If I had the time to work myself through all of it I'm quite sure I could produce something that at least looks like an independent implementation. But it won't happen because I consider such a work a waste of time.
For the ZDoom software renderer I have little hope anyway since it doesn't even manage to get the simplest form of portals to work in an acceptable manner.
If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it. But for that to happen all the Raven code needs to be script-ified. Fortunately that's the loophole in the GPL. It explicitly allows any program to run on non-free data - and a WAD that's being loaded is nothing more than that! So once Doomscript is operational I can get rid of 99% of all Raven code in a few days. The biggest chunk is the polyobject code. But if I wanted to go GPL what better source would be there than Eternity...?
(And now take one goddamn guess why I want Doomscript - now!

)
However, if this was only about preventing the closed source multiplayer ports from using this stuff, I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!
If I had the time to work myself through all of it I'm quite sure I could produce something that at least looks like an independent implementation. But it won't happen because I consider such a work a waste of time.
For the ZDoom software renderer I have little hope anyway since it doesn't even manage to get the simplest form of portals to work in an acceptable manner.
If I ever manage to get GZDoom to a point where I can GPL the code - maybe then I'll think about it. But for that to happen all the Raven code needs to be script-ified. Fortunately that's the loophole in the GPL. It explicitly allows any program to run on non-free data - and a WAD that's being loaded is nothing more than that! So once Doomscript is operational I can get rid of 99% of all Raven code in a few days. The biggest chunk is the polyobject code. But if I wanted to go GPL what better source would be there than Eternity...? ;)
(And now take one goddamn guess why I want Doomscript - now! :twisted: )
However, if this was only about preventing the closed source multiplayer ports from using this stuff, I could throw a monkey wrench in their plans just by altering the license of the GL renderer. I won't do that but one thing is certain: The next big thing I am working on will receive a stricter license that requires a source release!