.. or how inept gov can be.
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Show posts MenuQuoteAt least they haven't designed them with a stinger..... yet.Think of the military applications ...
Quotehttp://www.wired.com/wiredenterprise/2012/02/robotic-bee/?utm_source=Contextly&utm_medium=RelatedLinks&utm_campaign=MoreRecently
Harvard University engineers have come up with a production technique inspired by pop-up books and origami, that allows clones of tiny robots to be mass-produced in sheets.
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Quote from: sev
Game assets are not bound by the executable license. ....
Putting several assets with separate licenses into a single archive or on same media does not affect their licenses. GPL governs only software source code which is linked (in terms of object linker, used by compilers) to it statically. I.e. your GPLed Linux libraries could be dynamically linked with your proprietary executable without it being affected by GPL. If you have to link statically, there is LGPL license, specifically for that purpose.
If an AGS game will be using ScummVM, it will have links to our site as well as relevant copyright statements in the About dialog. Since our site contains full source, that is enough for complying to the license. Again, this is valid only for the cases when there are no modifications to ScummVM source code.Quote
Sev, thanks for acknowledging the issues and offering a practical solution. Putting this in a FAQ is
a little weak. Perhaps, in addition, there could be a separate "GPL Compliance" text file that would/could accompany any distributions. It could include similar to the above statements and others as well as the offer of source code and the relevant URLs.Quote from: sev
Now, considering that currently AGS is embedding the compiled game scripts into a single game executable, this is a bit problematic. ... You still can consider this as a blob under different license, but purist communities like Debian require source code for everything which is in the executables. Nevertheless splitting out game data from executable is not a technical problem at all, not to mention, that keeping them together is a technical problem since it is not portable at all.Quote
Up until recently AGS did produce a separate game file in addition to the combined executable and a separate game file isn't a technical problem at all or a foreign concept to AGSers. However, at times the combined exe is convenient and useful. Perhaps the licensing issues could be sorted out in the above mentioned compliance document and the remaining technical issues addressed by a "Project options/configurations" in the editor where the user could setup multiple compile/build targets. It would then be possible to specify which files are to be produced for each target.Quote from: sev
ScummVM is GPL, but some parts of it are dual-licensed. So could be the AGS engine, i.e. it could stay as GPL/APL, but outside of ScummVM framework somebody has to implement all required APIs.Quote
Something like this has been in my mind also but based on what everyone was saying it just didn't seem possible or worth the mention. Thanks for bringing sanity into the discussion.Quote from: sevI think everyone is in agreement on this point. There are recent discusions here about the need to refactor and how to proceed.
Current AGS code is of low level quality, and is practically impossible to maintain and develop by any team beyond single person, which was admitted by Chris himself, and has obvious reasons to be such.Quote from: sevIt was previously said on the ScummVM forum that nobody would be interested to do this and that nothing from ScummVM. not even the API, could be used in AGS/APL. So I welcome this proposal as I suspect most (if not all) in the AGS community do.
... Thus, if some team is arranged on either side, e.g. AGS for developing 3.x or ScummVM for porting the engine, it must be refactored. Then, depending on the consensus we either will have 2 incompatible code bases, or still single one shared by both communities.
The proposed solution... My suggestion is that since you're looking towards portability, you are welcome to use our code infrastructure since it is proven in 10 years of the project history as reliable and comfortable to work with. You keep AGS engine under APL, which is forward-compatible with GPL, i.e. it could be published under APL as separate entity, and under GPL as part of ScummVM distribution. You are getting nice framework with tons of convenient and portable utility classes, and most probably also number of ScummVM developers, interested in developing the engine.
Also, I would highly recommend monkey_05_06 as a sort of technical liaison between the two groups. I have no idea if he would be interested in such a role however he does possess excellent deep diving skills and is extremely tenacious when it comes to understanding, in great detail, how things work. He and I often disagree in our technical discussions but I can say that he always makes good points and usually tells me things I didn't know or hadn't thought about. He also seems quite interested in the re-factoring of the engine.Quote from: sevWith a few exceptions, most of the plugins written for AGS ended up being closed source likely because nobody ever thought to make them open source or suggested that plugin authors consider making them open source.
As of the proprietary plugins, we already have plugin subsytem with dynamic linking, so as soon as those plugins are not using our code, they could be closed source. Of course, this subsystem has to be extended a bit since these days it supports loading of whole engines, not some parts of them.
Is the plugin system something that could live in an APLish AGS?Quote from: sevEugene, again many thanks for the generous helping of sanity. I look forward to future discussions.
I welcome everyone to start our discussion from this very message. Alternatively the moderators could consider splitting it out from this thread and starting from the scratch.
QuoteProbably works with the Alan Drake version that has the folding feature.
Expand or contract a fold point. Ctrl+Keypad* - Not sure if it works in 3.2!
Quotehttp://spokane.craigslist.org/zip/2834975796.html
She is all yours I'm done with her. She is aged 30 years. Not good at cooking or cleaning. Not good in bed. So if you want her She is yours
Quote from: eriktorbjorn on Sat 04/02/2012 13:54:34You are not being responsive. do you or do you not support the idea of allowing game developers to offer source code directly from the ScummVM website?Quote from: RickJ on Fri 03/02/2012 06:32:29
The requirement of them having to provide source or offering to provide source for a period of three years is a major inconvenience. A way around this is that they be allowed to offer source from the AGS or ScummVM website. However, when I made this this suggestion on the ScummVM forum it was met with much negativity and summarily rejected.
I've been trying to find this negativity of which you speak, but all I could see was someone responding that it depends. As I understand it, the GPL already lets you distribute copies of a program, with only its original offer to provide the source code, as long as it is done non-commercially. If so, that should handle at least some of the otherwise inconvenient cases. ..,.
Quote from: eriktorbjorn on Sat 04/02/2012 13:54:34Adding a clause to the license that explicitly re-states what it already says wouldn't be a problem unless one or more of the copyright holders has a different interpretation than you and I do. The reluctance to add a clarifying clause indicates this may indeed be the case.Quote from: RickJ on Fri 03/02/2012 06:32:29Well, it was pointed out that changing the ScummVM license may be difficult because the copyright isn't held by any one single entity. But I honestly don't understand where the fear that the games would in any way, shape or form become derivative works of ScummVM comes from. It certainly has not been the case for any of the other games that ScummVM supports so far. Not even in the cases where we have received source code from the original developers.
The other potential obstacle to GPL is confusion over the status of the game file and if it is a derivative work or not. The game file ought to be considered a separate work don't have confidence that this is true. The obvious solution is to add a clause in the GPL explicitly stating so. This suggestion was also rejected by the folks on the ScummVM forum.
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