Transfer ownership of Torque License
by William J. Lugaila · in Torque Game Engine · 03/15/2004 (2:18 pm) · 8 replies
What are the guide lines and is it possible for me to sell my copy of Torque to another user and transfer the License to them? For example, say I wanted to sell my copy on E-bay, is this possible and can I transfer owership and the license to the purchaser?
#2
from the EULA
03/15/2004 (3:52 pm)
Yep,from the EULA
Quote:
(c) Licensee may not: (i) create any derivative works of the Engine, including translations or localizations, other than the Games; (ii) reverse engineer, or otherwise attempt to derive the algorithms for the Engine (iii) redistribute, encumber, sell, rent, lease, sublicense, or otherwise transfer rights to the Engine; or (iv) remove or alter any trademark, logo, copyright or other proprietary notices, legends, symbols or labels in the Engine.
#3
Well, ok... not really.
03/15/2004 (4:36 pm)
You can probably transfer it for $100, paid directly to GG. ;-) lolWell, ok... not really.
#4
But what about commercial licenses?
I assume that commercial license bought by developer(registered at GG.com) but owned by company, and after purchase developer has access to closed forums,docs etc?
If so - how license could be transfered to another developer?(Is it possible in principle).Is it possible to single person(=one account on GG.com) to have both commercial(for company) and Indie(for itself) licenses.
02/17/2006 (6:16 am)
Well,But what about commercial licenses?
I assume that commercial license bought by developer(registered at GG.com) but owned by company, and after purchase developer has access to closed forums,docs etc?
If so - how license could be transfered to another developer?(Is it possible in principle).Is it possible to single person(=one account on GG.com) to have both commercial(for company) and Indie(for itself) licenses.
#5
Company < $$$ then each employed dev needs indi license.
Company > $$$ then each employed dev needs a commercial license.
It's the way I understand it anyway.
So by that reckoning, if I was approached by a company who required a commercial license (either because of , I (as an Indi license holder) would be unable to work for them until I purchased a commercial license as it would be against the terms of the license for me to create an application outside of the terms of MY indi license.
Just as if I was a C++ coder without a license, I would be unable to work for someone with an Indi license (in a coding capacity) as I have no legal right to view or midify the code.
Seems fair to me.
02/17/2006 (6:38 am)
I didn't think a developer could legally use the Torque engine under an Indi license if employed by a company falling into the category requiring a commercial license...Company < $$$ then each employed dev needs indi license.
Company > $$$ then each employed dev needs a commercial license.
It's the way I understand it anyway.
So by that reckoning, if I was approached by a company who required a commercial license (either because of , I (as an Indi license holder) would be unable to work for them until I purchased a commercial license as it would be against the terms of the license for me to create an application outside of the terms of MY indi license.
Just as if I was a C++ coder without a license, I would be unable to work for someone with an Indi license (in a coding capacity) as I have no legal right to view or midify the code.
Seems fair to me.
#6
The commercial license has a "floating seat" model which is tied to the position (or seat) rather than the individual. So, if you have a programmer leave mid-development, you can hire another one so that they can help get your game done. The indie license is tied to the developer, so the new programmer would have to purchase the license or already be a licensee to legally use the codebase.
If your company has several "seats", they will need to buy a license for each programmer who has access to the source base. But the saving grace is when a programmer leaves the team and you need to get another one to fill their shoes.
02/17/2006 (7:48 am)
The developer could not use it in association with the company. They could, however, utilize the indie license on their own to make a game outside of company time.The commercial license has a "floating seat" model which is tied to the position (or seat) rather than the individual. So, if you have a programmer leave mid-development, you can hire another one so that they can help get your game done. The indie license is tied to the developer, so the new programmer would have to purchase the license or already be a licensee to legally use the codebase.
If your company has several "seats", they will need to buy a license for each programmer who has access to the source base. But the saving grace is when a programmer leaves the team and you need to get another one to fill their shoes.
#7
02/18/2006 (9:08 am)
I believe that I covered that question, and refreshing your brwoser won't help clarify it.
#8
What we do in this case Dmitriy is that we keep track of the commercially purchased accounts in one of two ways:
1) Company buys a bulk group of licenses, and gives the login/password to their employees/consultants. If the employee leaves the company/project, then they change the password on the account. In this way, you would have two separate accounts if you have your own indie version of the license just for that license, and then the commercial account for the "rights" to the company's license.
2) The other alternative is from the company's perspective--they purchase their licenses, then make sure they account for what developers are using those licences. If any of those developers do not have an indie license, then they use a commercial/company login, otherwise, they use their indie license.
Basically, it comes down to the fact that we trust our commercial users to follow the EULA on their own ethics--and it doesn't always work I'll be the first to admit. Normally however companies feel strongly enough about their own business ethics as well as their reputation to "do the right thing".
02/18/2006 (11:31 am)
I think that he's asking for the specific mechanics, and it is a bit tricky:What we do in this case Dmitriy is that we keep track of the commercially purchased accounts in one of two ways:
1) Company buys a bulk group of licenses, and gives the login/password to their employees/consultants. If the employee leaves the company/project, then they change the password on the account. In this way, you would have two separate accounts if you have your own indie version of the license just for that license, and then the commercial account for the "rights" to the company's license.
2) The other alternative is from the company's perspective--they purchase their licenses, then make sure they account for what developers are using those licences. If any of those developers do not have an indie license, then they use a commercial/company login, otherwise, they use their indie license.
Basically, it comes down to the fact that we trust our commercial users to follow the EULA on their own ethics--and it doesn't always work I'll be the first to admit. Normally however companies feel strongly enough about their own business ethics as well as their reputation to "do the right thing".
Employee David Montgomery-Blake
David MontgomeryBlake
That's extremely clear from the licensing information for it. In fact, that the most clear piece of it.