Graf Zahl
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Posts: 4046
Registered: 01-03 |
Quasar said:
Randy earlier told me that I could use any of his code from ZDoom under the BSD license (got an email to this effect somewhere IIRC). Obviously this doesn't apply to Raven- or Build-derived code. I compared this to the stuff in Heretic/Hexen and I saw very little resemblence, as most of it has been refactored significantly. This is why EE includes the "zdoom-license.txt" file in every distribution along with a (possibly out of date) file explaining what licenses the code is under.
I may have mistakenly put a GPL header into the p_map3d.c file. If I did, I'll fix that up ;) I just have a habit of copying it in with the header template for every file, and then later I'm like "woops."
Ok, thanks for the clarification. It was just something I noticed recently and was wondering. But to avoid such confusion a note in the source would definitely be a good idea.
Also although I say EE's code is only available under GPL in general, I've never meant I wouldn't ever throw somebody a bone if they really needed to use some code that I can legally relicense. However, it would have to be under terms that absolutely forbade the code to ever end up in a closed-source port, because I believe in free software as an ideal, and closed-source hurts us all.
Good to see that we agree on this particular issue. It's really too bad about Skulltag. The only reason I gave in and allowed them to use my GL renderer was that it gave at least me access to their source. Not that it proved particularly useful for me but at least I got a few new model features out of it... ;) So I'm a bit in an uncomfortable position with them. If I did what I really would like to do (making full source disclosure obligatory for newly developed code added to ZDoom or GZDoom) it might backfire so I'd lose in the end.
I did, after all, give permission for GZDoom to use any of Eternity's old FraggleScript modifications that it found useful :)
Yes, I know.
BTW, regarding this particular feature, as much as I'd like to port it to ZDoom, there's one much bigger obstacle than the license. I could write the relevant code myself without problems but where it all fails currently is the interpolation code for high frame rates. This code has a way of handling the data that plain and simply doesn't work with constant recreation of the polyobject's segs or I would have tried to do something about it long ago. I'd have to do a complete hack-less rewrite of that first and so far haven't found the proper approach. :(
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