Hello Zack, I think your only option is to convert the ioquake3 code to GPLv3. Of course, if you own the copyright to the GPLv3 code in question you can always dual license it as GPLv2, but it sounds like Id owns the copyright in this case.
Yeah, rewriting the code from scratch or using someone else's GPLv2 code is also a valid option. I personally like the GPLv3. I really wish we would all just move to that. Later, ej 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.