GPL transition complete.

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Re: GPL transition complete.

Postby Graf Zahl » Thu Apr 20, 2017 3:37 pm

I won't remove anything.
What I plan to do is to split gzdoom.pk3 in two, the main file containing everything that's free of copyright issues and a second one that contains the copyrighted stuff that's needed to play the original games. Then, anybody who wants to use a free engine only needs to delete the second one and all is set.
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Re: GPL transition complete.

Postby Enjay » Thu Apr 20, 2017 4:00 pm

Would it be set up so that the second one would be handled by the EXE on a "load if it's present but don't get upset if it isn't" basis much as ZZYZX suggested or would people have to add it to autoload etc themselves?

If it's the first option, would it ignore the -noautoload parameter or not?
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Re: GPL transition complete.

Postby Graf Zahl » Thu Apr 20, 2017 4:05 pm

It would be considered part of the engine, not a regular autoload.
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Re: GPL transition complete.

Postby Enjay » Thu Apr 20, 2017 4:23 pm

That certainly works for me. Thanks for the info.
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Re: GPL transition complete.

Postby Major Cooke » Sat Apr 22, 2017 12:03 am

Graf Zahl wrote:What will no longer work is if people used module formats for sound effects, but that was an issue I repeatedly warned about that it is system specific behavior that is not guaranteed to remain functional.


Music too?
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Re: GPL transition complete.

Postby wildweasel » Sat Apr 22, 2017 12:14 am

Music should be completely unaffected (it passes through DUMB, if I remember right, so output format is irrelevant). But if someone was using a MOD as a sound event, which I've never heard of until this month, that probably will not work.
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Re: GPL transition complete.

Postby Kinsie » Sat Apr 22, 2017 1:24 am

Major Cooke wrote:Music too?
Music is fine.

Source: I took the five seconds to load up a devbuild with a mod that uses multiple module formats to check.
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Re: GPL transition complete.

Postby Nash » Sat Apr 22, 2017 1:51 am

wildweasel wrote:which I've never heard of until this month


Same. I haven't even IMAGINED doing this in like, all my 31 years I'm alive LOL. Who in their right mind would even think to do this jesus christ
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Re: GPL transition complete.

Postby Kinsie » Sat Apr 22, 2017 2:27 am

I started trying to update the License page on the wiki. Could someone with more knowledge of the codebase (Nash?) please update anything I've missed?
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Re: GPL transition complete.

Postby Crimsondrgn » Sat Apr 22, 2017 3:24 am

I think I've found a way to really easily see the quality differences between FMOD and OpenAL, load up TiberiumSoul's Insanity's Requiem mod and unload with the Typhoon ( The crazy fast plasma gun thing ). OpenAL seems to mangle the firing sound while FMOD handles it with no issues.

Edit: Actually that mod in regards to the weapons in general make the quality differences very obvious on my end.
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Re: GPL transition complete.

Postby Graf Zahl » Sat Apr 22, 2017 4:07 am

Nash wrote:
wildweasel wrote:which I've never heard of until this month

Who in their right mind would even think to do this jesus christ


In this community? Probably everybody who got a module or a MIDI that they considered usable as a sound effect and knew it worked.
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Re: GPL transition complete.

Postby Major Cooke » Sat Apr 22, 2017 8:47 am

Heheh, turns out it was mod_dumb cvar that did it, wildweasel.
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Re: GPL transition complete.

Postby Enjay » Sat Apr 22, 2017 11:23 am

Enjay wrote:Thanks, I'll take a look.

Eventually found it.

For what it's worth, it's just a half-size greyscaled copy of the Freedoom Demon replacement.

ImageImage
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Re: GPL transition complete.

Postby Zhs2 » Mon Apr 24, 2017 11:33 am

Graf Zahl wrote:
Nash wrote:
wildweasel wrote:which I've never heard of until this month

Who in their right mind would even think to do this jesus christ


In this community? Probably everybody who got a module or a MIDI that they considered usable as a sound effect and knew it worked.

Think about, say, Portal's radio loop... or maybe a speaker system in the ceiling. Just an ambient music track that plays at one point in the level and attenuates for *realism*. To be fair, though, this effect can still be done with just a little more effort by rerecording the desired music from an unusable-for-sounds format into an MP3/OGG (latter optional for better loop control), so...
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