by goldenboy » Wed May 29, 2013 2:47 am
I'm just now comparing 1.01 and 1.06 using diff.
By and large, the code is identical. The changes:
- client.qc has some changes in the spawnpoint selection and obituaries code and misc. minor changes (I assume QW has the latest version though)
- items.qc has some minor differences and has weapons missing from Dropbackpack() BUT the GPL QW source has the full function
- weapons.qc in v101 lacks some minor fixes and does not have CycleWeaponReverseCommand, but again the QW source has it
There might be one or two other small changes, but... that's it. And remember that any commercial game is going to rip out the monsters, weapons and items anyway and replace them. Same goes for the obituaries and probably even the multiplayer stuff. Hence changes in monster code between 1.01 and 1.06 are completely irrelevant anyway. All the core stuff you're gonna need for a new game is in 1.01 and Quakeworld, which are GPL.
So,
1) The changes between 1.01 and 1.06 are absolutely minor. Anyone could fix up 1.01 to make a game with in the course of an evening. And a case for GPL violation if you used 1.06 would be exceedingly hard to make because the codebases are almost identical.
2) The GPL QuakeWorld source has some of the stuff that is absent from 1.01 such as Cycleweaponreversecommand().
3) The sensible choice for anyone making a commercial Quake 1 based game is to simply use the GPL licensed 1.01, add some stuff from the GPL licensed QW if necessary, and release their source, unless they're writing everything themselves.
But like I said, it would be exceedingly hard to tell if a total conversion was based on 1.01 or 1.06 to begin with, since they're almost identical.