GPL transition complete.

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Re: GPL transition complete.

Postby Graf Zahl » Wed Apr 19, 2017 4:09 pm

It wouldn't surprise me at all if FMod cooked the sound a bit to achieve a better impression with the paying customers.
For OpenAL I'd say that this being a free and open source library, no such antics are needed.

This reminds me of some DVDs from the early 2000's where often the DTS track also was postprocessed to make it sound superior to the Dolby Digital version - and it often worked, never mind that for people who had a bit of knowledge it was often unmissable that the sound had been compromised.
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Re: GPL transition complete.

Postby Ed the Bat » Wed Apr 19, 2017 5:56 pm

Nash wrote:What about the copyrighted art assets? Any plans on how to handle that portion?

I must admit I am very curious about this, as well. Particularly the Wolfenstein dogs.
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Re: GPL transition complete.

Postby ZZYZX » Wed Apr 19, 2017 10:03 pm

Just please don't throw out bigfonts like Odamex did.
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Re: GPL transition complete.

Postby zrrion the insect » Wed Apr 19, 2017 11:28 pm

Including freedoom-derived resources I imagine. If anyone wanted the old stuff back they could download a separate mod that include it.
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Re: GPL transition complete.

Postby ZZYZX » Wed Apr 19, 2017 11:52 pm

Freedoom by default (builtin in gzdoom.pk3) and gzdoom-nonfree.pk3 which would be autoloaded when present (and preferably shipped with regular releases, however not sure if it's possible)?

So that if you wanted to make your own game, you can just delete gzdoom-nonfree.pk3, which then wouldn't be a crucial part of the engine, but regular players will still get a coherent Doom experience without specific elements standing out in a bad way.

I mean, like, nonfree fonts are a large issue as well and you can look at Odamex on how shitty it looks when you take fonts out because they are nonfree. So I'd rather not have to play Doom that looks like this.
Last edited by ZZYZX on Wed Apr 19, 2017 11:56 pm, edited 1 time in total.
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Re: GPL transition complete.

Postby Nash » Wed Apr 19, 2017 11:55 pm

Well I started this but haven't finished it yet because there was no urgency, plus I was busy with IRL work...

Nash wrote:Image

Working on a GPL pupperino to replace the dog sprites in gzdoom.pk3.
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Re: GPL transition complete.

Postby Graf Zahl » Thu Apr 20, 2017 1:28 am

ZZYZX wrote:Just please don't throw out bigfonts like Odamex did.


Concerning Doom resources, my idea here is to split gzdoom.pk3 in two - one file containing the minimum necessary resources and an add-on with the data that derives directly from the games, so that those who wish to create a completely new game free of any dependencies can just delete the second one and run the game without it.

BTW, I saw that PrBoom already has a dog replacement - it's not a dog but looks like some kind of worm, but for a start it'll do - with the real dog being put into the second resource file.
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Re: GPL transition complete.

Postby _mental_ » Thu Apr 20, 2017 8:07 am

Is executable's icon considered copyrighted material?
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Re: GPL transition complete.

Postby Graf Zahl » Thu Apr 20, 2017 8:17 am

Possibly yes, but that should be replaceable.
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Re: GPL transition complete.

Postby Xaser » Thu Apr 20, 2017 10:30 am

Torm essentially has it covered. QZDoom too. ;)
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Re: GPL transition complete.

Postby Enjay » Thu Apr 20, 2017 11:38 am

Graf Zahl wrote:BTW, I saw that PrBoom already has a dog replacement - it's not a dog but looks like some kind of worm, but for a start it'll do - with the real dog being put into the second resource file.

Where did you get that version of PRBoom? I can only find versions that still have the dog.

As a matter of interest, is there any information as to how many people use the dog sprites for anything/ do any mods require/use the helper dogs? If it's negligible would it be suitable to leave the code in place but remove the dog sprites and have anyone who needs them provide their own?
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Re: GPL transition complete.

Postby _mental_ » Thu Apr 20, 2017 12:51 pm

Xaser wrote:Torm essentially has it covered. QZDoom too. ;)

To look nice on modern operating systems those icons should be sets of images, let's say from 16x16 to 512x512 pixels. I think 32, 64, 128 and 256 pixel widths (and heights) are bare minimum.
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Re: GPL transition complete.

Postby Graf Zahl » Thu Apr 20, 2017 1:22 pm

Enjay wrote:
Graf Zahl wrote:BTW, I saw that PrBoom already has a dog replacement - it's not a dog but looks like some kind of worm, but for a start it'll do - with the real dog being put into the second resource file.

Where did you get that version of PRBoom? I can only find versions that still have the dog.


In the SVN repo there's replacements for the non-free stuff.
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Re: GPL transition complete.

Postby Shadow Hog » Thu Apr 20, 2017 1:44 pm

Enjay wrote:As a matter of interest, is there any information as to how many people use the dog sprites for anything/ do any mods require/use the helper dogs? If it's negligible would it be suitable to leave the code in place but remove the dog sprites and have anyone who needs them provide their own?

Reelism uses the sprites, as do a few maps in DUMP 2 and 3.

I imagine Reelism can update to replace the dog sprite internally, but I don't see DUMP updating accordingly.
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Re: GPL transition complete.

Postby Enjay » Thu Apr 20, 2017 1:52 pm

Graf Zahl wrote:In the SVN repo there's replacements for the non-free stuff.

Thanks, I'll take a look.

Shadow Hog wrote:Reelism uses the sprites, as do a few maps in DUMP 2 and 3.

I imagine Reelism can update to replace the dog sprite internally, but I don't see DUMP updating accordingly.

Heh thanks, I just assume that if I see the German Shepherd sprites in a mod they've been added. I always forget that they're actually in the port PK3. TBH, they're so Wolfenstein in style and association that they look a bit odd in Doom anyway (and, yes, I know I've used them myself before, and probably will again. :P ).
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