[QUOTE=garry;35978473]I wabt to add more codecs to Holly but the GPL scares me, I want to be able to ship Holly with GMod without having to GPL GMOD. Everything I've read says that this is a grey area - and you get away with it as long as there's enough space between your closed source stuff and your open source stuff.[/QUOTE]
If using GPL licensed software is your only option, it basically comes down to separating it from your main program in such a way that your main program doesn't really rely on that specific code. For example, the Source engine can use any physics engine through its VPhysics interface, so it doesn't really directly rely on Havok.
[QUOTE=garry;35978473]-snip-[/QUOTE]
iOS is a great example, look at the Legal page in settings and see how many open sources licenses you see, yet iOS iself isnt open source. In my opinion it depends on what your program is and if your codecs are used primarily to gain profit off, which is not the case for you. I would say you could get away just fine with it.
holly already works that way afaik, doesn't it?
Wouldnt he just have to license holly as LGPL (or a different GPL compliying license) and then holly would become the abstraction layer between gmod and the gpl codec
[QUOTE=Richy19;35978597]Wouldnt he just have to license holly as LGPL (or a different GPL compliying license) and then holly would become the abstraction layer between gmod and the gpl codec[/QUOTE]
GPL is contagious, if holly is not abstracted well enough, Garry's Mod will still need to be GPL.
[QUOTE=Richy19;35978597]Wouldnt he just have to license holly as LGPL (or a different GPL compliying license) and then holly would become the abstraction layer between gmod and the gpl codec[/QUOTE]
That's what I hate, GPL is viral. It's kind of ironic because I'd rather release it under MIT - which is a lot more open.
Easiest thing is probably to just ship a webm/ogg to * converter as a seperate program and then just GPL that.
[QUOTE=Richy19;35978841]Easiest thing is probably to just ship a webm/ogg to * converter as a seperate program and then just GPL that.[/QUOTE]
Yes, if you include a converter as commandline application and call it from Garry's Mod, there is no problem at all.
-snip-
[editline]16th May 2012[/editline]
[QUOTE=garry;35978797]That's what I hate, GPL is viral. It's kind of ironic because I'd rather release it under MIT - which is a lot more open.[/QUOTE]
[quote][b]Can I release a non-free program that's designed to load a GPL-covered plug-in?[/b] ([url=http://www.gnu.org/licenses/gpl-faq.html#NFUseGPLPlugins]#NFUseGPLPlugins[/url])
It depends on how the program invokes its plug-ins. For instance, if the program uses only simple fork and exec to invoke and communicate with plug-ins, then the plug-ins are separate programs, so the license of the plug-in makes no requirements about the main program.
If the program dynamically links plug-ins, and they make function calls to each other and share data structures, we believe they form a single program, which must be treated as an extension of both the main program and the plug-ins. In order to use the GPL-covered plug-ins, the main program must be released under the GPL or a GPL-compatible free software license, and that the terms of the GPL must be followed when the main program is distributed for use with these plug-ins.
If the program dynamically links plug-ins, but the communication between them is limited to invoking the ‘main’ function of the plug-in with some options and waiting for it to return, that is a borderline case.
Using shared memory to communicate with complex data structures is pretty much equivalent to dynamic linking.
See also the question I am writing free software that uses a non-free library.[/quote]
Here we go.
You can release HOLLY under the MIT, as long as you release any bundled packages of it with codecs under the GPL. To avoid having to touch the GPL yourself, don't distribute the codecs.
You can release GMod with HOLLY as long as GMod doesn't link with holly, and only summons it's process.
You can also distribute HOLLY (even with GPL codecs) with GMod because it would count as an Aggregate:
[quote][b]What is the difference between an “aggregate” and other kinds of “modified versions”?[/b] ([url=http://www.gnu.org/licenses/gpl-faq.html#MereAggregation]#MereAggregation[/url])
An “aggregate” consists of a number of separate programs, distributed together on the same CD-ROM or other media. The GPL permits you to create and distribute an aggregate, even when the licenses of the other software are non-free or GPL-incompatible. The only condition is that you cannot release the aggregate under a license that prohibits users from exercising rights that each program's individual license would grant them.
Where's the line between two separate programs, and one program with two parts? This is a legal question, which ultimately judges will decide. We believe that a proper criterion depends both on the mechanism of communication (exec, pipes, rpc, function calls within a shared address space, etc.) and the semantics of the communication (what kinds of information are interchanged).
If the modules are included in the same executable file, they are definitely combined in one program. If modules are designed to run linked together in a shared address space, that almost surely means combining them into one program.
By contrast, pipes, sockets and command-line arguments are communication mechanisms normally used between two separate programs. So when they are used for communication, the modules normally are separate programs. But if the semantics of the communication are intimate enough, exchanging complex internal data structures, that too could be a basis to consider the two parts as combined into a larger program.[/quote]
Did anyone here get JSOS running? Sometimes it says it couldn't find kernel.sys or shows the GRUB commandline. I also need to build twice every time because of this:
[code]rm: cannot remove `mnt': Device or resource busy
make[1]: *** [hdd.img] Error 1[/code]
The second time that error won't show up anymore. It seems that it isn't ever able to unmount the img in the makefile, even though I can umount it afterwards from the command line without problems. Weird...
[b]Edit:[/b] Decided to use VirtualBox, because QEMU is a piece of shit that never works. I see the kernel.sys in the img, but of course QEMU has no idea where it is.
I appear to get PMs on a regular basis about my XNA Gwen renderer, so here ya'll go: [url]http://www.sendspace.com/file/1cl0s5[/url]
Grabbed right out of my projects folder, so I have no idea if it works or anything.
[QUOTE=thomasfn;35979872]I appear to get PMs on a regular basis about my XNA Gwen renderer, so here ya'll go: [url]http://www.sendspace.com/file/1cl0s5[/url]
Grabbed right out of my projects folder, so I have no idea if it works or anything.[/QUOTE]
Would you mind if I put it on Github as a fixed version, if I can fix it :P It seems quite broken.
[QUOTE=ben1066;35980485]Would you mind if I put it on Github as a fixed version, if I can fix it :P It seems quite broken.[/QUOTE]
Sure go for it, I can't be bothered with it anymore.
I'm working on a project it's called:"Favágó"(means Lumberjack) with my "Developer" team. It will be a 2D RPG style game.
I'm writing the code and creating some visuals, I have an artist(drawn a low-res tree) and a game tester. [url]http://favago.xszerver.hu[/url]
[IMG]http://i.imgur.com/QSiyz.png[/IMG]
Got clipping functional, XNA is dumb, you have to stop then start the spritebatch to change the scissor rectangle. The text is the next thing, no idea why it keeps being screwy :D
[QUOTE=false prophet;35977431]Why not write a Steam bot that outputs IRC chat to the steam chat and vice versa?[/QUOTE]
because it'd come out as a horrible mess both sides, I guess.
[quote]IRCBot: false prophet says: sup[/quote]
I don't see how you could avoid that.
you could avoid it by Not Using Steam at all
[IMG]http://i.imgur.com/s3zNK.png[/IMG]
Turns out I'm on a roll, text now gets the size correctly, had to change how it loaded the font a little.
EDIT: Doesn't really fix it, only fixes the default font.
EDIT2: Now it's really fixed! Yay!
I wrote a XNA gwen renderer a while ago that compiles its own spritefonts in (kinda, very slow) real time. Makes designing things easier. How are you drawing fonts, I'm curious?
I'm using standard spritefonts also. It's not all mine, I'm just fixing it, it's mostly thomasfn's code.
EDIT: I've put the code up at [url]https://bitbucket.org/ben1066/gwen-dotnet-xna/src[/url] . thomasfn, do you have a license you want me to put on it? Also, by default it renders directly to screen, if you look in the constructor of XNA.cs you can set it to render to RT, although that's given me strange results, YMMV.
Once I get this working I'm going to try and see how many platforms I can get GWEN.NET to run on, for example Xbox 360, Monodroid, Monotouch, Linux, OSX, Windows Phone 7 and also PS Vita :)
I plan on trying to keep this working as for as long as I'm making my game, I'll be needing this library.
[IMG]http://dl.dropbox.com/u/33076954/New/what%20the%20fuuuck.PNG[/IMG]
This is one of the most infuriating bugs i've ever had
[QUOTE=Icedshot;35982948][IMGh]http://dl.dropbox.com/u/33076954/New/what%20the%20fuuuck.PNG[/IMG]
This is one of the most infuriating bugs i've ever had[/QUOTE]
maybe you have a typo?
Finally found a way to get the reader to accept data from a string as opposed to only a FILE*, and added a basic test suite, so I don't have to type in the code I want to test into the REPL every time:
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/test.png[/IMG]
Things I finished:
- Code emission for immediates
- Basic instructions
- Flow control
- JIT compilation and running
- Parametric polymorphism
Things I need to finish:
- Calling functions
- Generic datatypes and functions (ie C++ templates)
- Macros
- The Foreign Function Interface
Turns out that the texture filtering mode for the depth buffer was set to linear
This also explains the strange lines I was seeing in an earlier picture
however, due to the new method i was shoehorning in ending up requiring more time than the old, i've had to scrap it.
Oh god why; We're using [B]ALICE.[/B]
My teacher told us that it's what the pros used and everyone who didn't program believed him
so I was reading [url=http://www.redmondpie.com/this-fold-to-unlock-lock-screen-concept-for-iphone-is-pure-awesomeness-someone-should-make-this-a-reality-images/]this[/url], and decided to make a mockup with love2d
[vid]http://dl.dropbox.com/u/32605179/fold.webm[/vid]
didn't turn out too bad
now I just have to learn obj-C
[QUOTE=GameDev;35986033]Oh god why; We're using [B]ALICE.[/B]
My teacher told us that it's what the pros used and everyone who didn't program believed him[/QUOTE]
Ugh. I hate efforts to make computer science more accessible by... not teaching programming. My first programming class took a similar approach: trying to teach us the ideas behind OOP without teaching us the real language. It was frustrating and pointless. For me (and I think most programmers) 99% of the difficulty of programming comes down to syntax. Ideas, for the most part, are simple. The challenge is figuring out the right code to express those ideas.
I'm going to go with Knuth on this one:
[QUOTE]I'm convinced that computer science grew so fast and is so vital today because there are people all over the world who have a peculiar way of thinking, a certain way of structuring knowledge in their heads, a mentality that we now associate with a discipline of its own. This mentality isn't sharply focused, in the space all possible ways of thinking; but it's different enough from other ways - from the mentalities of physicist sand mathematicians that I spoke of earlier - that the people who had it in the old days were scattered among many different departments, more or less orphans in their universities. Then suddenly, when it turned out that their way of thinking correlated well with being able to make a computer do tricks, these people found each other.[/QUOTE]
[QUOTE=swift and shift;35977474]cool jsos stuff[/QUOTE]
Can you suggest a good virtual machine that works with JSOS?
So far I've tried
- VirtualBox (doesn't recognize .img file)
- VMware Player (Hangs when trying to boot .img file)
- QEMU (Kernel panics and can't load utils.jmg)
Perhaps my configuration is wrong, but I'm having trouble getting this to work.
[QUOTE=Eudoxia;35983892]Finally found a way to get the reader to accept data from a string as opposed to only a FILE*, and added a basic test suite, so I don't have to type in the code I want to test into the REPL every time:
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/test.png[/IMG]
Things I finished:
- Code emission for immediates
- Basic instructions
- Flow control
- JIT compilation and running
- Parametric polymorphism
Things I need to finish:
- Calling functions
- Generic datatypes and functions (ie C++ templates)
- Macros
- The Foreign Function Interface[/QUOTE]
Always wanted to know, do you use bytecode that you compile to use for your own VM or are you actually compiling it into x86 opcodes?
[B]PSA: [url=http://www.utf8everywhere.org/]UTF-8 Everywhere[/url][/B]
God I wish I had this back when I started to do Unicode support. At one point I was running an SVN version of Boost just to use Boost.Locale.
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