The game repository includes two non-free files that are incompatible with free software.
In doc/DATA_AUTHORS.txt, these lines are mentioned:
maps/castlerock/castle.png (Pixabay), https://pixabay.com/photos/eilean-donan-castle-castle-scotland-1650071
maps/castlerock/small.castle.png (Pixabay), https://pixabay.com/photos/castle-grey-stone-kinvara-ireland-2539741
The Pixabay License is a very restrictive non-free license that includes non-free conditions, for example:
You cannot sell or distribute Content (either in digital or physical form) on a Standalone basis
You cannot use Content in any immoral or illegal way
To make sure that Trigger Rally remains free software, those files either need to be deleted or replaced. Another possibility is if the original author releases the works under libre licenses.
Thank you for pointing this out, Wuzzy. I did check the license details and see no issue with our usage. Of course it would be better to have only completely free assets. But this is what we do have the DATA_AUTORS.txt file for.
Both images are altered and therefore not "as is" and "standalone". To my understanding therefore, the conditions you mention do not apply in our use case.
Last edit: Onsemeliot 3 days ago
You misunderstand. My problem is not your usage of the files or to accuse you of a license violation.
My problem is that the presense of these files under this licensing mean that Trigger Rally, in this form, is non-sharable (not legally), although it is clearly advertised as a "free software game". This is a clear contradiction.
Fortunately, it seems that this applies to only those two files, and not others, so it might not be too much work to fix.
BTW, there are possible alternative Public Domain images available, for example here: https://www.publicdomainpictures.net/en/hledej.php?hleda=castle
Public Domain images for Eilean Donan Castle (castle.png): https://www.publicdomainpictures.net/en/hledej.php?hleda=Eilean+donan+castle%2C
Public Domain images for Dunguaire Castle (small.castle.png) https://www.publicdomainpictures.net/en/hledej.php?hleda=Dunguaire+Castle
(CAUTION: be careful to not click on the stock image ads on this site, those are NOT public domain)
What do you think about a replacement with a public domain image?
Last edit: Wuzzy 3 days ago
@wuzzy2 Thank you for your bugreport! I did, in fact, had this in my list of issues to be addressed, but decided to postpone it for the next release so as not to hinder the pace. But I guess it could be resolved now.
The easiest way to handle it would be to move this map into a separate plugin. Plugins are not distributed together with the main game, and many of them have licensing issues. Thus it seems to be a fitting answer, if @onsemeliot doesn't mind.
Alternatively we could replace those two images, but it would require @onsemeliot's intervention (I'm really bad at artistic stuff).
Last edit: Ivan 2 days ago
As far as I understand the license it shouldn't interfere with sharing the game.
But I will replace the files. There are great pictures where Wuzzy linked to. Hopefully I will be able to even provide fitting alternatives today. I will report back as soon as possible.
Last edit: Onsemeliot 2 days ago
This time I unfortunately failed to clone the repository. I had a version of the game files on my disk but despite following the readme file and adding all recommended dependencies I was unable to compile the game. I remember using git for Trigger Rally in the past (or maybe I remember wrong and I was actually using svn?) but right now it looks like I would only be able to use svn which doesn't seem to exist in the Debain repository. I don't know what I do wrong. But I created two new replacement files I so far wasn't able to actually test due to my compiling issue and it seems even replacing the files in the directory that is supposedly used in the Debian version doesn't help. It still uses the old files. So I suspect those files are baked into the executable instead of referenced, like I expected (or maybe I replaced the files in the wrong folder). I fear the system I am working on is messed-up and I need to re-install it soon (not only for this reason):
I possibly need to add empty space on top of those two image files, but I don't know if it is actually necessary to use square images as sprites. I also can remember that I needed to darken sprites a lot in order to make them look reasonable in the game. So it is possible that those files still need some work.
I also fear that beside the license we also might run into this other issue:
To my knowledge at least in some countries there are laws limiting how images of buildings can be used.
Last edit: Onsemeliot 2 days ago
What is the issue you're facing?
I think you might have confused the main repo (which uses SVN) with mine or Eugene's fork (we use Git).
While the command name is
svn, the package providing it is calledsubversion; maybe you tried toapt install svn?I haven't changed anything in the build process, so after
apt install subversionyou should be able to do:If you have 0.6.6.1 installed, there is no such map (it was introduced later). If you have my Debian build of 0.6.7, there's a ZIP archive with all the data at
/usr/share/games/trigger-rally/data.zip, you need to perform a replacement there. If you're running out-of-tree build akin to my commands above, you need to replace images in its data folder. Also please note, there're TWO copies of each; you need to replaces ones indata/textures/structures. The ones from the map folder can be safely deleted, I assume.It's a good idea to use square power-of-two (POT) textures, especially if we're considering hardware that is a bit dated. Currently Trigger Rally is targeting OpenGL 1.x, and in this version there's no support of non-POT textures AFAIK. It may work due to the grace from you vendor's drivers, but it's not guaranteed. Even on modern HW it is advisable to use POT square textures due to performance reasons.
Indeed it requires some tinkering, see attached images. They appear a bit too high, the big one especially (I know user isn't supposed to be that close to them but still) and also have been stretched by the game (most likely due to incorrect aspect ratio; old ones were 1024x1024, these are 1920x714 and 1868x908 for big and small respectively).
If that's what concerns you, the only other option is to use some kind of render or art instead of photos. Maybe taking a model kinda like one of these:
https://opengameart.org/content/modular-castle-level-construction-kit
https://opengameart.org/content/low-poly-desert-castle
https://opengameart.org/content/homm-3-inspired-icons
and making our own render is the way to go
Last edit: Ivan 2 days ago
As usual, you are absolutely right. I tried to use "svn" instead of looking for "subversion" which I even knew the shorthand stands for. I did use git in the past, but probably only for other projects.
Without you it seems I am totally lost. I was able to compile the game now. and I also found my error: The image files were listed as contained in the maps folder in the DATA_AUTHORS file and they actually were sitting there, but in the level file they were instead linked from the textures/structures folder I forgot existed. I also edited the DATA_AUTHORS file to properly list the files where they actually should sit. Locally I deleted the image files from the maps folder so that this won't happen again, but when I tried to commit the change I got the reply that the "Authorization failed".
The updated copyright information should now be:
And rendering a castle is indeed a great idea. For the moment I would still include the optimized versions of the two files I created today because it is quicker. We can hopefully get rid of those files and replace them with rendered castles with the next version.
As far as I know I can't decide how high or low textures are positioned. This completely depends on how high on the map the middle point sits.
I, too, think this is acceptable for now as a temporary solution. We can postpone a proper replacement for later, with an art or a render.
You can't commit changes because the URL I provided you in
svn checkoutcommand is only for anonymous read-only access. To get a proper read-write URL, you yourself need to go to the https://sourceforge.net/p/trigger-rally/code/HEAD/tree/ and select either HTTPS or SSH access method there according to your preferences, then checkout the repository with the URL SourceForge provided you (it's account-specific, that's why I used anonymous RO URL in my example).If you don't wanna bother with it, you can just do
svn diff > /tmp/changeset.patchin the root of the repo and then attach this file here. Or, alternatively, I can just manually replicate your changes.Sorry for all the help I need from you, Ivan. Even with rather simple tasks ... I should know already how to do. Thank you for your patience with me. Hopefully I did everything right this time.
Thank you that you take time to help fixing this issue! You don’t have to be sorry at all.
I am surprised you didn't pick the images of the castles that look most similar to the original images (Eilean Donan Castle and Dunguaire Castle) but as long it looks OK in the game, it doesn’t matter, I guess. You’re the artist.
Juts FYI, if you haven’t noticed, I managed to find the same castles as are already used (read my above post again). We have Public Domain images of the same castles, just by different photographers who decided to CC0 them.
As for "copyright on buildings": I believe once photos show up at Wikimedia Commons you can be pretty sure that it is safe to release photos of those buildings. Eilean Donan Castle (game currenty uses), Dunguaire Castle (game currently uses), Edinburgh Castle (you used), Bodiam Castle (you used) seem safe, because they have photos on Wikimedia Commons:
https://en.wikipedia.org/wiki/File:Eilean_Donan_Castle,_Scotland_-_Jan_2011.jpg
https://en.wikipedia.org/wiki/File:Dunguaire_Castle,_Galway,_Ireland.png
https://commons.wikimedia.org/w/index.php?search=Edinburgh+Castle&title=Special%3AMediaSearch
https://commons.wikimedia.org/wiki/File:Bodiam-castle-10My8-1197.jpg
(I said this just to make a point, not to suggest new photos. Also, IANAL)
Last edit: Wuzzy 1 day ago
My choice wasn't about specific buildings but about the angle and how easy it would be to cut them out for the game without it looking too weird. But I think that Ivan is right and creating our own with 3d renderings might be the best option for the future.
Or maybe replacing them with 3d model altogether?..
Well, if somebody manages to introduce 3d collidable objects into the engine then this introduces many interesting new options ...
Last edit: Onsemeliot 24 hours ago