GPL transition complete.
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Re: GPL transition complete.
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.
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.
I must admit I am very curious about this, as well. Particularly the Wolfenstein dogs.Nash wrote:What about the copyrighted art assets? Any plans on how to handle that portion?
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Re: GPL transition complete.
Just please don't throw out bigfonts like Odamex did.
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Re: GPL transition complete.
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.
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.
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.
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.ZZYZX wrote:Just please don't throw out bigfonts like Odamex did.
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.
Is executable's icon considered copyrighted material?
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Re: GPL transition complete.
Possibly yes, but that should be replaceable.
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Re: GPL transition complete.
Where did you get that version of PRBoom? I can only find versions that still have the dog.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.
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.
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.
In the SVN repo there's replacements for the non-free stuff.Enjay wrote:Where did you get that version of PRBoom? I can only find versions that still have the dog.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.
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Re: GPL transition complete.
Reelism uses the sprites, as do a few maps in DUMP 2 and 3.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?
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.
Thanks, I'll take a look.Graf Zahl wrote:In the SVN repo there's replacements for the non-free stuff.
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.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.
