008


I think you would have to prove that you did not use any GPL'd code for that 
undertaking. Something that is pretty much impossible, since you'd at least 
be using the engine's public headers to get access to its services, i.e. 
g_public, cg_public, etc. ...

Stephan

----- Original Message ----- 
From: "Anthony J. Benik" <benikaj at gmail.com>
To: <quake3 at icculus.org>
Sent: Tuesday, April 15, 2008 6:09 PM
Subject: Re: [quake3] Greetings


> Stephan Reiter wrote:
>>> 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
>>
> Am I mistaken to believe that if one creates a mod from scratch.  Then 
> distributes the mod with only a link or a runtime download/installer to 
> the ioq3 engine.  That the mod from scratch would remain licensed as the 
> author interned even if the license was non GPL???
>
> -- 
> "I do not mean for a moment that we ought not to think, and think hard, 
> about improvements in our social and economic system.  What I do mean is 
> that all that thinking will be mere moonshine unless we realize that 
> nothing but the courage and unselfishness of individuals is ever going to 
> make any system work properly."  -- C. S. Lewis
>
> ---
> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org
> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50
>
> 




More information about the quake3 mailing list