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2002-01-11 22:43:40 +00:00
baseq2 line ending cleanup 2001-12-22 21:49:59 +00:00
bsd OpenBSD patch from butter. FreeBSD should only need a slight change to the 2002-01-07 04:16:25 +00:00
client fix up the .gitignore files that got accidently nuked in the previous commit 2002-01-07 05:02:03 +00:00
ctf a couple of warning fixes from Todd Kirby <kirbyt@yahoo.com> 2002-01-07 06:14:44 +00:00
debian ok, so this is leaching, but hey, that's part of what the gpl is for :) 2002-01-03 04:22:46 +00:00
game a couple of warning fixes from Todd Kirby <kirbyt@yahoo.com> 2002-01-07 06:14:44 +00:00
irix Turns out gzip support isn't so easy (feasable?) in q2, so back it out for 2002-01-07 04:54:11 +00:00
linux fix up the .gitignore files that got accidently nuked in the previous commit 2002-01-07 05:02:03 +00:00
null Update to 3.21-level source code. 2001-12-28 19:56:33 +00:00
qcommon this is needed so quake2 can be compiled with lame compilers 2002-01-11 22:43:40 +00:00
ref_gl Turns out gzip support isn't so easy (feasable?) in q2, so back it out for 2002-01-07 04:54:11 +00:00
ref_soft Turns out gzip support isn't so easy (feasable?) in q2, so back it out for 2002-01-07 04:54:11 +00:00
rhapsody line ending cleanup 2001-12-22 21:49:59 +00:00
server fix up the .gitignore files that got accidently nuked in the previous commit 2002-01-07 05:02:03 +00:00
solaris Turns out gzip support isn't so easy (feasable?) in q2, so back it out for 2002-01-07 04:54:11 +00:00
unix line ending cleanup 2001-12-22 21:49:59 +00:00
win32 Turns out gzip support isn't so easy (feasable?) in q2, so back it out for 2002-01-07 04:54:11 +00:00
.gitignore fix up the .gitignore files that got accidently nuked in the previous commit 2002-01-07 05:02:03 +00:00
3.15_Changes.txt Initial revision 2001-12-22 04:27:19 +00:00
3.16_Changes.txt Initial revision 2001-12-22 04:27:19 +00:00
3.17_Changes.txt Initial revision 2001-12-22 04:27:19 +00:00
3.18_Changes.txt Update to 3.21-level source code. 2001-12-28 19:56:33 +00:00
3.19_Changes.txt Update to 3.21-level source code. 2001-12-28 19:56:33 +00:00
3.20_Changes.txt Update to 3.21-level source code. 2001-12-28 19:56:33 +00:00
3.21_Changes.txt Nuke the part of the 3.21 changes file that duplicates the information 2001-12-28 20:34:35 +00:00
changes.txt Initial revision 2001-12-22 04:27:19 +00:00
gnu.txt forgot these due to sloppy packagine in the .zip 2001-12-22 05:48:15 +00:00
joystick.txt Initial revision 2001-12-22 04:27:19 +00:00
Makefile Turns out gzip support isn't so easy (feasable?) in q2, so back it out for 2002-01-07 04:54:11 +00:00
makezip Update to 3.21-level source code. 2001-12-28 19:56:33 +00:00
makezip.bat Initial revision 2001-12-22 04:27:19 +00:00
quake2.dsp line ending cleanup 2001-12-22 21:49:59 +00:00
quake2.dsw line ending cleanup 2001-12-22 21:49:59 +00:00
quake2.mak line ending cleanup 2001-12-22 21:49:59 +00:00
README.sdl ok, so this is leaching, but hey, that's part of what the gpl is for :) 2002-01-03 04:22:46 +00:00
readme.txt Update to 3.21-level source code. 2001-12-28 19:56:33 +00:00

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