Game Development Community

Programmers vs. teammembers regarding License

by Jeremy Helgevold · in Torque Game Engine · 07/26/2006 (8:04 pm) · 13 replies

I have purchased the indie license for torque. I have downloaded and installed the SDK.

I will be the only programmer.

However two others on the team will need to be able to write scripts, use the mission/map editor, and use the GUI editor.

Is it acceptable to install the SDK on their machines as well, as long as I am the only one editing and compiling the C++ code on my development machine?

Thanks,

J

#1
07/26/2006 (8:06 pm)
Not legally. Why should they have access to the source code if they only need the script side?
#2
07/26/2006 (8:09 pm)
What about access to the Map editor and GUI editor? How can they work with those tools?
#3
07/26/2006 (8:12 pm)
That's all script side, in the "example" directory. As long as they don't have access to anything engine side (ex: in the "engine" folder), they're fine.
#4
07/26/2006 (8:20 pm)
Ah so i could send them the 'example' directory and they would be able to use the tools and produce content that I can incorporate?
#5
07/26/2006 (8:37 pm)
Jeremey -
as i understand the license, bingo.

*.cs, *.mis, *.exe, *.dso, those are all fine to distribute to your teammembers and even the public,
but *.cc, *.h, etc, those only go to indie license holders.
#6
07/26/2006 (8:37 pm)
Yeah. The only thing they can't use is the source code used to compile the executable.
#7
07/26/2006 (9:38 pm)
Yup, that pretty much sums it up. Non-license holders cannot see, use or possess the source code, but you can send your team the example folder with .cs, .mis and .gui scripts and your compiled executable. They can use that to build missions, edit maps, etc.
#8
07/27/2006 (12:05 am)
There have been several threads like this, can we get some clarification from GG here.

My team has 7 members, I am the only developer, how many licenses do we need if I am the only one working with the C++ source. Also the tools folder, can thoughs be provided to me team minus the source?

The Trusted One
#9
07/27/2006 (4:28 am)
The trusted one: Read your EULA, it states:

Quote:(d) Licensee may not distribute the source code or documentation to the engine in any manner, unless recipient also has a license to the Engine.

so as long as you do not distribute any of the engine source to anyone who does not hold an indie or commercial license and you do not distribute any documentation related to the engine then you're fine.

Documentation would be things like all the resources that are only available to license holders, all the TDN material that is only available to license holders etc There's plenty of publically accessable documentation regarding editors and scripts however that non-license holders can access.

The only people that need a Torque license are the people that have access to the source code (whether they do anything with their access or not doesn't matter afaik. If they can access it they need a license).

The other 6 memebers in your team can work with a binary version of your game + scripts. Scripts includes the various script based tools. (although TGB is slightly different - it prohibits sending of the built in editors script or no script to any non-licensee - again refer to EULA)

In short, read the license carefully, it's all in there and I'm pretty sure several threads have covered this in the past, GG have more than likely responded in those if you want to read it straight from the horses mouth :)
#10
07/27/2006 (5:36 am)
Ok how about this question.

A couple of my teammembers use macs, I use PC. Obviously the SDK I got is the Windows installer.

Is the difference in the downloads simply the installer, and the directory I give them will work regardless of their machine or are they SOL and I need to tell them to get a pc?
#11
07/27/2006 (5:44 am)
Download GCC and compile the SDK for the mac, and give them the Windows game files with the mac executable.
#12
07/27/2006 (8:07 am)
I was under the impression you cannot run GCC on windows to compile a mac exe. Wouldnt that have to be run on the mac?
#13
07/27/2006 (5:04 pm)
Nope,

command line arguments can force a compile for a different platform. I compile code for linux on my PC all the time.

Michael