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C++, hands down. We'll probably use SDL for the game engine and wxWidgets for the GUI.
I'm thinking C++ with the TR1/Boost extensions is worth consideration. It sounds good and looks easier to develop with in some cases, but I have no experience with it yet. I'm also not 100% sure about compatibility with SDL. Wx for the editor sounds like a good option too, I've used it before and am very satisfied.
C++ as a basis and SDL for the graphics/sound/interface (player) are really the only sensible option.
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One matter we'll need to consider is how we'll do password protection with an open source engine. I'd say password-encrypt it, but then you'd need the password to play the game...
Do we need this at all? If we're going to open-source it, we might as well have an open game and quest format too and we've got one less thing to worry about when developing. Passwords are part of ZC we can afford to leave behind, they're not a requirement for the new project.
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Will they still be .qst, and have to be played in a separate program, or will they be exportable to .exe, .dmg, and linux formats? Does this mean that quests being made in 2.5 will have to be started from scratch? Or will a converter be made available so that 2.5 quests can be transferred?
The qst format is a part of ZC. We wouldn't be taking any of ZC's source code or files for legal reasons - or bugs, for that matter. It'd be a start from scratch. Compatibility with ZC quests is simply not realistic, and compatibility with the past is kind of limitation that is plaguing the current ZC development and hence the one thing we should avoid at all costs.
The separation between player and editor makes sense because we can have a proper windows interface for the editor. For windows, it's likely to be one or more .exe files along with some data files whereas for linux I could envisage a .deb package or similar.