motorsep
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Posts posted by motorsep
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You do realize that SDK and GPL release have the same code base, just different license and additional GPL heading in the .h / .cpp files ? So if you made you mod for SDK, but then later decided to release it under GPL, you can. Easily. Legally. Just diff your code from SDK, and release it as patch. Or diff it, incorporate into GPL code and release whole thing. But patch is better (make sure it applies and compiles though).
So in short, if you made your mod when SDK was released, you still the author of the code you added to SDK and you can do what the hell you want with it. Just re-release _your_ code either with GPL idTech 4 or as patch. Can't do that with someone else's code though.
The implications of releasing/including SDK built mods with TDM based on idTech 4 GPL is not going to come from id Software. If anything, it's the authors of the mods who you need to worry about.
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another way would be to recreate a similar code inspired in his, and distribute the new code under GPL
Seems like enormous undertaking, unless you are good with the code base and physics So if you are - go for it !
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@grayman: someone's work doesn't become GPL automatically once engine becomes GPL (I wish that was the case ). While Water Physics mod is based on exactly the same code that is GPL now, it was made when license was different. So it's not GPL. If you use GPL tech and put your code in there, and you make public release of binaries, then you have to release source with your code in it under GPL. Which is entirely different from using someone else's code and applying GPL license to it without permission.
id Software has nothing to do with his code. Where would the remove it from? From idTech 4? It's wasn't part of it to begin with. I assume TDM folks just merged game's code, containing Water Physics, into idTech 4 GPL codebase (that's if that mod even in TDM) and that's how TDM's code became GPL.
The problem here is that anyone who contributed to TDM before it went from mod to standalone GPL engine, should give permission to have their contribution to become GPL (they are authors of their mods, so they have a say so). If Lloyd's code was used, he had to be contacted and asked. What if he is the same way as LMS Coop guys are, e.g. GPL-hostile ? Then he can easily go got S&D on TDM, because you are using his code without his permission under wrong license. That would suck.
I looked into readme of his mod. It doesn't even say what many other Doom 3 mods do - feel free to use it in your mods, etc. I can only assume that by releasing source code he implied that
Seems like the guy on LinkedIn is the guy we are looking for. But to reach him, I'd need to for over $20 monthly (charged annually) to be able to send InMail to him. Does anyone here have Pro LinkedIn account and can send him InMail ?
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That is correct. Lloyd's water physics mod was never GPL'ed. So the question is if TDM team contacted Lloyd and got his permission to include his water physics mod with TDM, which subsequently went GPL.
I would assume at the time of mod's inclusion GPL release of idTech 4 was far beyond the horizon, so no one thought it would become an issue
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Welcome back SD,
Yes the drifting plains issue is a massive PITA and new mappers will be caught out by this, while the rest of use have gotten used to working around it.
I thought it was fixed in 1.8.0 where save/load doesn't shift planes any longer.
What's the workaround?
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Great job! Thank you devs!
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Sooo, any chance we'll see official release?
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Thanks a bunch! Can you please point me to the place in the code where I can change hardcoded paths for my local build?
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Ahh, gotcha. Ok, thanks.
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why would I need it? Last time I used your app I didn't install anything and it worked.
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Yep, to include all these new features you committed to Github repo.
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Good job! Can you upload binaries for Win32/64 please?
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Aye, I'll stick with the routine then (old fonts with old tool, BFG font with your tool). Thanks for trying!
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Edit: What do you need old Doom 3 fonts for?
For BFG. Since GUIs are made in old Doom 3 engine using GUI Editor, new font needs to be scaled properly using those old .dat files. And since BFG doesn't support that one legacy_sized.dat and I still need to make more GUIs, I need old fonts.
I suppose there is no way around generating old fonts with that ExportFontsToDoom3 tool, since GUI Editor uses the old atlases too.
Note: I don't use TDM, I used Doom 3 BFG engine for my game.
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No. What I'm saying is this: either old .dat files, or new legacy_sizes.dat file is necessary for fonts to be scaled properly.
Gotcha. Can you add an option to your tool to generated old Doom 3 .dat files? This way there is no need to run yet another tool to get vanilla Doom 3 fonts.
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No, BFG uses Flash only for full screen GUIs and I don't even think it uses .dat for Flash (probably embeds TTF/OTF into SWF). In-game surface GUIs are same as they used to be, just use new .dat and image for fonts.
Also BFG has no tools at all. So I would have to update idTech 4 with new fonts code for GUI Editor begin using it (which I have no idea how to do). Unless I can use same old Doom 3 to make GUI, but then use only new ,dat and TGA with that GUI in BFG.
So are you saying font size in .gui will make engine scale BFG's font to that size regardless of presence/absence of old .dat files?
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If compatibility was not a problem then I'd do a much cleaner solution without "legacy_sizes.dat" nor old .dat files. But it seems it's out of question. However - for any new fonts the compatibility layer will be bypassed. It'll be much easier for font makers and gui designers.
Hmm... Doesn't BFG's dat file miss some info? I wonder if I can use only BFG's .dat and atlas for new GUIs for BFG engine.
I guess the reason I am wondering is that GUI Editor work with old font system.
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So it isn't like in BFG, 3 old .dat files, 1 new .dat file and 1 new TGA atlas ?
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Do you still use old .dat files ?
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Yeah, I am not complaining
What would be cool is if you could also generate Doom 3 .dat files in one run. Does it make any difference how Doom 3 .dat files were made as long as it's from the same TTF/OTF file?
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Ok, you got me Everything works now that I typed file name correctly (with relative paths) Great job!
The only thing that doesn't match is one line in PDA (I haven't gotten deep into BFG to test every textual thing).
Instead of:
"assistance. I hope that you can find the time to
take advantage of some of our great staff"
it goes as:
"assistance. I hope that you can find the time
to take advantage of some of our great staff"
Any idea why is it happening?
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Well, I did some GIMP magic to get atlas to be 32bit with alpha, and I think you nailed it man!
http://www.steel-storm.com/files/d3bfg_ArialNarrow_font_comparison_B.zip
Seems identical
Now it would be nice for the tool not to crash
P.S. All I have is VS2010 Express. I never worked with C# so I wouldn't know what dependencies it needs and so on..
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The tool crashes on me :/ Windows 7 Pro 64-bit.
I run it like this:
BFGFontTool.exe create-bfg --bmfont=48.ftn --bfgfont=48.dat
and it crashes.
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: bfgfonttool.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 522f8c93
Problem Signature 04: mscorlib
Problem Signature 05: 4.0.0.0
Problem Signature 06: 517a19ee
Problem Signature 07: 3fdf
Problem Signature 08: 106
Problem Signature 09: System.IO.FileNotFoundException
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 5459
Additional Information 2: 545966238c284c903ff7bf1c4854787d
Additional Information 3: d0e7
Additional Information 4: d0e77fdc64f7c284b4b14bb145b02665
is your lloyd liquid physics code GPL?
in TDM Tech Support
Posted
Did you have something in place which now allows you to do whatever you want with the code produced by contributors?