Hey Patrick,

ioquake3 is explicitly licensed as GPLv2.  Thus, the clause you
mentioned does not apply.

Laters,
ej


On Thu, Dec 30, 2010 at 4:11 PM, Patrick Baggett
<baggett.patr...@gmail.com> wrote:
> 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
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>
>
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