rocketLauncher.cs T3D 1.2 vs 3.x licensing question
by James Novosel · in Torque 3D Professional · 08/28/2014 (5:24 pm) · 12 replies
So, it looks like the rocketLauncher.cs script did not make it to the MIT release.
Just noticed this while integrating the weapons pack. The Ender weapon has no projectile (setup to use RocketLauncherProjectile which is not in 3.5.1).
I am assuming that it would be against licensing to use the T3D 1.2 RocketProjectile.cs script in my 3.5.1 project ?
Just noticed this while integrating the weapons pack. The Ender weapon has no projectile (setup to use RocketLauncherProjectile which is not in 3.5.1).
I am assuming that it would be against licensing to use the T3D 1.2 RocketProjectile.cs script in my 3.5.1 project ?
#2
Thanks Timmy,
Anyone at GG have an official word on this ?
08/29/2014 (3:51 am)
I do, but I'm guessing that would put me under the 1.2 licensing agreement, not that I'm going to sell billions of dollars worth of developed games and have to worry about commissions etc, but why would I want the 1.2 licensing hanging over my head ?Thanks Timmy,
Anyone at GG have an official word on this ?
#3
08/29/2014 (6:46 am)
Yeah sorry mate i have only been around since the MIT days, apart from the fact i ain't a lawyer, i have no idea whatsoever what the 1.2 license agreement says. I do know there is no problems on the MIT license front with introducing said code but yeah can't comment about the 1.2 side of things.
#4
For instance, I own TGE, TGEA, T3D 1.2, and TGB. I should be able to use any of the resources from any of these products in products I create using the MIT versions of T3D or T2D, but I cannot give you copies to use in your own products.
I don't believe that introducing assets from the "Pro" products changes the licensing of the MIT products in the context of product sales. Clarification would be appreciated....
@GG guys - Am I close?
08/29/2014 (8:33 am)
The last time this came up - if I recall - the official "sentiment" expressed was that you could use any assets that you own the rights to but you can't give them away for use by third parties.For instance, I own TGE, TGEA, T3D 1.2, and TGB. I should be able to use any of the resources from any of these products in products I create using the MIT versions of T3D or T2D, but I cannot give you copies to use in your own products.
I don't believe that introducing assets from the "Pro" products changes the licensing of the MIT products in the context of product sales. Clarification would be appreciated....
@GG guys - Am I close?
#5
EDIT: In fact you can still find a version of it in the git repository history that has the MIT license header.
08/29/2014 (8:37 am)
I know that rocketLauncher.cs was removed (as cleanup) after T3D was MIT'd... so, no problems with using it.EDIT: In fact you can still find a version of it in the git repository history that has the MIT license header.
#6
GG confirmation would be nice, my concern is that if I do use T3D 1.2 assets, scripts, models actual C++ code does that change the license. I realize I cannot give that stuff away, but if I use it in an MIT based product am I now required to abide by the license agreement with regard to paying GG a commission if sales reach a certain level. (Again, don't think I'll ever reach that level but would be good to know).
08/29/2014 (9:01 am)
Thanks Richard and Michael,GG confirmation would be nice, my concern is that if I do use T3D 1.2 assets, scripts, models actual C++ code does that change the license. I realize I cannot give that stuff away, but if I use it in an MIT based product am I now required to abide by the license agreement with regard to paying GG a commission if sales reach a certain level. (Again, don't think I'll ever reach that level but would be good to know).
#7
But I'm not from GG, so I can't really say anything useful/binding about that.
What I do know is that GG offers a weapons pack in their store with this licence and that this paragraph might be important for you:
As an indie, it's certainly doable, and if you're above the 500k you can certainly hire a developer to make sumfink for you without these restrictions :)
But again, maybe it's better to wait for GG's response!
08/29/2014 (9:08 am)
As far as I know is that the MIT licence is not compatible with the commercial one (1.1, 1.2 etc.) The copyright statement is different, and because you can't just change it, you'll end up with issues you mentioned in your post.But I'm not from GG, so I can't really say anything useful/binding about that.
What I do know is that GG offers a weapons pack in their store with this licence and that this paragraph might be important for you:
Quote:2.1.2. develop and distribute in object code format only, an unlimited number of Non-Games for Personal Computers to the extent that Your gross revenue from the sale of software and related products for the most recent calendar year was less than $500,000
As an indie, it's certainly doable, and if you're above the 500k you can certainly hire a developer to make sumfink for you without these restrictions :)
But again, maybe it's better to wait for GG's response!
#8
08/29/2014 (11:23 am)
If you're worried, check the one out from the MIT repository.
#9
Code: Script or C++, sticks you in a license. If it's a code file you grabbed from 1.2, which has the 1.2 copyright, then your release is under the 1.2 terms. If it's the same code file that was ported to MIT and use the MIT file with the copyright, your game is that license...not that we really have the time to chase after developers bending the rules a little. Just don't be a dick about redistribution of source.
08/29/2014 (11:39 am)
Art: Fine to use without concern. If it comes from T3D 1.2 and you own 1.2, you can use it in your MIT project without worrying about us coming after you.Code: Script or C++, sticks you in a license. If it's a code file you grabbed from 1.2, which has the 1.2 copyright, then your release is under the 1.2 terms. If it's the same code file that was ported to MIT and use the MIT file with the copyright, your game is that license...not that we really have the time to chase after developers bending the rules a little. Just don't be a dick about redistribution of source.
#10
08/29/2014 (1:35 pm)
Thanks Michael, good to hear and that cleared that up for me.
#11
08/30/2014 (5:31 pm)
You could just make a rocket launcher based on the grenade launcher that fires modified versions of the grenade so that it's non-ballistic(gravity doesn't effect it) and so that it explodes upon impact.
#12
Post #5 is the route I took, there actually is a RocketLauncher.cs with the MIT license header. Still not really sure why this was removed but no matter, its there and available,
08/31/2014 (4:03 am)
Thanks Chris, Post #5 is the route I took, there actually is a RocketLauncher.cs with the MIT license header. Still not really sure why this was removed but no matter, its there and available,
Timmy01