eglaysher / rlvm

RealLive clone for Linux and OSX
http://rlvm.net
GNU General Public License v3.0
150 stars 25 forks source link

Use in a commercial product #60

Closed dobacco closed 9 years ago

dobacco commented 10 years ago

Hi, I'm the release engineer for Planetarian for Steam. I noticed this uses GPL3 which might make it hard to use this in a commercial product for Linux/OSX support. I'm open to any ideas or solutions if there's any interest in this.

If not you may close this ticket.

Thanks.

eglaysher commented 10 years ago

So rlvm used to use GPLv2. The last commit that was licensed under GPLv2 46a11570fe627cdbef1c3072b4facb0f50127cf0 in 2008. The switch to GPLv3 was more to show support for the Free Software Foundation than for practical reasons. I personally have no problem discussing relicensing what I did for rlvm to GPLv2 or later.

Assuming that, you'd also have to revert a few things in your local copy contributed by third parties (or get them to agree to relicensing), as there have been a handful of people who have changed code in rlvm:

You can just revert #42 locally. It is a stub implementation of the Tomoyo After DLL. Completely non operational, and irrelevant to Planetarian.

The biggest contribution you'll probably have to worry about is #34: Support for reading tonecurve data out of TCC files. This is used in Planetarian quite a bit.

There were also a series of compile fixes contributed by #33. It's fairly mechanical, but you probably want to just check in with the author.

The last person you might want to check in with is Marek Vasut, who sent his patches via email. His email address is marek.vasut@gmail.com.

That's all the people who have added code to rlvm after the switch to GPLv3. The other patches by 3rd parties touch the build system or are pure line deletion.

On Thu, Aug 7, 2014 at 9:34 PM, Raymond Qian notifications@github.com wrote:

Hi, I'm the release engineer for Planetarian for Steam. I noticed this uses GPL3 which might make it hard to use this in a commercial product for Linux/OSX support. I'm open to any ideas or solutions if there's any interest in this.

If not you may close this ticket.

Thanks.

— Reply to this email directly or view it on GitHub https://github.com/eglaysher/rlvm/issues/60.

-- Elliot

dobacco commented 10 years ago

Thanks for the details of the commits, I'll get a hold of all those people and ask if they can post a yes/no on this thread on converting back to GPLv2.

mwzzhang commented 10 years ago

http://www.fsf.org/blogs/rms/selling-exceptions

Just gonna throw this here. Might be an option if the GPLv2/3 thing went side way for whatever reason.

minirop commented 10 years ago

Why the GPL (v3 or v2) would be a problem? You would sell the engine with the assets like any game, except that the engine would be open source (like id software engines). Several other do the same, like Higurashi (all languages), TypeMoon's games, etc.

You have to make a modification to the engine that as to be kept undisclosed?

mwzzhang commented 10 years ago

It's not me that might have problem (I don't write VN to begin with...)

IIRC, the RealLive enigne for each game is not compatible with each other. So while Planetarian might be fine, Clannad might not. And if (and that is a big if) Visual Art's provides engine-side support, they may not take open-sourcing of those patches so kindly.

Again, it's all theoretical. Please don't take this the wrong way.

eglaysher commented 10 years ago

I have a branch locally which has everything mentioned above reverted (or trimmed down to under the 10 lines per person copyrightable limit). I'm going to take a stab at clean room rebuilding the TCC patch.

In the case of Marek's patches, most of them actually aren't to GPL code, so things should be OK there.

Raymond: Please email me at eglaysher@gmail.com for further discussion. I can't find your email address on the web.

eglaysher commented 9 years ago

Closing this bug.