This is the complete source code for winquake, glquake, quakeworld, and | |
glquakeworld. | |
The projects have been tested with visual C++ 6.0, but masm is also required | |
to build the assembly language files. It is possible to change a #define and | |
build with only C code, but the software rendering versions lose almost half | |
its speed. The OpenGL versions will not be effected very much. The | |
gas2masm tool was created to allow us to use the same source for the dos, | |
linux, and windows versions, but I don't really recommend anyone mess | |
with the asm code. | |
The original dos version of Quake should also be buildable from these | |
sources, but we didn't bother trying. | |
The code is all licensed under the terms of the GPL (gnu public license). | |
You should read the entire license, but the gist of it is that you can do | |
anything you want with the code, including sell your new version. The catch | |
is that if you distribute new binary versions, you are required to make the | |
entire source code available for free to everyone. | |
Our previous code releases have been under licenses that preclude | |
commercial exploitation, but have no clause forcing sharing of source code. | |
There have been some unfortunate losses to the community as a result of | |
mod teams keeping their sources closed (and sometimes losing them). If | |
you are going to publicly release modified versions of this code, you must | |
also make source code available. I would encourage teams to even go a step | |
farther and investigate using public CVS servers for development where | |
possible. | |
The primary intent of this release is for entertainment and educational | |
purposes, but the GPL does allow commercial exploitation if you obey the | |
full license. If you want to do something commercial and you just can't bear | |
to have your source changes released, we could still negotiate a separate | |
license agreement (for $$$), but I would encourage you to just live with the | |
GPL. | |
All of the Quake data files remain copyrighted and licensed under the | |
original terms, so you cannot redistribute data from the original game, but if | |
you do a true total conversion, you can create a standalone game based on | |
this code. | |
I will see about having the license changed on the shareware episode of | |
quake to allow it to be duplicated more freely (for linux distributions, for | |
example), but I can't give a timeframe for it. You can still download one of | |
the original quake demos and use that data with the code, but there are | |
restrictions on the redistribution of the demo data. | |
If you never actually bought a complete version of Quake, you might want | |
to rummage around in a local software bargain bin for one of the originals, | |
or perhaps find a copy of the "Quake: the offering" boxed set with both | |
mission packs. | |
Thanks to Dave "Zoid" Kirsh and Robert Duffy for doing the grunt work of | |
building this release. | |
John Carmack | |
Id Software | |