How does one properly handle the licensing of using (GPLv3) Wolf-ET code in a standalone game (Turtle Arena) based on (GPLv2) ioquake3? Currently I have all of the Wolf-ET code in an WOLFET ifdef. I could change all of the source files to GPLv3, but I don't want to discourage other q3 developers from reusing the code or make it impossible to use the code in ioquake3.
The code I used is for pushable objects and atmospheric effects (snow and rain). I will probably end up rewriting the pushable object code, so if there is GPLv2 snow/rain code for quake3 out there I may be able to avoid the issue... Zack "ZTurtleMan" Middleton _______________________________________________ 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.