I must say I am a bit peeved. Some of the mod projects out there are doing a number of things to the engine source, which they intend to be completely incompatible with anything anyone else is doing with the engines. So far as I understand, these projects are planning to SELL their mods, which is their justification.
If you're one of these people and you're reading this, let me be quite frank with you:
I realize the above does not apply to a lot of engines out there, and if it doesn't that's good! The above comments are not directed at you anyway. I also am perfectly aware that the mods doing some of the above things are not doing all of them. If you're doing any of them though, it's a bad thing and you really should stop and think about what you're doing real hard.
Am I against selling stuff based on the Quake source? Not at all, I think it's cool if someone produces a game worth selling. Half Life, after all, is based on the Quake1 engine and look at it today. It has a few features that are BETTER THAN features found in Quake3, and people are still buying it today.
But what I do have a problem with is trying to keep secrets in the engine. As I said, a lot of you are targetting Win32 (why not, it's a big market after all..) That is FINE as long as you're not trying to keep other engines from being able to play your mod under Linux or a Mac or who knows what else. There's nothing you can add to the engine that someone else couldn't add to another engine. Trying to keep it all a secret and ignoring the standards groups is just a good way to make things incompatible. The problem is some of you believe that will lead you to more profits. You're wrong. Dead wrong.
Most players do not want to have 5-6 Quake engines laying around on their drives, even if they do play 5-6 Quake games. Speaking from my own engine's perspective, this is one of the biggest reasons why QuakeForge uses "base" now by default for its game directory rather than "id1". All you will have to do is pass on the command line a simple +set fs_gamebase id1 and you'll be able to play the original game. Simple right?
Well no, the problem is that it's not so simple and I know it. That's why you want your own engine. But I can write a win32 batch file to do that in QuakeForge real fast. I could put Nehahra's files in "nehahra" right next to id1 and pretty easily write a script or batch file that would start up that mod for me, no problem at all. You're not giving us that opportunity. And you want us to pay for the privelege of helping you do exactly what John Carmack asked engine developers not to do?
If this message has managed to convince some of you that what you're doing is a bad idea, please contact me and I'll try to help get you in contact with the QSG people. Suggest your ideas and engine enhancements to the QSG list and we can talk about how best to make it work. Not just for our engines, but for your engine as well. A few really good ideas have become even better as a result of the group hashing over them and finding the best way to make it happen. The standards group isn't about limits, it's about enhancing the engines in ways that don't step on other people's toes and giving us all a chance to support the same things.