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1
General Discussion /
« on: January 19, 2004, 07:22:05 am »
Quote
Originally posted by Kiern
aren\'t those kind of names not allowed?  That has been bothering me...


yeah, my other account never went through on activation, and when i tried to log in, the default user name in there was \'guest\', which made me wonder if i could make a name like that... maybe i should try \'administrator\' next

2
General Discussion /
« on: January 19, 2004, 07:16:04 am »
Thank you Vengeance. You were most insightfull. You\'ve answered all of my questions.

Best of luck, I hope my greatest fear (that the artwork donated to you guys isn\'t wasted) never comes to be.

Again, best of luck, I\'ll check out Arianne and Once. :)

3
General Discussion /
« on: January 19, 2004, 07:11:42 am »
Quote
Originally posted by windwalker
its rather simple.  If you want to donate art to the PS team then they claim full rights over it because they dont want it showing up in another game.  Its your choise to donate it and fall under there rules, dont like the rules dont donate.  simple


well put, I don\'t think serious developers will donate full rights to their work... it seems common sense to me... if you ever want to compete like linux does with microsoft (that\'s what acraig was reffering to), you have to understand Free Software: something created by the community should be open to the community to work with.

4
General Discussion /
« on: January 19, 2004, 07:09:26 am »
Quote
Originally posted by whemyfield
You cant just blatantly compare a game like planeshift to games that have had millions of dollars to develop with. its not only unfair but just retarded. hopefully more and more people will find planeshift and contribute to its efforts and maby make it one of the best mmorpgs of the next decade.


1st: lol :) you put a smile on my face, thanks

2nd: I didn\'t mean to compare PS and EQ. That was a conclusion in my argument. I really do hope more people will contribute more and more to Free Software projects, but I don\'t see any serious person donating COPYRIGHTS to their art. If you ever expect to seriously compete with anyone, if you ever expect \"more and more people will find planeshift and contribute to its efforts and maby make it one of the best mmorpgs of the next decade\" take a second look at your licensing and the definition of Free Software and see how it also applies to your art (since the art is created by the community, not only you).

5
General Discussion /
« on: January 19, 2004, 06:59:55 am »
Quote
Originally posted by whemyfield
im developing some theme music for planeshift at the moment and really when im done ill probally just donate it to the devs. credit to me isnt really important. if i hear my music in the game thats enough satisfaction to me..


what i disagree with is that if you ever wanted to use this music in any other project, game, etc. You\'d have to ask PS dev\'s for permission.

Quote
We\'ve never really had a problem with this. The source code is all under GPL and the art is not. Why is that arrogant? If somebody writes a novel in Open Office are they required to give it away for free? There is a difference between function and content. The functionality of the engine is GPL. The PlaneShift content is not. And I don\'t see us failing anytime soon.


It\'s arrogant because as I see it, you will not be creating a lot of the art.

From the PlanetShift Lisence: \"PlaneShift Team grants to the author of such material the right...\"

This sentance baffled me... YOU are granting the author that donated something to you rights s/he is to have with his/her donation?

Again: \"The [donated] material should not be given to or reused in other games or software products without the express approval of all the members of the PlaneShift Team.\"

If I donate anything to anyone, I expect to keep copyright to my donation, which is not what the PSL says.

I was hoping to see a project where art is created by the creative community, for the creative community, not donated and monolopized by one project. I guess I\'m looking in the wrong place :-p I\'m sorry if I\'m being bold, I know I\'m new :-p

6
General Discussion /
« on: January 19, 2004, 06:35:28 am »
read the PSL 1st, make sure you know what exactly you are doing with anything you write... personally, i\'d publish it under the GPL...

the PlaneShift Lisence gives the PS dev team a monopoly on anything you give them, noone else can use it in any other project, game, etc. (not even if you let them, if I understood correctly)

7
General Discussion /
« on: January 19, 2004, 06:12:55 am »
my router dosen\'t like BitTorrent, but it is a great technology. Sourceforge mirrors seems like a good idea too.

what would be nice to make some $ would be to ship out CD\'s for like $5... it\'s a donation/luxury kind of thing :-p

8
General Discussion /
« on: January 19, 2004, 06:10:02 am »
hm... so the PS team and the CS team are very very close, and probably won\'t jump boats... and according to the PS lisence (quoted below), all artwork, sound, 3d models, etc. seem to be pretty much owned by the PS Dev\'s...

Quote
2. You may not copy, modify, publish, transmit, sell, participate in the transfer or sale or reproduce, create Derivative Works from, distribute, perform, display or in any way exploit any of the Material released under this License unless expressly permitted by the PlaneShift Team.

3. You may use the provided Material, for personal use only, to connect to an Official PlaneShift Server only in conjunction with a Planeshift Client, distributed by the Planeshift Team. Offical PlaneShift Servers can only be designated by PlaneShift Team.


that seems harsh, very very harsh...

they say they do it to prevent people from splitting off and for specializing work on a single project, yet CS itself seems inferior to other Free Software projects out... which sounds just a little hypocritical to me...

the point of GPL is NOT to reinvent the wheel (which they are doing with the CS engine) and to ALLOW people to split and not be stuck to one project (which they are prohibiting with the PS lisence).

personally, I would think twice before submitting any artwork or music to PS, publishing it under GPL may seem a much wiser choice to me, and if PS dev\'s are too arrogant to use GPL\'ed material (which they seem to be- anything submitted must be covered under PSL:(), they will fail.

I\'m sorry to say it, but looking again at the game, it matches the quality of EQ1 at it\'s very beginning. Any MMORPG with a release date around the same date blows PS out of the water :(.

My suggestion would be either to ditch CS and work on NeL... or relax the PSL to allow the artistic work being put into PS to not be wasted if the project turns out to not be as amazing as the developers would like it to be (seriously look at what EQ2 is going to be like! The dev\'s mentioned a particle system that reads 3d models to make spell sparklets take shapes of animals, etc... If PS is to compete with this, we need to insist the devs either loosen up the PSL lisence or switch to a superior game engine.

9
General Discussion /
« on: January 18, 2004, 09:04:22 am »
i don\'t think this really needs to be said, and i\'m just stressing the prior, but please, PLEASE, don\'t make ANYTHING filter on the send or transmit stages of chat, only on the recieving end. this makes it client-side customisable. and as far as banning goes, I don\'t think one should be banned just because i (or everyone) dosen\'t agree with them... add filters and individual blocks (easy \'nuff stuff), and we\'re good to go :)

10
General Discussion /
« on: January 18, 2004, 08:59:08 am »
Quote
Originally posted by Davis
It should be client-side and customizable.


/agree 100%
couldn\'t have said it better or shorter.

on by default... but disableable

11
General Discussion / Nevrax - Reinventing the wheel
« on: January 18, 2004, 08:46:26 am »
Is anyone aware of the NeL project? Here\'s a 3rd party review praising it.

I was very interested in creating a project like PlaneShift awhile ago, and NeL seemed like the wisest choice for a MMORPG engine. NeL consists not only of a 3D graphics engine, but also networking, AI, audio and other code necessary for the development of a MMORPG.

Compared to a commercial MMORPG 3D graphics engine like EverQuest, NeL, or so its developers claim, gives artists more flexibility for modeling outdoor settings, with better rendering, and lighting model capabilities. Its major features include:


* A landscape renderer that creates environments with \"patches\" of land,
blending together these sub-divisions with vertex shaders.
* Landscapes that can extend for more than 1 kilometer (0.62 mile) of virtual
distances.
* Physical ground features in the landscape, such as holes in the ground and
tunnels.
* An efficient lighting system for indoor and outdoor environments.
* A traditional indoor portal clipping system.
* Multi-Resolution Mesh (MRM) technology that can automatically scale down
the complexity of a character model to conserve processing power.
* An efficient and powerful special effects manager.
* A large set of interpolators which users can use to animate most model
parameters.
* A Level of Detail (LOD) balancing system that provides the best possible
rendering quality for the number of character models and special effects that
need to be rendered.
* Continuous streaming of textures from the hard disk during the game.


The most impressive (and of course proprietary) project that uses NeL (made by the same people- nevrax) seems to be Ryzom (screenshots).

Looks very nice :-p Almost as nice as PS ;)

Anyway, I hope we\'re not reinventing the wheel. A functioning demo of the NeL system is Snowballs (windows binary in zip)... looks smooth. :)

I\'m not sure what exactly I am proposing, to remake PlaneShift under NeL is rather time-consuming, if not impossible... I guess I just want to know why the developers chose CrystalSpace over the other options availible.

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