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Messages - Salamanderrake

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1
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: May 10, 2015, 10:39:16 pm »
Why not upload the videos to youtube, it costs nothing so there is no real loss other then time uploading them.

2
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 25, 2015, 05:12:24 pm »
Hi guys

I just went to download the unreal engine it says windows or mac.
I heard it's ok on linux.

<--- linux user

Regards Pete

Here is the main Linux hub on their wiki.
Here is the wiki page on building the editor for Linux, please read.
There is a #UE4Linux channel on freenode that you can stop by if you have any questions. As for the Linux client of the game they can cross-compile (kinda like Unity3D's export option) a Linux client, or they can build it natively on Linux.

3
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 16, 2015, 08:18:30 pm »
Please do not do this. Planeshift is the best Open Source MMORPG out there. If you switch to the Unreal engine, the support for Linux would be more limited. Also, the Unreal engine guys do not like Open Source or GPL so much.

Of course it seems tempting to switch to a such robust and powerful engine, and it is very popular. You have my fullest understanding if you still want to change engine. I am sure there will be huge improvements. But Unreal is not open source so it kills a bit of the spirit in this game.

This make me a bit sad, but you do as you think is the best.

1.) Epic fully supports games on linux, the editor on the other hand is still not officially supported yet, but runs none the less.
2.) There are tons of 'opensource' projects on github that use UE4, you can not opensource the engines code its self, but you can do what ever you want with your code. If there are changes you want to push upstream for the engine thats different matter. As long as the PS devs follow the EULA there should be no issues, and if they have any questions they can ask them on answers.unrealengine.com (just tag it with the appropriate tag)
3.) Because it does not follow a totalitarian ideology of opensoure dose not mean it will kill the spirit of opensource its self. UE4 is VOSS, virtual open source software, any one can get the source for any reason and only have to pay if they make a certain amount of money per quarter. If you have any legal questions please feel free to read the EULA its self and/or ask them on answers.unrealengine.com

I have to clarify something, though there are projects that use UE4 that are opensource don't use the GPL because of the restrictions in the UE4 EULA

Code: [Select]
Non-Compatible Licenses

You may not combine, Distribute, or otherwise use the Licensed Technology with any code or other content which is covered by a license that would directly or indirectly require that all or part of the Licensed Technology be governed under any terms other than those of this Agreement (“Non-Compatible License”). Code or content under the following licenses, for example, are prohibited: GNU General Public License (GPL), Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library), or Creative Commons Attribution-ShareAlike License. Code or content under the following licenses, for example, are allowed: BSD License, MIT License, Microsoft Public License, or Apache License. You may not sublicense Licensed Technology under a Non-Compatible License.


Here is a good example of some trying to opensource their game, but mostly for a game jam, but still. Sorry for any confusing on this I may have started. The best place to get answers to your questions has always been direct comunication with Epic or on their Answer Hub

4
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 16, 2015, 08:09:41 pm »
...
Disadvantages from what we have now:
...
Unknowns:
1) A cost maybe associated with the new engine
...

Epic's UnrealEngine4 EULA
Code: [Select]
...
4. Royalty

You agree to pay Epic a royalty equal to 5% of all worldwide gross revenue actually attributable to each Product, regardless of whether that revenue is received by you or any other person or legal entity, as follows:

a. Gross revenue resulting from any and all sales of a Product to end users through any and all media, including but not limited to digital and retail;
b. Gross revenue resulting from any and all in-app purchases, downloadable content, microtransactions, subscriptions, sale, transfer, or exchange of content created by end users for use with a Product, or redemption of virtual currency, either within a Product or made externally but which directly affect the operation of the Product;
Gross revenue from any Kickstarter or other crowdfunding campaign which is directly associated with Product access or in-Product benefit (e.g., in a multi-tiered campaign, if an amount is established in an early tier solely for Product access, your royalty obligation will apply to that amount for each backer with the same access, but not on additional amounts in higher tiers based on ancillary benefits);
Your revenue from in-app advertising and affiliate programs;
Revenue from advance payments for a Product (from a publisher or otherwise); and
Revenue in any other form actually attributable to a Product (unless excluded below).

However, no royalty is owed on the following forms of revenue:

The first $3,000.00 in gross revenue for each Product per calendar quarter;
Consulting fees or work-for-hire fees which are non-recoupable for services performed using the Licensed Technology (e.g., an architect-created walkthrough simulation or a contractor-developed in-house training simulator);
Revenue from non-interactive linear media (e.g., broadcast or streamed video files, cartoons, or movies) which is Distributed in a form that does not contain or, in order to deliver, rely on servers running the Licensed Technology;
Revenue from a Product which is only Distributed to Engine Licensees (such as through the Marketplace);
Revenue from ancillary products which are not software and which do not contain embedded information (such as QR codes) which affects the operation of the Product (e.g., comic books, soundtracks, apparel);
Financial winnings generated by awards for the Product;
Revenue from donations for a Product which are not tied to Product access or in-Product benefits; and
Revenue from interactive amusement park rides or coin-operated arcade games which use the Licensed Technology.
The royalty is based on gross revenue from end users, regardless of whether you sell your Product to end users directly, self-publish via the App Store or any similar store, or work with a publisher. The following simplified example illustrates the application of the royalty to gross sales: if your Product earns $10 on the App Store, Apple may pay you $7 (having deducted 30% as a distribution fee), but your royalty to Epic would still be 5% of $10 (or $0.50).

Royalties that you pay on an advance payment of revenue for a Product that is recoupable by the payer, such as a publisher, may be credited against future royalty payments that you incur under this Agreement for that Product.

Within 45 days after the end of each calendar quarter in which a Product earns revenue outside of the above-listed royalty exclusions, you must pay to Epic the full amount of the royalty due for that quarter and send Epic a royalty report on a per Product basis. Detailed information on royalty reporting and payment can be found at unrealengine.com/release.

The royalty will be payable under this Agreement with respect to each Product for as long as any Engine Code or Assets (including as modified by you under the License) incorporated in or used to make the Product are protected under copyright or other applicable intellectual property law.
...

5
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 15, 2015, 01:49:57 pm »
Please do not do this. Planeshift is the best Open Source MMORPG out there. If you switch to the Unreal engine, the support for Linux would be more limited. Also, the Unreal engine guys do not like Open Source or GPL so much.

Of course it seems tempting to switch to a such robust and powerful engine, and it is very popular. You have my fullest understanding if you still want to change engine. I am sure there will be huge improvements. But Unreal is not open source so it kills a bit of the spirit in this game.

This make me a bit sad, but you do as you think is the best.

1.) Epic fully supports games on linux, the editor on the other hand is still not officially supported yet, but runs none the less.
2.) There are tons of 'opensource' projects on github that use UE4, you can not opensource the engines code its self, but you can do what ever you want with your code. If there are changes you want to push upstream for the engine thats different matter. As long as the PS devs follow the EULA there should be no issues, and if they have any questions they can ask them on answers.unrealengine.com (just tag it with the appropriate tag)
3.) Because it does not follow a totalitarian ideology of opensoure dose not mean it will kill the spirit of opensource its self. UE4 is VOSS, virtual open source software, any one can get the source for any reason and only have to pay if they make a certain amount of money per quarter. If you have any legal questions please feel free to read the EULA its self and/or ask them on answers.unrealengine.com

For me you sound a bit like someone from Unreal engine support department.

I share the concerns about Unreal not being free as in freedom:
- If you need to patch it, you need to follow their EULA.
- They could take it away from you anytime.

But Unreal also seems to be a very advanced engine.

And you think that can't happen with OpenSource projects?

6
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 14, 2015, 02:58:27 am »
Please do not do this. Planeshift is the best Open Source MMORPG out there. If you switch to the Unreal engine, the support for Linux would be more limited. Also, the Unreal engine guys do not like Open Source or GPL so much.

Of course it seems tempting to switch to a such robust and powerful engine, and it is very popular. You have my fullest understanding if you still want to change engine. I am sure there will be huge improvements. But Unreal is not open source so it kills a bit of the spirit in this game.

This make me a bit sad, but you do as you think is the best.

1.) Epic fully supports games on linux, the editor on the other hand is still not officially supported yet, but runs none the less.
2.) There are tons of 'opensource' projects on github that use UE4, you can not opensource the engines code its self, but you can do what ever you want with your code. If there are changes you want to push upstream for the engine thats different matter. As long as the PS devs follow the EULA there should be no issues, and if they have any questions they can ask them on answers.unrealengine.com (just tag it with the appropriate tag)
3.) Because it does not follow a totalitarian ideology of opensoure dose not mean it will kill the spirit of opensource its self. UE4 is VOSS, virtual open source software, any one can get the source for any reason and only have to pay if they make a certain amount of money per quarter. If you have any legal questions please feel free to read the EULA its self and/or ask them on answers.unrealengine.com

7
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 14, 2015, 02:48:59 am »
This sounds great, but I'm curious about a few things:

1. Does this mean there will be a slowdown in the development of the current game? (division of man hours)
2. How different do you think the hardware requirements might be for the unreal branch?
3. Do you think the unreal branch is likely to run on Linux? ( either native or via wine )

1.) Not a PS dev so that one I don't know about.
2.) For windows again I don't have a clue, but for linux you will need a 64 bit OS. UE4 can do opengl 3.2 and 4.2 level of graphics so if your system meets those requirements then you already have a good start, if not its time to come out of the early 2000's ;) On linux like any other game out there, you will have issues with amd cards, just let the people in #UE4Linux on freenode know and we can (try at best) help you through these issues, if not we can point you in the right direction to report the issue.
3.) You can compile and run the Editor in linux so you definitly run the games you make for linux on it, its more of choice and not technical issues that stop developers who are using UE4 to port their games to linux.

System requirements for the editor(not a game)
 Desktop PC or Mac (or Linux, unofficial atm)
 Windows 7 64-bit or Mac OS X 10.9.2 or later, (again Linux 64bit ubuntu based distor (centos7, opensuse 13.2, gentoo will also work fine but arch has some issues atm) , unofficial)
 Quad-core Intel or AMD processor, 2.5 GHz or faster
 NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher( an GTX 750 ti works fine, you will need to turn down some graphics stuff in the editor though)
 8 GB RAM (on linux for development you probably want no less then 16 GB of ram, mainly because of shader compiliation)

UE4 will run on desktops and laptops below these recommendations, but performance may be limited.

https://wiki.unrealengine.com/Linux_Support
https://wiki.unrealengine.com/Linux_Demos (note these demos were cross compiled from windows to linux.)

There are a ton of settings that you can turn on or off in regards to level of graphics the game will use, all the PS devs need to do is to add the options to the menus ( hint hint hint), Seriouly UE4 can run on iOS and Android tablets(though I think they are arm Android tablets) so no one should really have any serious issues.

You have any questions feel free to post them on the forums.unrealengine.com or come to #UE4Linux or #unrealengine irc channels.

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