Their assets and game code were never under an open license, just their fork of ioquake3.
On Nov 4, 2010, at 5:06 AM, eviljoel wrote: > Can't we just fork? > > - EJ > > > On Thu, Nov 4, 2010 at 2:14 AM, Michael Menegakis <arx...@gmail.com> wrote: >> On Thu, Nov 4, 2010 at 7:24 AM, Russell Valentine >> <r...@coldstonelabs.org> wrote: >>> If you read the comments of the announcement, you'll see that since >>> their mod is not GPL they had to keep it compatible with vanilla so they >>> could "imagine" it is for the original vanilla engine even if people >>> used ioq3 to play it. >> >> That may explain the wording in that part which had me confused and >> asked in their forums: GPL doesn't disallow them being incompatible, >> it doesn't solve that problem, what problem does it solve (and are >> potential fees to play it involved)? It probably solves the problem >> that when they asked for legal information (they had said they had >> contacted id software for such legal matters and got an ok), the >> answer was probably 'as soon as it remains backwards compatible'. It's >> still a very confusing concept since it's not impossible to have both >> an incompatible with baseq3 client, and a compatible one, though >> complexity may increase in case they would need to keep backwards >> compatibility in their game base. >> _______________________________________________ >> ioquake3 mailing list >> ioquake3@lists.ioquake.org >> http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org >> By sending this message I agree to love ioquake3 and libsdl. >> > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.