FWGS / xash-extras

Extras files for Xash3D FWGS engine. Includes textures for WON-style menu, some recommended configs, etc
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LICENSE for extras.pak #2

Open ryan-sg opened 5 years ago

ryan-sg commented 5 years ago

Hello, I'm working on making OpenBSD packages of xash3d, xash3d-hl and xash3d-bshift. I've almost got it nicely done up, however I forgot about the extras file that I first fetched almost 2 years ago.

I can integrate fetching of extras.pak into the engine port, but I want to be sure of the license before setting it up in a fashion that it is redistributed on OpenBSD package mirrors.

Are there any issues redistributing this resource file? Any known license?

a1batross commented 5 years ago

Hi! Congratulations and thanks on making package for OpenBSD!

Actually, we never thought about license on extras.pak. So there may be some difficulties: 1) "Number" touch buttons graphics are made by @emileb and he stated in his License.txt file(it's left in xash3d-android-project repository) that it's allowed only to use for SDLash3D.

Everything else for touch buttons are made by @nicknekit, but he never stated anything about licensing.

2) This repo is mostly pregenerated files. For example, fonts and menubuttons are using... probably Tahoma and Trebuchet MS fonts, which are proprietary and I don't know how they can be licensed in pre-rendered form.

3) Text files are written by hand by me or by @mittorn and it's not a problem to relicense them I think.

P.S. Have you checked new fork under OpenBSD? It's in "xash3d-fwgs" repo. :)

a1batross commented 5 years ago

Oof. Sounds files are actually ripped off from Half-Life WON version.

ryan-sg commented 5 years ago

Wow fast reply @a1batross !

It seems my idea to include extras.pak in the engine package might be unsafe. All is not lost however, plan B is: update README to include link to xash-extras repo, instruct user to manually fetch and place this file in $XASH3D_BASEDIR/{valve,bshift}/.

I have checked the new fork! Only manually compiled it, will need to change some things up with regards to how the port calls configure as the project has changed from CMake to 'waf', which isn't directly supported via the ports infrastructure. It shouldn't be too hard. I went with using the last version from the old tree, as I had the most play and test time with it.

If there is a release on the horizon for the new fork, I will try and coordinate with that. I notice some things seem improved in the new fork. If it would be best for me to use this new version instead of the current one, I am happy to take your advice and will work on moving my port forward.

a1batross commented 5 years ago

You're just lucky, I was checking my email before going to sleep. :)

Actually, you may not need extras.pak. It's designed to be optional mostly.

I don't know if OpenBSD can run on devices with touchscreen and if not, don't bother with touch button texture.

Sounds? Eh... just skip them. I don't know a convinient halflife-ish replacement under CC or like that license.

Menu buttons? I've made mainui_cpp generate them on the fly, so you can uncomment define "MAINUI_RENDER_PICBUTTON_TEXT" or like that. But you may lose compatibility with mods slightly, which use their own button textures.

Also other textures... Yeah, you will not have checkbox and sliders textures. They are ripped off from HL WON too. :(

No, new fork will not be released, until all planned features will be supported and ports are tested. I'm asking you because of buildsystems. We've dropped everything and built again only using Waf and will extend it for every port we have. Moving to new fork should be easy as just updating engine from user's perspective.

nekonomicon commented 5 years ago

Sounds? Eh... just skip them. I don't know a convinient halflife-ish replacement under CC or like that license.

AFAIR, Half-Life uses sounds from The Hollywood Edge Sound Effects Library, but I'm not sure about WON menu sounds.

@ryan-sg, Xash3D has code under incompatible licenses - GPLv3 and Valve EULA, I'm not sure if it will be good idea to add Xash3D FWGS into *BSD repositories.

ryan-sg commented 5 years ago

@nekonomicon third party things in OpenBSD ports are allowed to be GPLv3. As for Valve EULA, if you mean this: https://github.com/FWGS/hlsdk-xash3d/blob/master/LICENSE, it reads like it is OK to redistribute as long as it is free, as in this blurb:

You may, free of charge, download and use the SDK to develop a modified Valve
game running on the Half-Life 1 engine.  You may distribute your modified Valve
game in source and object code form, but only for free.

Let me know if you think I am missing something, as even in worst case scenario, I could potentially get it submitted to ports as non-packaged, i.e. user would have to use the ports tree and build it themselves. I am hoping that I can make it available as packages though. Proprietary game data is fetched with 'depotdownloader' that allows fetching purchased items from Steam without Steam.

a1batross commented 5 years ago

Yep, HLSDK states that you can use SDK on Half-Life 1 engine.

Xash is not Half-Life 1 engine, it's only GoldSource. :(

You can safely package engine only, but not HLSDK binaries with it. Maybe in standalone "non-free" packages or encourage user to build them on his own.

nekonomicon commented 5 years ago

@ryan-sg Xash3D uses HLSDK headers and some people said, commercial and non-commercial licenses can't be combined and a such linkage may be illegal. I'm not lawyer, but I'm worry about it.

Many of this headers - just modified quake headers by ID Software, but some not.

ryan-sg commented 5 years ago

Thanks for the clarification. I understand your points, so it really does seem like it would be best to only have PERMIT_PACKAGE = No on everything. Then, nothing is fetched or built until explicitly requested.