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InsideQC Forums • View topic - QuakeC Source Code Licensing Status

QuakeC Source Code Licensing Status

Discuss programming in the QuakeC language.

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Re: QuakeC Source Code Licensing Status

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

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Re: QuakeC Source Code Licensing Status

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

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

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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

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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

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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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