I didn't really notice the file size difference, but agreed.Graf Zahl wrote:The new icon should not contain the GPL letters. Just the blue symbol would be ok. And a lot of the added stuff needs cleanup. Some of the files are insanely huge.
Selling a game made with GZDoom?
Re: Selling a game made with GZDoom?
I am loving it, Nash. The dog I think was meant to be a German Shepherd, but since we're mostly not really opting for a Wolfenstein dog, anyway, it's pretty much okay to make it any breed.
Re: Selling a game made with GZDoom?
@Xaser: Thanks.
Unfortunately I don't know how to pack multiple images into a single .ico file for Windows, nor can I make .icns files anyway for Macs, and pretty sure this isn't going to change much doing .xpm for Linux, either - so I will have to depend on someone else to help me with all those.
@Graf: I am going to close the pull request since you've noticed this by now - I am going to leave the topic and branch itself open for submissions and improvements, though. I am quite uncomfortable with each CI system running twice just because it's on the GZDoom repository and made a pull request to the GZDoom repository, particularly on commits that contain no code changes. I am sure by now you've seen it's in a branch - feel free to update the branch if you want to, and I'll pull your changes downstream if I ever need to update it.
Unfortunately I don't know how to pack multiple images into a single .ico file for Windows, nor can I make .icns files anyway for Macs, and pretty sure this isn't going to change much doing .xpm for Linux, either - so I will have to depend on someone else to help me with all those.
@Graf: I am going to close the pull request since you've noticed this by now - I am going to leave the topic and branch itself open for submissions and improvements, though. I am quite uncomfortable with each CI system running twice just because it's on the GZDoom repository and made a pull request to the GZDoom repository, particularly on commits that contain no code changes. I am sure by now you've seen it's in a branch - feel free to update the branch if you want to, and I'll pull your changes downstream if I ever need to update it.
- Graf Zahl
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Re: Selling a game made with GZDoom?
Don't bother. If those systems get stressed by that they shouldn't offer the service they provide in the first place. And as long as they do they'll have to deal with pointless compiles, there's no way around it.Rachael wrote:I am quite uncomfortable with each CI system running twice just because it's on the GZDoom repository
Re: Selling a game made with GZDoom?
Visual Studio can do this for sure, GIMP can too IIRC.Rachael wrote:Unfortunately I don't know how to pack multiple images into a single .ico file for Windows,
I'll do it, just give me images with sizes of 16, 32, 48, 128, 256 and 512 pixels . But 16 and 48 can be dropped I think.Rachael wrote:... nor can I make .icns files anyway for Macs
- Kinsie
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Re: Selling a game made with GZDoom?
Here you go. Covers 256, 48, 32, 24 and 16 sizes for 32-bit, 8-bit and even 4-bit versions (which could be improved, they're pretty lazy conversions... but who the fuck's gonna see those?)Rachael wrote:Unfortunately I don't know how to pack multiple images into a single .ico file for Windows, nor can I make .icns files anyway for Macs, and pretty sure this isn't going to change much doing .xpm for Linux, either - so I will have to depend on someone else to help me with all those.
Many thanks to Torm, Enjay and ZZYZX for the source images. I just copy-pasted them into a Photoshop document and ran a shareware copy of a plugin that hasn't been sold in years over it.
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Re: Selling a game made with GZDoom?
Thank you again, Kinsie.
Re: Selling a game made with GZDoom?
New devbuilds:
- gzdoom_optional_assets.pk3 renamed to zd_extra.pk3
- shrunk the size of the sounds folder by converting flac to ogg
- zd_extra.pk3 now loads before the IWAD
- added icon and some sounds compiled and submitted by Kinsie
64-bit: https://mega.nz/#!1U8CVC6J!4sGPxzr6uUlw ... Yvdnk0sh6k
32-bit: https://mega.nz/#!dR9wxShb!NqpIK6-WP7Ye ... QmuHDP5NHo
Debug (map/pdb) files for crashes: https://mega.nz/#!4JMzyTpB!T8L-ZbCLsVS3 ... VHEoPeBWZQ
- gzdoom_optional_assets.pk3 renamed to zd_extra.pk3
- shrunk the size of the sounds folder by converting flac to ogg
- zd_extra.pk3 now loads before the IWAD
- added icon and some sounds compiled and submitted by Kinsie
64-bit: https://mega.nz/#!1U8CVC6J!4sGPxzr6uUlw ... Yvdnk0sh6k
32-bit: https://mega.nz/#!dR9wxShb!NqpIK6-WP7Ye ... QmuHDP5NHo
Debug (map/pdb) files for crashes: https://mega.nz/#!4JMzyTpB!T8L-ZbCLsVS3 ... VHEoPeBWZQ
Re: Selling a game made with GZDoom?
So, after some consideration, I've finally decided to merge this.
First and foremost - zd_extra.pk3 is built along with the executable, and when it is included (which, hopefully, the devbuilds will pick up on) no one will even notice a difference with the new GPL assets because they will be invisible until the file is removed.
Secondly - I can't maintain two branches at once, especially when they are fundamentally different right down to the CMake level - even switching between master and this causes a great portion of the project to be rebuilt. This forces me to have multiple repositories and I constantly have to cherry-pick my own work to the master branch. Keeping two separate branches like this has been causing me undue headaches for my work-load.
Thirdly - I was hoping to have Nash's GPL dog before I did this. Unfortunately, that was not possible, and it really doesn't matter why, but I guess mostly I just wanted the GPL-ized version of GZDoom.pk3 to be somewhat more "complete" than it is now. But when it comes down to the overall intent of it, and with the existence of zd_extra.pk3, you really aren't going to see the missing assets in an actual commercial game. At the very least - you shouldn't, if it is done right. Basically what it comes down to is - the GPL assets will receive so little exposure, that I really was beginning to wonder why I was fretting over their lack of completeness. So it didn't matter that I didn't have it - and more importantly, it gives Nash a LOT more time and a LOT less pressure to do it. I still plan to remove the Wolfenstein-derived doggy when he is done, though.
So that's that. Tomorrow's devbuilds will reflect these changes, sport the new GZDoom icon, and just because of this merge does not mean I consider the GPL assets final. Submissions are still welcome, and I am pretty sure things can only get better from here.
First and foremost - zd_extra.pk3 is built along with the executable, and when it is included (which, hopefully, the devbuilds will pick up on) no one will even notice a difference with the new GPL assets because they will be invisible until the file is removed.
Secondly - I can't maintain two branches at once, especially when they are fundamentally different right down to the CMake level - even switching between master and this causes a great portion of the project to be rebuilt. This forces me to have multiple repositories and I constantly have to cherry-pick my own work to the master branch. Keeping two separate branches like this has been causing me undue headaches for my work-load.
Thirdly - I was hoping to have Nash's GPL dog before I did this. Unfortunately, that was not possible, and it really doesn't matter why, but I guess mostly I just wanted the GPL-ized version of GZDoom.pk3 to be somewhat more "complete" than it is now. But when it comes down to the overall intent of it, and with the existence of zd_extra.pk3, you really aren't going to see the missing assets in an actual commercial game. At the very least - you shouldn't, if it is done right. Basically what it comes down to is - the GPL assets will receive so little exposure, that I really was beginning to wonder why I was fretting over their lack of completeness. So it didn't matter that I didn't have it - and more importantly, it gives Nash a LOT more time and a LOT less pressure to do it. I still plan to remove the Wolfenstein-derived doggy when he is done, though.
So that's that. Tomorrow's devbuilds will reflect these changes, sport the new GZDoom icon, and just because of this merge does not mean I consider the GPL assets final. Submissions are still welcome, and I am pretty sure things can only get better from here.
Re: Selling a game made with GZDoom?
I'm not sure that changing loading order was a good idea. At least IWAD_FILENUM must be converted to a runtime evaluated expression.
Re: Selling a game made with GZDoom?
Well - that's one thing that escaped my notice. I am working on a fix.
- Xane123
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Re: Selling a game made with GZDoom?
Not sure if I can just randomly ask in someone else's thread, but even if I won't be able to do it for years, selling the TC I'm working on is a thought I have sometimes, so I figured this'd be a good topic to ask in; I have questions:
• As I'm updating my game's GZDoom version to a new one, I recall a resizing filter called xBRZ or something was added under the condition that it isn't sold or something. Is that still here?
• Also, QZDoom is known for its different software renderer, but GZDoom usually has the software renderer but that wouldn't be GPL-friendly, so I'm wondering if it was removed. (Plus, other problems like FMod/OPL were solved so I don't have to look at GZDoom-GPL for instructions on how to get them out?)
Again, sorry to just come out of nowhere instead of starting my own topic but "selling a game with GZDoom" is something I think about.
• As I'm updating my game's GZDoom version to a new one, I recall a resizing filter called xBRZ or something was added under the condition that it isn't sold or something. Is that still here?
• Also, QZDoom is known for its different software renderer, but GZDoom usually has the software renderer but that wouldn't be GPL-friendly, so I'm wondering if it was removed. (Plus, other problems like FMod/OPL were solved so I don't have to look at GZDoom-GPL for instructions on how to get them out?)
Again, sorry to just come out of nowhere instead of starting my own topic but "selling a game with GZDoom" is something I think about.
Re: Selling a game made with GZDoom?
xBRZ has the same license as GZDoom since 3.0 so it's still there and the game can used for commercial purposes.
QZDoom and GZDoom have the same renderers at the moment.
FMOD Ex was removed indeed and only OpenAL sound backend is available. FluidSynth with included soundfont is used for MIDI playback.
Games based on GZDoom 3.x can be sold as long as no copyrighted materials are shipped with it.
All these stuff have been moved to own .pk3 recently making their exclusion a trivial task.
QZDoom and GZDoom have the same renderers at the moment.
FMOD Ex was removed indeed and only OpenAL sound backend is available. FluidSynth with included soundfont is used for MIDI playback.
Games based on GZDoom 3.x can be sold as long as no copyrighted materials are shipped with it.
All these stuff have been moved to own .pk3 recently making their exclusion a trivial task.
Re: Selling a game made with GZDoom?
Considering the fact it's from Wolfenstien, I always assumed the Dog was some mix of German Shepard. It's the most fitting breed to be used by Nazis, and instantly recognizable as a "combat dog".
They're also, you know, absolutely adorable.
They're also, you know, absolutely adorable.
Re: Selling a game made with GZDoom?
GZDoom merged in QZDoom completely a few months back - this is no longer an issue. GZDoom is completely 100% GPL friendly, in the codebase now, software renderer and all.• Also, QZDoom is known for its different software renderer, but GZDoom usually has the software renderer but that wouldn't be GPL-friendly, so I'm wondering if it was removed. (Plus, other problems like FMod/OPL were solved so I don't have to look at GZDoom-GPL for instructions on how to get them out?)
Also - the voxel rendering code was relicensed courtesy of Ken Silverman for this project.
GZDoom is what QZDoom was at one time, and more, we continued our development on GZDoom proper in order to keep development under one roof and not have a number of different GZDoom clones that all did the same thing.