Unfortunately, yes - I am pretty much positive that there is no way to get GM6.1 working on Vista, although I haven’t done an in-depth search for solutions. It seems widely accepted as so, and hence is why Mark Overmars created a GM6 executable Vista converter. If you’re curious to know, what happens when you run GM6 or an unconverted GM6 executable on Vista is, no window or task bar icon shows up, but the program is running and takes up 50% of your CPU for no apparent reason. Task manager FTW, here.
Anyways. I am also very aware of the GM7 license agreement. That’s the reason I use 5.3a for all of my personal GM projects (which is less efficient than both GM6 and 7, I know). For a while, they were on 5.3a because that’s what I started one project on and couldn’t figure out some issues with converting it to GM6. Of course, I figure out the issues after my only XP-endowed computer dies and I get a laptop with Vista.
From what I’ve seen though, GM6.1 and GM7 are pretty similar in terms of the GML, relative to GM5.3a and GM6, which between the two, a lot of things in the GML changed. So perhaps I could just import each new 6.1 engine into 7, do the scriptwork, then send the modified or additional scripts alone to whoever has access to GM6.1 and whichever engine? If this sounds like too much of a pain, then I guess I’ll just have to sit back and help whoever needs helping, or just do nothing at all. >_> Hopefully not the latter.
Finally, I like the plan! xP The organization seems, to me, to be pretty solid. I’m curious as to how the debugging would work - would that be left mostly up to one person, or would different people focus on different parts? And if the latter case, what if one person finds that their problem is connected to a bit of script that another person is assigned to?
Let’s hope that noone else gets in a situation like Troid’s, eh.