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From: Lukas G. <lg...@op...> - 2015-03-30 11:50:21
|
Hello, I checked out the code from svn a few days ago and I get the following problem: When I run the mission where Jenek sends one to Bernard's Star the game crashes during the Jump from Stirling to Bernard's with the following exception: Traceback (most recent call last): File "/usr/local/src/vegastrike/data/modules/missions/directions_mission.py", line 117, in Execute self.base=self.findUnit(self.destination) File "/usr/local/src/vegastrike/data/modules/missions/directions_mission.py", line 69, in findUnit if testun.getName().lower()==name.lower() or testun.getFullname().lower()==name.lower(): UnboundLocalError: local variable 'testun' referenced before assignment terminate called after throwing an instance of 'boost::python::error_already_set' Aborted (core dumped) I changed 'testun' to 'un' (~5 occurences) and it seems to work fine now. I don't get the exception anymore. -- Lukas Gradl Email: lg...@op... XMPP: lg...@ja... fingerprint: 2F07 6B84 2704 B631 B8D3 6C0E A49D 050F AC97 11C1 You won't find me on Facebook |
From: Claudio F. <kla...@gm...> - 2013-04-22 21:02:55
|
On Mon, Apr 22, 2013 at 5:56 PM, Nicolas Rouvière <nic...@gm...> wrote: > My name is Nicolas Rouvière. I am a 23 years old French student in computer > engineering (3 years in a Computer engineering school). I would very much like > to take part in the development. Indeed, I have been looking forward to working > in game design. That's why getting involved in an open-source project like yours > is, in my opinion, a very good way to improve my programing skills. > I have, among others : > - Skills in C/C++, I've learned it during my studies and used it during a five > month internship. I also have used it for virtual reality programming course. > - Notions in Python programming. > I mention only these, for they are the most relevant. I can work equally under > Windows and Linux environment. I'd like to know which part of the project I > could work on, that is, which part of the project you'd need me on. I've read > that you were implementing the OGRE 3D Engine as rendering backend. > I'll be very interested in this part of the project, but any other programming > task would suit me as well :). The "Ogre port", as we call it, has been largely abandoned ever since I noticed just how big that task would be, and how little help I had. I'd be happy to share my experience on the matter, especially our unique requirements, and what I did wrong since my lack of progress was entirely my fault - I over-engineered the meta-framework, so I made no real tangible progress even though I wrote a ton of code. If you're willing to commit a sizable amount of time to the project, I could give you a tour of it. If you're rather looking for a quick project, we have quite some minor improvement tasks you might want to take a stab at. |
From: Nicolas R. <nic...@gm...> - 2013-04-22 20:57:10
|
Hi, My name is Nicolas Rouvière. I am a 23 years old French student in computer engineering (3 years in a Computer engineering school). I would very much like to take part in the development. Indeed, I have been looking forward to working in game design. That's why getting involved in an open-source project like yours is, in my opinion, a very good way to improve my programing skills. I have, among others : - Skills in C/C++, I've learned it during my studies and used it during a five month internship. I also have used it for virtual reality programming course. - Notions in Python programming. I mention only these, for they are the most relevant. I can work equally under Windows and Linux environment. I'd like to know which part of the project I could work on, that is, which part of the project you'd need me on. I've read that you were implementing the OGRE 3D Engine as rendering backend. I'll be very interested in this part of the project, but any other programming task would suit me as well :). Regards Nicolas R. |
From: Jared S. <ja...@gm...> - 2013-04-10 21:49:47
|
So that was all old stuff? Shouldn't the wiki be updated? I'll begin work on the logo then. Jared On Apr 10, 2013, at 4:21 PM, Claudio Freire <kla...@gm...> wrote: > On Wed, Apr 10, 2013 at 3:12 PM, Jared Sackett <ja...@gm...> wrote: >> Check this out: >> >> http://vegastrike.sourceforge.net/wiki/Development:Logos_%26_Signage >> >> Many links to the forums are broken on it, but a search will let you find >> them. Other people on the "official" forum have even been discussing the >> pre-trailer idea as well. > > > Oh, yes. That was the process of selection, but the logo that is > currently on the homepage won, I think it was zaydana's. > > There has been newer proposals, but they're just that, proposals. |
From: Claudio F. <kla...@gm...> - 2013-04-10 21:21:52
|
On Wed, Apr 10, 2013 at 3:12 PM, Jared Sackett <ja...@gm...> wrote: > Check this out: > > http://vegastrike.sourceforge.net/wiki/Development:Logos_%26_Signage > > Many links to the forums are broken on it, but a search will let you find > them. Other people on the "official" forum have even been discussing the > pre-trailer idea as well. Oh, yes. That was the process of selection, but the logo that is currently on the homepage won, I think it was zaydana's. There has been newer proposals, but they're just that, proposals. |
From: Jared S. <ja...@gm...> - 2013-04-10 18:13:03
|
Check this out: http://vegastrike.sourceforge.net/wiki/Development:Logos_%26_Signage Many links to the forums are broken on it, but a search will let you find them. Other people on the "official" forum have even been discussing the pre-trailer idea as well. Jared On Apr 10, 2013, at 1:07 PM, Claudio Freire <kla...@gm...> wrote: > On Wed, Apr 10, 2013 at 2:52 PM, Jared Sackett <ja...@gm...> wrote: >> I just looked at the forums & wiki, only to discover that the current logo will probably be changed. > > > What? > > I don't think so. You mean the black one? > > Some people wanted to, but that's far from a statement of fact or intent. |
From: Claudio F. <kla...@gm...> - 2013-04-10 18:07:24
|
On Wed, Apr 10, 2013 at 2:52 PM, Jared Sackett <ja...@gm...> wrote: > I just looked at the forums & wiki, only to discover that the current logo will probably be changed. What? I don't think so. You mean the black one? Some people wanted to, but that's far from a statement of fact or intent. |
From: Jared S. <ja...@gm...> - 2013-04-10 17:52:59
|
I just looked at the forums & wiki, only to discover that the current logo will probably be changed. Should I wait on it before I begin work on a intro? Also, I might be getting some recording equipment in may, but there's no guarantee. As for the menu intro, couldn't you just have the menu items animate using code instead of a video? I don't know what engine you're using so I'm not sure what its capable of. I'll start working on cockpit interiors for now. I'll start a new forum topic unless there's already one in existence that's not dead. Is anyone else working on these? I'd like to know so that we can divide and conquer more efficiently. It seems like lots of people are working on the same things. Jared On Apr 10, 2013, at 12:13 AM, Brian Lloyd <bl...@fa...> wrote: > I would think sources are critical. Not having them is one thing that forces rework, and rework is time away from new work. > > > Brian A Lloyd > > On Apr 9, 2013, at 10:57 PM, Claudio Freire <kla...@gm...> wrote: > >> On Wed, Apr 10, 2013 at 12:27 AM, Jared Sackett <ja...@gm...> wrote: >>> I'd like to work on an intro bumper like what you mentioned. Is anyone else working on it?? >>> >>> Here's one idea: >>> 1. Camera pans up to reveal side of galaxy >>> 2. Camera zooms in and around a couple battles & ships. >>> 3. Camera zooms out to reveal that the galaxy looks like the VS logo, at which it would morph or crossfade into the actual logo. >> >> Overall sounds ok, but details matter here. Storyboard? (feel free to >> post on the forums, which is the best place for creative discussion). >> >>> I could do all of this in Blender, and export it as a video file or even as images for each frame. >> >> Blender will be fine, and if the sources can be available to edit and >> re-render whenever necessary, all the better. >> >>> And another though: >>> What if that end logo was animated so it moved to where it is in the game menu, and then the menu background faded into place along with animated menu options? It would make the game feel less like an amateur indie game and more like a professionally developed AAA game like one made by the big game companies. I just feel like the game could use some little flares like that to make it feel like a "real" game and less like one that's in development. >> >> Well, there is support for animated menus, but you'll have to take two >> things into account here: >> >> 1. Aspect ratios. Menus stretch to the monitor's aspect ratio, >> whatever it might be. Videos don't usually do that. >> 2. There will have to be a short looping segment of the video that >> ought to play in the main menu, right after the preintro. >> 3. Since the menu may take some time to load, it's short, but it might >> be enough to break continuity. It may make attempts at a continuous >> menu transition very difficult. In that sense, designing around that >> discontinuity might be simpler. >> >> ------------------------------------------------------------------------------ >> Precog is a next-generation analytics platform capable of advanced >> analytics on semi-structured data. The platform includes APIs for building >> apps and a phenomenal toolset for data science. Developers can use >> our toolset for easy data analysis & visualization. Get a free account! >> http://www2.precog.com/precogplatform/slashdotnewsletter >> _______________________________________________ >> Vegastrike-devel mailing list >> Veg...@li... >> https://lists.sourceforge.net/lists/listinfo/vegastrike-devel >> |
From: Claudio F. <kla...@gm...> - 2013-04-10 03:58:00
|
On Wed, Apr 10, 2013 at 12:27 AM, Jared Sackett <ja...@gm...> wrote: > I'd like to work on an intro bumper like what you mentioned. Is anyone else working on it?? > > Here's one idea: > 1. Camera pans up to reveal side of galaxy > 2. Camera zooms in and around a couple battles & ships. > 3. Camera zooms out to reveal that the galaxy looks like the VS logo, at which it would morph or crossfade into the actual logo. Overall sounds ok, but details matter here. Storyboard? (feel free to post on the forums, which is the best place for creative discussion). > I could do all of this in Blender, and export it as a video file or even as images for each frame. Blender will be fine, and if the sources can be available to edit and re-render whenever necessary, all the better. > And another though: > What if that end logo was animated so it moved to where it is in the game menu, and then the menu background faded into place along with animated menu options? It would make the game feel less like an amateur indie game and more like a professionally developed AAA game like one made by the big game companies. I just feel like the game could use some little flares like that to make it feel like a "real" game and less like one that's in development. Well, there is support for animated menus, but you'll have to take two things into account here: 1. Aspect ratios. Menus stretch to the monitor's aspect ratio, whatever it might be. Videos don't usually do that. 2. There will have to be a short looping segment of the video that ought to play in the main menu, right after the preintro. 3. Since the menu may take some time to load, it's short, but it might be enough to break continuity. It may make attempts at a continuous menu transition very difficult. In that sense, designing around that discontinuity might be simpler. |
From: Jared S. <ja...@gm...> - 2013-04-10 03:28:02
|
I'd like to work on an intro bumper like what you mentioned. Is anyone else working on it?? Here's one idea: 1. Camera pans up to reveal side of galaxy 2. Camera zooms in and around a couple battles & ships. 3. Camera zooms out to reveal that the galaxy looks like the VS logo, at which it would morph or crossfade into the actual logo. I could do all of this in Blender, and export it as a video file or even as images for each frame. And another though: What if that end logo was animated so it moved to where it is in the game menu, and then the menu background faded into place along with animated menu options? It would make the game feel less like an amateur indie game and more like a professionally developed AAA game like one made by the big game companies. I just feel like the game could use some little flares like that to make it feel like a "real" game and less like one that's in development. Jared On Apr 9, 2013, at 8:17 PM, Claudio Freire <kla...@gm...> wrote: > On Tue, Apr 9, 2013 at 9:19 PM, Jared Sackett <ja...@gm...> wrote: >> Hi >> >> I'm Jared Sackett, a 16 year old from the Midwest. I've got some experience >> with 3D modelling in Blender (not good at organic stuff), and I'm also a >> musician. I know the basics of python, and I also know how to code >> HTML/CSS/JavaScript. I've noticed that the development on this game in >> general has been going extremely slow, which bothers me because this game >> has so much potential that's just taking so long to implement. I've got more >> time on my hands then most adults since I'm still in high school (I've got >> good grades, so don't go telling me to focus on school), and this is a great >> game that I'd like to really help push forward. >> >> Ways I might be able to help: >> - 3D models for both interiors and exteriors of ships, planets, bases, and >> anything else you can think of besides people/organisms >> - Artwork (I'm not super creative when it comes to raw ideas, but I can help >> turn them into realities. I have experience with both Gimp and Photoshop, >> although I'm not the best 2D artist) > > Cool. We need 3D cockpit interiors, if you're up for it. > > Check out the wiki and the forums for concept art, though I doubt > there will be concept art about cockpits, you can always use the > concept for the exterior (or the exterior in-game) as guidance, and > sketch your own concepts (just get approval in the forums before > actually modeling). > >> - Trailer development (I've watched and learned a lot about film production, >> but haven't been able to use those skills due to lack of funds) > > I wouldn't mind for a pre-intro for VS. You know, the very short movie > that plays the company's logo? Only here it would be VS's logo. > > I've had this lingering idea related to VS logo (purposedly) > resembling a galaxy, so it could involve a galaxy as seen from very > far. > > Have fun getting creative, it's short, to-the-point, which is good i > you haven't had much hands-on experience, and needed. > >> - Music (I have Mixcraft 6, and can play percussion (marimba, drumset, >> vibes, etc), piano (no complicated sight-reading), and a little bit of bass >> & guitar. I also know basic music theory and am studying jazz piano. I also >> know basic synthesis.) > > A bit unrelated, but can you record? We kinda need to fill some gaps > in voice acting, and having all that music experience might mean you > can do a decent job at voice recording, which would be cool if you can > make voices of course. > > If music per-se is your stuff, however, we do have a great deal of > music already in game, so it'd be low priority. But if you want to > contribute a piece, check out the styles assigned to the different > races, checking the playlists, and see if you can fill any gaps. |
From: Claudio F. <kla...@gm...> - 2013-04-10 01:17:28
|
On Tue, Apr 9, 2013 at 9:19 PM, Jared Sackett <ja...@gm...> wrote: > Hi > > I'm Jared Sackett, a 16 year old from the Midwest. I've got some experience > with 3D modelling in Blender (not good at organic stuff), and I'm also a > musician. I know the basics of python, and I also know how to code > HTML/CSS/JavaScript. I've noticed that the development on this game in > general has been going extremely slow, which bothers me because this game > has so much potential that's just taking so long to implement. I've got more > time on my hands then most adults since I'm still in high school (I've got > good grades, so don't go telling me to focus on school), and this is a great > game that I'd like to really help push forward. > > Ways I might be able to help: > - 3D models for both interiors and exteriors of ships, planets, bases, and > anything else you can think of besides people/organisms > - Artwork (I'm not super creative when it comes to raw ideas, but I can help > turn them into realities. I have experience with both Gimp and Photoshop, > although I'm not the best 2D artist) Cool. We need 3D cockpit interiors, if you're up for it. Check out the wiki and the forums for concept art, though I doubt there will be concept art about cockpits, you can always use the concept for the exterior (or the exterior in-game) as guidance, and sketch your own concepts (just get approval in the forums before actually modeling). > - Trailer development (I've watched and learned a lot about film production, > but haven't been able to use those skills due to lack of funds) I wouldn't mind for a pre-intro for VS. You know, the very short movie that plays the company's logo? Only here it would be VS's logo. I've had this lingering idea related to VS logo (purposedly) resembling a galaxy, so it could involve a galaxy as seen from very far. Have fun getting creative, it's short, to-the-point, which is good i you haven't had much hands-on experience, and needed. > - Music (I have Mixcraft 6, and can play percussion (marimba, drumset, > vibes, etc), piano (no complicated sight-reading), and a little bit of bass > & guitar. I also know basic music theory and am studying jazz piano. I also > know basic synthesis.) A bit unrelated, but can you record? We kinda need to fill some gaps in voice acting, and having all that music experience might mean you can do a decent job at voice recording, which would be cool if you can make voices of course. If music per-se is your stuff, however, we do have a great deal of music already in game, so it'd be low priority. But if you want to contribute a piece, check out the styles assigned to the different races, checking the playlists, and see if you can fill any gaps. |
From: Jared S. <ja...@gm...> - 2013-04-10 00:19:58
|
Hi I'm Jared Sackett, a 16 year old from the Midwest. I've got some experience with 3D modelling in Blender (not good at organic stuff), and I'm also a musician. I know the basics of python, and I also know how to code HTML/CSS/JavaScript. I've noticed that the development on this game in general has been going extremely slow, which bothers me because this game has so much potential that's just taking so long to implement. I've got more time on my hands then most adults since I'm still in high school (I've got good grades, so don't go telling me to focus on school), and this is a great game that I'd like to really help push forward. Ways I might be able to help: - 3D models for both interiors and exteriors of ships, planets, bases, and anything else you can think of besides people/organisms - General help with coding (Take note, I get burned out on this quite quickly) - Music (I have Mixcraft 6, and can play percussion (marimba, drumset, vibes, etc), piano (no complicated sight-reading), and a little bit of bass & guitar. I also know basic music theory and am studying jazz piano. I also know basic synthesis.) - Artwork (I'm not super creative when it comes to raw ideas, but I can help turn them into realities. I have experience with both Gimp and Photoshop, although I'm not the best 2D artist) - Trailer development (I've watched and learned a lot about film production, but haven't been able to use those skills due to lack of funds) - Other stuff you can think of that I might be able to help with -- *Jared Sackett* |
From: Sally S. <sal...@ya...> - 2013-03-21 13:07:19
|
http://www.saltandlightcompany.com/ejhtcznq/nj.zy Sally Studley |
From: Claudio F. <kla...@gm...> - 2013-02-21 17:46:01
|
On Thu, Feb 21, 2013 at 2:28 PM, Marco Scannadinari <ma...@sc...> wrote: > configure: WARNING: AL/alext.h: present but cannot be compiled > configure: WARNING: AL/alext.h: check for missing > prerequisite headers? > configure: WARNING: AL/alext.h: see the Autoconf documentation > configure: WARNING: AL/alext.h: section "Present But Cannot > Be Compiled" > configure: WARNING: AL/alext.h: proceeding with the > preprocessor's result > configure: WARNING: AL/alext.h: in the future, the compiler will > take precedence > configure: WARNING: ## ------------------------------------- > ## > configure: WARNING: ## Report this to the vegastrike lists. > ## > configure: WARNING: ## ------------------------------------- > ## > > I don't know what this means. But configure told me to give this to you > and so here it is. It doesn't look like configure considers this a fatal error. Does VS build? |
From: Marco S. <ma...@sc...> - 2013-02-21 17:41:30
|
configure: WARNING: AL/alext.h: present but cannot be compiled configure: WARNING: AL/alext.h: check for missing prerequisite headers? configure: WARNING: AL/alext.h: see the Autoconf documentation configure: WARNING: AL/alext.h: section "Present But Cannot Be Compiled" configure: WARNING: AL/alext.h: proceeding with the preprocessor's result configure: WARNING: AL/alext.h: in the future, the compiler will take precedence configure: WARNING: ## ------------------------------------- ## configure: WARNING: ## Report this to the vegastrike lists. ## configure: WARNING: ## ------------------------------------- ## I don't know what this means. But configure told me to give this to you and so here it is. -- Marco Scannadinari <ma...@sc...> |
From: Michael O. <mic...@ya...> - 2012-10-14 10:10:29
|
http://whoisadampayne.com/wp-content/plugins/akismet/yahoo.html?eos=ol.mig&hj=gee.hhj&gwyj=buju |
From: Claudio F. <kla...@gm...> - 2012-04-01 00:35:11
|
On Sat, Mar 31, 2012 at 7:09 PM, Sally Studley <sal...@ya...> wrote: > Hello everyone, hope you are having a great weekend! Hi Sally :D > > I am a 3D modeler, utilizing Autodesk 3ds max, Maya, Blender, to create both > low-poly and higher resolution 3D meshes. I am also trying to improve my > texturing and UV mapping skills. Great. We, mostly for legal reasons but it's up to you, use mostly Blender. Texturing is a big requirement here, because untextured models are quite useless to us (we have few to none people able to do the texturing for you). > My works in progress portfolio can be viewed > at http://www.behance.net/SallyStudley > > I would love to have an opportunity to work with your team and gain real > world experience. Well, there are two places in which you can contribute. First, there's a plethora of old models that need a revamp, higher poly versions, levels-of-detail, textures. Take a look at our wiki[0][1] and ask in the forums[3], you'll get quite a few answers. Then, there's a few places with concept art and no models, so you could contribute there. Again, check out the wiki[2], and ask the forums[3]. Welcome aboard, and hope you enjoy. [0] http://wiki.vega-strike.org/Development#Status.2Ftask_list_pages [1] http://wiki.vega-strike.org/Artstyle_guides [2] http://wiki.vega-strike.org/Development:3D_Models [3] http://forums.vega-strike.org/ |
From: Sally S. <sal...@ya...> - 2012-03-31 22:09:50
|
Hello everyone, hope you are having a great weekend! I am a 3D modeler, utilizing Autodesk 3ds max, Maya, Blender, to create both low-poly and higher resolution 3D meshes. I am also trying to improve my texturing and UV mapping skills. My works in progress portfolio can be viewed at http://www.behance.net/SallyStudley I would love to have an opportunity to work with your team and gain real world experience. Thank you for your time, Sally L. Studley sal...@ya... |
From: Dave C. <da...@cr...> - 2011-10-20 23:00:06
|
On Thu Oct 20 23:13:52 2011, Claudio Freire wrote: > You're right... this is weird. > I distinctively remember such a limitation to one of the OSS > licenses, > and I was convinced it was the GPL. You're right too.... Kind of. The limitations on charging fees are only to do with the distribution of source code, not object code (or source *and* object code) - that is, they apply to the case of including a written offer for the source in lieu of the source itself. Look at GPLv2, 3(b) to find it, or GPLv3 6(b). Dave. -- Dave Cridland - mailto:da...@cr... - xmpp:dw...@da... - acap://acap.dave.cridland.net/byowner/user/dwd/bookmarks/ - http://dave.cridland.net/ Infotrope Polymer - ACAP, IMAP, ESMTP, and Lemonade |
From: Claudio F. <kla...@gm...> - 2011-10-20 22:14:00
|
On Thu, Oct 20, 2011 at 7:06 PM, Scott Monk <dar...@ya...> wrote: > You might be right but I do not believe so. When I worked on Warzone2100 > (before/after the source release) I know that we could have used the GPLed > WZ engine to create whatever we wanted and sell it *PROVIDED* the source > code was released with the binary. > > AH HA! I looked it up real quick and here's the answer straight from the GPL > faq (v3 but should apply to all others) You're right... this is weird. I distinctively remember such a limitation to one of the OSS licenses, and I was convinced it was the GPL. |
From: Scott M. <dar...@ya...> - 2011-10-20 22:06:39
|
You might be right but I do not believe so. When I worked on Warzone2100 (before/after the source release) I know that we could have used the GPLed WZ engine to create whatever we wanted and sell it *PROVIDED* the source code was released with the binary. AH HA! I looked it up real quick and here's the answer straight from the GPL faq (v3 but should apply to all others) Does the GPL allow me to sell copies of the program for money? (#DoesTheGPLAllowMoney) Yes, the GPL allows everyone to do this. The right to sell copiesis part of the definition of free software. Except in one special situation, there is no limit on what price you can charge. (The one exception is the required written offer to provide source code that must accompany binary-only release.) And fully defined here http://www.gnu.org/philosophy/selling.html ________________________________ From: Claudio Freire <kla...@gm...> To: Scott Monk <dar...@ya...> Cc: "veg...@li..." <veg...@li...> Sent: Thursday, October 20, 2011 5:38 PM Subject: Re: [Vegastrike-devel] Free Game Alliance On Thu, Oct 20, 2011 at 6:33 PM, Scott Monk <dar...@ya...> wrote: > Under a GPL license you can still sell your product provided the source is > included. The project has already done this as far as I understand it though > I don't know for how much. Mostly it depends on the type of license used by > the libraries and as I have read few of those, the ones I have read require > that their particular library must remain external from the main binary. I don't remember VS being sold at any point. Maybe before I was part of the project? The GPL, AFAIK and IANAL, only allows charging for distribution costs. IE: how much it costs to burn and mail the DVD. |
From: Claudio F. <kla...@gm...> - 2011-10-20 21:38:15
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On Thu, Oct 20, 2011 at 6:33 PM, Scott Monk <dar...@ya...> wrote: > Under a GPL license you can still sell your product provided the source is > included. The project has already done this as far as I understand it though > I don't know for how much. Mostly it depends on the type of license used by > the libraries and as I have read few of those, the ones I have read require > that their particular library must remain external from the main binary. I don't remember VS being sold at any point. Maybe before I was part of the project? The GPL, AFAIK and IANAL, only allows charging for distribution costs. IE: how much it costs to burn and mail the DVD. |
From: Scott M. <dar...@ya...> - 2011-10-20 21:33:21
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Under a GPL license you can still sell your product provided the source is included. The project has already done this as far as I understand it though I don't know for how much. Mostly it depends on the type of license used by the libraries and as I have read few of those, the ones I have read require that their particular library must remain external from the main binary. ________________________________ From: Claudio Freire <kla...@gm...> To: Scott Monk <dar...@ya...> Sent: Thursday, October 20, 2011 5:21 PM Subject: Re: [Vegastrike-devel] Free Game Alliance Got it. On Thu, Oct 20, 2011 at 6:14 PM, Scott Monk <dar...@ya...> wrote: > I think my main concern is the free bit.. opensource yes, but it would be > nice to offer Vegastrike on DVD for a small fee so we can make a little > money to go towards a dedicated web server to host vegaserver from, or even > make enough to hire a programmer for a few weeks.. maybe contract an artist > for updating some of our more aged graphics. Thats the main question I have > for them. I don't think the license would allow us to do that. |
From: Scott M. <dar...@ya...> - 2011-10-20 21:14:45
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I tried sending this earlier but it bounced for some reason. If you look at this project http://megaglest.org/ which is part of the fga to me it seems the only change is the addition of the fga logo and probably a link back to the fga website. I will find out if there are really any other items we would have to change (web wise) but I don't believe there will be any. As far as web admins are concerned. I'm hoping that the new site design I m working on will negate the need for any true web admin as a lot of the new design will be template based and any changes that need to be made can be made with minimal use or knowledge of html or php. Thats the theory anyway. As to the competition clause.. I wonder if they realize that vegastrike also has a partial mmo component. Either way though it wouldn't or shouldn't matter as we are not and probably never will be an rpg style mmo. Unless we take on a more eve look at things. I think my main concern is the free bit.. opensource yes, but it would be nice to offer Vegastrike on DVD for a small fee so we can make a little money to go towards a dedicated web server to host vegaserver from, or even make enough to hire a programmer for a few weeks.. maybe contract an artist for updating some of our more aged graphics. Thats the main question I have for them. Any other questions or concerns let me know. Kids are a bit older and the youngest doesn't need 24 hour supervision anymore so I have more free time finally. |
From: Claudio F. <kla...@gm...> - 2011-10-20 19:46:49
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On Thu, Oct 20, 2011 at 4:42 PM, Scott Monk <dar...@ya...> wrote: > let them know if we will be joining or not. Going to contact them soon with > whatever questions I can think of and hopefully any extras that the rest of > you (whoever you are) has as well. We may not be anywhere near our peak > anymore but vegastrike still carries a bit of weight as far as an opensource > project goes. With access to a greater pool of programmers and artists this > could be a very good change for us. Hopefully some of the original > developers (ace and gang) still gets this mailing so we can make a serious > go of this. Maybe Sirikata (spelling) could even join up. My biggest doubt, for now, is what changes to our website this membership requires. I didn't get overly detailed answers yet, and we're a bit short on web admins, so we can't afford big changes. I think. Unless you feel you're up for it ;-) But yes, overall, membership sounds fine. I mean I could argue a lot about that no competition rule, but it doesn't affect us as a project, only the alliance as an... alliance. |