[Opentnl-general] TNL Licensing questions
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From: Kevin D. <Kevin@TotallyGames.com> - 2004-10-18 18:33:03
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I sent a couple of emails about this, one to su...@ga... last Tuesday and one to bus...@ga... on Friday, but the first one I received no response to and the second one failed delivery. If there's a better place for me to send these questions, please let me know. Sending these to a mailing list isn't my ideal choice. We've been looking into using the Torque Network Library for an upcoming project, and there are a few questions we were hoping for clarification on: If we buy a commercial license, can we use the license for as many projects as we want, or do we need to purchase a new license for each project? My impression is that the license is only based on the number of seats, not based on the number of projects. Does the license give us access to any extra support? It doesn't sound like it does. Another company will be taking over this project after we're done. How does this work with the licensing agreement and what sort of complications might it create? When we pass the project off to them, can we pass them the .lib for TNL? Can we pass them the source? If they need to modify the TNL code, would they need to purchase a license? And a clarification, partially related to the previous question: if there's only 1 programmer that ever touches the TNL source, and this is then compiled into a library that everyone else uses, would we only need 1 license? Is this different if other programmers need access to the header files? From the sounds of it, the license specifies the number of machines that TNL can be installed on. If everyone else can use a .lib without needing to install TNL, they shouldn't need a license? What's the future of TNL look like? Do you have a roadmap for features and upgrades you plan to add? Or will TNL remain roughly as-is? And I haven't looked into this in detail yet, but is the encryption supported by TNL exportable outside the US? --------------------------------------------------------- Kevin Deus, Kevin@TotallyGames.com |