GPL transition complete.

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Graf Zahl
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Re: GPL transition complete.

Post by Graf Zahl »

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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Enjay
 
 
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Re: GPL transition complete.

Post by Enjay »

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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Graf Zahl
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Re: GPL transition complete.

Post by Graf Zahl »

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

Post by Enjay »

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

Post by Major Cooke »

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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wildweasel
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Re: GPL transition complete.

Post by wildweasel »

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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Kinsie
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Re: GPL transition complete.

Post by Kinsie »

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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Nash
 
 
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Re: GPL transition complete.

Post by Nash »

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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Kinsie
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Re: GPL transition complete.

Post by Kinsie »

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

Post by Crimsondrgn »

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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Graf Zahl
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Re: GPL transition complete.

Post by Graf Zahl »

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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Major Cooke
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Re: GPL transition complete.

Post by Major Cooke »

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

Post by Enjay »

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.

Post by Zhs2 »

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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Agentbromsnor
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Re: GPL transition complete.

Post by Agentbromsnor »

Oh, this is great news! For some reason, I've completely missed this news.

Congratulations to Graf and the rest of the team! I know the lack of a GPL license has been a thorn in your side for a very long time, so this is a great achievement.
Graf Zahl wrote: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.
Speaking as an aspiring indie game developer: This would be great!
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