He's not suggesting it does.smoth wrote:your mutator does not need the art.
(Though I agree with you that his argument is nonsense)
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He's not suggesting it does.smoth wrote:your mutator does not need the art.
Yes, you do not have the right to redistribute any mod on the engine under the GPL licence. Many of them rely on works that are not licensed under open licenses. Basically, you must regard and respect the licenses the authors have put in place for their mod/games whatever they may be. Many mods have released all their art and other content under GPL compliant licenses, so you're free to use those mods however you please.souledge wrote:If the code of a mod e.g. PURE is GPL, if I modify the code I cannot distribute the mod without distributing the artwork. The code and artwork is so intertwined that its probably why people say artwork could be under gpl. Yes mutators make this possible, but it is simply not the same.
What should happen is that content and code are stored in different places and not in the same archive. This way you can modify and distribute mod code without issues. Another advantage of this is that the download size of mods like BA would go down significantly - The same BA models/artwork being downloaded again and again with each version is so pointless, if they were installed to a directory and only the needed file changes were made, most mod updates would be of a tiny size compared to now.
correct.FLOZi wrote:His point appears to be that if he makes a code change, he has to release it as a mutator, which means he is not distributing the mod (or would have to distribute the mod and the mutator)..
I realise they are separate in the archive itself. They are packaged together in the same file though. I just think the separation should be more explicit. The idea also would help the fact that my mods directory is just over 1.3 gb and I'm willing to bet I could easily turn that into <200mb if models/textures/etc were shared between different versions of the same mods.FLOZi wrote:Also the point about art and code being in the same archive is moot - if you are willing to accept them in the same 'package' view the archive as the package and the sub directories in the archive as seperating the art and code. In the virtual file system it is Spring/objects3d/my_CCSA_model.s3o and Spring/luarules/gadgets/my_gpled_code.lua anyway.
It makes a difference because you're linking to a GPL .dll file in your main code body.==Troy== wrote:Smoth, the quake 3 engine is not a game either.
idtech 3 - game engine
QVM - game virtual machine, used by the engine through interface
Yes you do have to compile QVM, but it is really irrelevant in the sence that it makes no difference if it was an interpreter instead, it will just work a lot slower.
From this point of view, the situation is EXACTLY the same. The reason why noone touches spring engine is due to many reasons. But in reality a stand-alone release of any of the modifications as a separate game will allow the author to easily change any engine quirks he wants, as well as code the LUA part of the modification.
Both QVM and LUA are restricted to user's directories, both QVM and LUA are read by the engine, and both of them mainly govern the behaviour of the mod. You only change the engine in idtech3 if you want to put in new netwoking/etc features. Which is true for spring as well.
The core files change too often.souledge wrote:The idea also would help the fact that my mods directory is just over 1.3 gb and I'm willing to bet I could easily turn that into <200mb if models/textures/etc were shared between different versions of the same mods.