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author | Holger Zickner <[email protected]> | 2004-07-08 20:56:55 +0000 |
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committer | Holger Zickner <[email protected]> | 2004-07-08 20:56:55 +0000 |
commit | 6b36f9e0380b7c80aecdc78ef07a0cf473712416 (patch) | |
tree | 4a378b960321b3b7b07ef2effac295d0dd589eab /readme.id | |
parent | 252832999fa43bce63ca4b643fab5d9dd51fccc4 (diff) |
import of Jake2 version v_0_9
Diffstat (limited to 'readme.id')
-rw-r--r-- | readme.id | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/readme.id b/readme.id new file mode 100644 index 0000000..ff05cab --- /dev/null +++ b/readme.id @@ -0,0 +1,29 @@ + +This is the complete source code for Quake 2, version 3.21, buildable with +visual C++ 6.0. The linux version should be buildable, but we haven't +tested it for the release. + +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. + +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 Q2 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. + +Thanks to Robert Duffy for doing the grunt work of building this release. + +John Carmack +Id Software + + |