TGE Mod in SourceForge?
by Alex \"bathala\" Rufon · in Torque Game Engine · 11/28/2002 (3:27 am) · 7 replies
Hello guys,
I would like to know if I would be violating my TGE license if I used SourceForge's facilities to host my games website?
Technnically, I expect to upload and make available for downloads the following files:
1. The TGE Game binary (torqueDemo.exe).
2. The game's TGE script source files (*.cs).
3. The game images (jpg,png,bmp's).
... Its actually all files needed by a gamer to run the application.
Um, I think I forgot to mention that my game will be free. ;P
Alex
P.S.
I had wanted to email somebody at GG directly but not knowing who to ask ... I'ved decided to email GG's business development person as a last resort. :)
I would like to know if I would be violating my TGE license if I used SourceForge's facilities to host my games website?
Technnically, I expect to upload and make available for downloads the following files:
1. The TGE Game binary (torqueDemo.exe).
2. The game's TGE script source files (*.cs).
3. The game images (jpg,png,bmp's).
... Its actually all files needed by a gamer to run the application.
Um, I think I forgot to mention that my game will be free. ;P
Alex
P.S.
I had wanted to email somebody at GG directly but not knowing who to ask ... I'ved decided to email GG's business development person as a last resort. :)
About the author
I am an independent game developer who's never going to make it in the industry because I'm color blind and has absolutely no imagination.
#2
I do know for a fact that SourceForge will hosts projects that are non-gpl. They are actually hosting a friends site which is in VB and is closed source.
As for open-sourceness ... my plan was not to post any SDK source file nor any modifications ... just the binary like torqueDemo.exe (renamed of course) with the games script files (*.cs) and other required resources like images, movies and sounds.
So? Would I be violating my TGE license if I do this?
Alex
11/28/2002 (7:11 am)
Hmmm ... Im actually more worried about violating my license with GG.I do know for a fact that SourceForge will hosts projects that are non-gpl. They are actually hosting a friends site which is in VB and is closed source.
As for open-sourceness ... my plan was not to post any SDK source file nor any modifications ... just the binary like torqueDemo.exe (renamed of course) with the games script files (*.cs) and other required resources like images, movies and sounds.
So? Would I be violating my TGE license if I do this?
Alex
#3
11/28/2002 (10:05 am)
I doubt there would be a problem as long as you're not distributing SDK source.
#4
It would be cool if somebody created a stripped down "mod engine" upon which project such as this could be created.
Your project members would have to download the .exe of the mod engine upon which the script part of the game would be built. You could use your sdk license to continually upgrade the mod engine with new releases which are released as binaries.
If you actually get anything going on this idea, I would like to know. I think it is a cool idea.
Jeff Tunnell GG
11/28/2002 (1:41 pm)
It would be OK to use the TorqueScript portion of your project as open source. Just remember, you cannot distribute the C++ SDK source code.It would be cool if somebody created a stripped down "mod engine" upon which project such as this could be created.
Your project members would have to download the .exe of the mod engine upon which the script part of the game would be built. You could use your sdk license to continually upgrade the mod engine with new releases which are released as binaries.
If you actually get anything going on this idea, I would like to know. I think it is a cool idea.
Jeff Tunnell GG
#5
I will proceed with the plan on using SourceForge then.
Um, I just have one question though. Can you please clarify what you meant by 'stripped down "mod engine"'?
All systems are now GO! :D
Alex
11/29/2002 (1:03 am)
Wow! Thanks for the support and go signal. :)I will proceed with the plan on using SourceForge then.
Um, I just have one question though. Can you please clarify what you meant by 'stripped down "mod engine"'?
All systems are now GO! :D
Alex
#6
So, I started reading the licenses one by one till my eyes got blurry. Hence, now Im a little bit confused as to which license to use.
Hmmm, this is actually my plan.
1. Free distribution of the game binaries created using the TGE SDK.
2. Open sourcing or allow the games to modify/update of the Tabukan TGE Script files which includes the *.CS files in the following directory:
Tabukan\common (modified to suit Tabukan)
Tabukan\show (original example scripts)
Tabukan\tabukan (a modification of the FPS mod)
3. Distribution of game images,sound and movies.
4. Distribution of game objects, shapes, models in final format (DIFS, DTS, etc). Distribution of orignal format like the original 3DSMax, MilkShape3D or Hammer Map files depends on the authors permission.
5. I dont intend to make money out of this. I will even be happy if another gamer will create a new Mod from my game. I just want to be included in the credits.
Please understand that I respect GarageGames and what they did for the indie community. So I really dont want to err in ignorance (or stupidity).
So the question is: What open source license will suit my distribution?
Thanks for any help and info.
Alex
P.S.
I know that all of you have noticed that when running the sample game, there is the Credits button on the Main GUI and it has a link to a "License" display. This display show the license for TGE. Do I still display this license when I start distributing the game?
11/29/2002 (3:19 am)
I just went to SourceForge and started to register a new project. At around step 2 of the registration process they presented me with a question about what license will the project be using. Here is a list of licenses they are supporting: Quote:
GNU General Public License (GPL)
GNU Library or "Lesser" Public License (LGPL)
BSD License
MIT License
Artistic License
Mozilla Public License 1.0 (MPL)
Qt Public License (QPL)
IBM Public License
MITRE Collaborative Virtual Workspace License (CVW License)
Ricoh Source Code Public License
Python License (CNRI Python License)
Python Software Foundation License
zlib/libpng License
Apache Software License
Vovida Software License 1.0
Sun Industry Standards Source License (SISSL)
Intel Open Source License
Mozilla Public License 1.1 (MPL 1.1)
Jabber Open Source License
Nokia Open Source License
Sleepycat License
Nethack General Public License
Common Public License
Apple Public Source License
X.Net License
Sun Public License
Eiffel Forum License
W3C License
Motosoto License
Open Group Test Suite License
Zope Public License
University of Illinois/NCSA Open Source License
Academic Free License (AFL)
Attribution Assurance License
Open Software License
Public Domain
Website Only (This is a special case whereby a project is stating that they are not generating software; they are providing some other direct benefit to the Open Source software community, and are applying for hosting based on those merits.)
Other custom license (OSD-compliant as Open Source) may be selected by projects who have elected to use an Open Source license not yet approved by the OSI, but which meets the requirements provided by the OSI's Open Source Definition.
So, I started reading the licenses one by one till my eyes got blurry. Hence, now Im a little bit confused as to which license to use.
Hmmm, this is actually my plan.
1. Free distribution of the game binaries created using the TGE SDK.
2. Open sourcing or allow the games to modify/update of the Tabukan TGE Script files which includes the *.CS files in the following directory:
Tabukan\common (modified to suit Tabukan)
Tabukan\show (original example scripts)
Tabukan\tabukan (a modification of the FPS mod)
3. Distribution of game images,sound and movies.
4. Distribution of game objects, shapes, models in final format (DIFS, DTS, etc). Distribution of orignal format like the original 3DSMax, MilkShape3D or Hammer Map files depends on the authors permission.
5. I dont intend to make money out of this. I will even be happy if another gamer will create a new Mod from my game. I just want to be included in the credits
Please understand that I respect GarageGames and what they did for the indie community. So I really dont want to err in ignorance (or stupidity).
So the question is: What open source license will suit my distribution?
Thanks for any help and info.
Alex
P.S.
I know that all of you have noticed that when running the sample game, there is the Credits button on the Main GUI and it has a link to a "License" display. This display show the license for TGE. Do I still display this license when I start distributing the game?
#7
As you can see, its simple and direct but still able to protect the rights of me and GarageGames.
Still, I haven't finalize yet and I am still very open to suggestions, opinions or criticism regarding this matter.
Alex
11/29/2002 (3:38 am)
After reading a lot of the available licenses in Open Source Initialize OSI website, I have tentatively decided to use the BSD License. Quote:
Copyright (c),
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
3. Neither the name of thenor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
As you can see, its simple and direct but still able to protect the rights of me and GarageGames.
Still, I haven't finalize yet and I am still very open to suggestions, opinions or criticism regarding this matter.
Alex
Torque Owner Mz