QuakeC

Developer discussion of experimental fixes, changes, and improvements.

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QuakeC

Postby nexuizer » Tue Jul 28, 2009 11:34 am

umm sos if you guys already know about this im kind of a noob, there is a project that replaces QuakeC on the client and server side with python and offers a quake c to python translator.
This might help you guys out with volunteers since more people know python than quakec, its a sourceforge project.

http://qwpython.sourceforge.net/

hope this helps, i love your work, you guys are a shining example of how good FOSS games are
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Postby C167 » Tue Jul 28, 2009 11:48 am

If it does not limit the function set provided by the python standard library, anyone could make a mod that would do "rm -rf ~/*" and wipe out your home drive.
I already asked div0 long ago why they use quakec which seems to make problems here and there because of the compiler and that was one of his answers. He's completely right on this, and making a language like python perl or whatever secure in that way is not what you want to do
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Postby Mizu Kitsune » Tue Jul 28, 2009 11:52 pm

quakec is more simpler and easier to use, even with the compiler fuck ups; thats why i have more than one quakec compiler and optimizer.
+The Dude+
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Postby Mr. Bougo » Wed Jul 29, 2009 6:56 am

Also, what is presented here is a game engine. Nexuiz can only work with Darkplaces, so this would need some huge changes to work.
Meh.
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hi

Postby martinscott » Mon Sep 14, 2009 5:45 am

1- Are we restricted to any specific engine, or can we use any Quake1 engine currently available?

2- Because our code is to be released under GPL, are we as competitors then also allowed to use/adapt currently available GPL QC code into our submissions (ie. VWEP, Bots, etc...)

3- It is my assumption (so please correct me if this is wrong) that we are permitted to use any content resources currently in public domain (textures, models, skins)...True?

4- Is there a preferred QuakeC codebase to be used? Should this be from standard QuakeC, or should it be from CleanQC? Scratch QC (which I cannot find working dl link for...) or otherwise?
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Re: hi

Postby merlijn » Mon Sep 14, 2009 8:41 am

martinscott wrote:1- Are we restricted to any specific engine, or can we use any Quake1 engine currently available?


Nexuiz uses a fair amount of functions in darkplaces that are extensions to the old Quake1 code. Switching to another engine would very likely break things if it doesn't provide the needed functionality.

martinscott wrote:2- Because our code is to be released under GPL, are we as competitors then also allowed to use/adapt currently available GPL QC code into our submissions (ie. VWEP, Bots, etc...)


Yes, as long as you fully comply with the GPL. This means giving credit where due and always release the work under the GPL license.

martinscott wrote:3- It is my assumption (so please correct me if this is wrong) that we are permitted to use any content resources currently in public domain (textures, models, skins)...True?


Nexuiz' content is all licensed under the GPL, so the same things as above apply. If you're asking whether you can use other public domain content - the answer is unclear. http://forums.alientrap.local/viewtopic.php?t=5389 is an in-depth discussion on this subject.
Before posting a reply, please read about the bikeshed
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