GPL v2 and v3 both read: "*Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation*"
I think you can jump through plenty of hoops with that part in bold. On Thu, Dec 30, 2010 at 11:15 AM, Zack Middleton <zturtle...@gmail.com>wrote: > 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. >
_______________________________________________ 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.