Slashdot Mirror


Planeshift Enters Open Testing

josePhoenix writes "You may have heard about Planeshift in this article, but now they have finished their period of closed testing and everyone can play/test features! This version of the open source (except the art license) mmorpg includes combat, a much bigger world than the previous version, and many other features that bring it closer to the level of commercial games. The project leader, Luca 'Talad' Pancallo has posted some interesting statistics on the making of Planeshift Crystal Blue on their main page, including that they have 'a virtual team made of about 40 people distributed in 25 countries.' Read the good news and other info about the project, and download the client from this page."

164 comments

  1. leading country by mytho · · Score: 1

    Speaking of a virtual team consisting of different countries. I have the following question: Which country is leading the game developement industry?

    1. Re:leading country by adeydas · · Score: 1

      the USA, i guess...

    2. Re:leading country by glassjaw+rocks · · Score: 1

      Japan. They lead anything electronic. Konami, Capcom, etc. etc.

      --
      -gjr
    3. Re:leading country by alphaseven · · Score: 1

      Overall I'd say the U.S., but more specifically...

      Games: U.S. (Halo 2, San Andreas, EA's stuff)
      Hardware: Japan (PS2, Gameboy)
      MMORPGs: South Korea (Lineage)

    4. Re:leading country by News+for+nerds · · Score: 1

      >Games: U.S. (Halo 2, San Andreas, EA's stuff)

      Rockstar is a studio in the UK IIRC...

    5. Re:leading country by megaversal · · Score: 1

      From www.rockstargames.com under their Jobs section:

      Jobs: ROCKSTAR NYC, ROCKSTAR SAN DIEGO, ROCKSTAR VIENNA, ROCKSTAR VANCOUVER, ROCKSTAR LONDON:

      And according to www.rockstarnorth.com under their About Us section, they mention Rockstar Games as being a NYC company, with Rockstar North being from Edinburgh (UK).

      So yeah, UK for Rockstar North (the people who make GTA).

      --
      Sig!
    6. Re:leading country by Vengeance2001 · · Score: 1

      I think he meant leading country for Open Source development...

      As far as that goes, I'd say Sweden is the country I see most with gfx stuff. University doesn't seem to be very difficult there ;-) or perhaps it is all the spare time from the cold weather and dark nights.

      This url is somewhat obsolete but is indicative: http://www.planeshift.it/psworldmap.php

      Also, it should be pointed out that PS actually consists of 4 seperate code projects. The guys who wrote Cal3d skeletal anim library (thanks Maxun, Jahare, Loic), the guys who wrote Crystal Space (Jorrit, Eric, thebolt, Dentoid, res2k among others), and the guys who wrote CEL (well, mostly Jorrit actually) should also get props for helping to make PlaneShift what it is.

      Keith Fulton
      Server Team Leader
      PlaneShift

  2. So where are the source downloads? by gentoo_user · · Score: 0
    Or even better gentoo ebuilds?

    See them? I don't

    --
    gentoo# emerge -s karma Searching... [ Results for search key : karma ] [ Applications found : 0 ]
    1. Re:So where are the source downloads? by josePhoenix · · Score: 2, Informative

      Ebuilds and such will appear as more bugs are fixed, don't be too hard on the team and contributors, the game only entered open testing yesterday.. josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    2. Re:So where are the source downloads? by DrunkenTerror · · Score: 4, Informative
    3. Re:So where are the source downloads? by Anonymous Coward · · Score: 0

      Hey, how about a torrent of the client? It would distribute the load of hosting the file. The torrent link (and seed) could be hosted on the planeshift.it site.

    4. Re:So where are the source downloads? by Snipes420 · · Score: 1
      Look at this page

      http://icarus.uic.edu/~ssenne1/

      it even has a nice script that will download and compile almost every thing. In linux.

      --
      What goes around comes around, kid.
  3. Coralized Link by WMD_88 · · Score: 5, Informative
    http://www.planeshift.it.nyud.net:8090/main_01.htm l

    Because you know it'll happen...let's link it early, ok?

  4. I said it before by eSavior · · Score: 4, Interesting

    and I will say it again, MMOs are one of the few genres I could see open source taking hold in. Unlike other genres such as fighting games and racing games they arent a quick consume product. They require constant updates and new content, and frequency of updates is definatly one of OS's strong points.

    1. Re:I said it before by Zangief · · Score: 2, Interesting

      Yeah, except that new content would be difficult to produce. Namely, graphics are the problem. Graphical designers aren't too hot on the open source way of doing things.

    2. Re:I said it before by josePhoenix · · Score: 2, Insightful

      Well, that there is the reason that Planeshift's art resources are under a spearate license. A lot of people gripe about this however its is the only way to satisfy the concerns of artists and attract them to the project.

      josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    3. Re:I said it before by Anonymous Coward · · Score: 1, Insightful

      MMOs are one of the few genres I could see open source taking hold in.

      The term MMO is silly; the genre didn't begin with 3D implementation. It was even commercialized well before the Internet was. Point being, the best MUDs have always been open source and so your comment is jaw-droppingly ill-informed. DIKU code is 15 years old now, older than any commercial MMOs except for maybe Habitat and Shadows of Yserbius, and pay-MUDs. [And there was even some controversy over whether Everquest (what 99% of other MMOs are derived from) was built on DIKU.]

    4. Re:I said it before by Fallen_Knight · · Score: 2, Informative

      and just to note everquest wasn't first non text based, it was third or fourth that i know of, before where:

      ultima online - 2d, isometric
      the realm - 2d side
      meridian 59 - 2d 3d first person

      everquest was just the biggest, and at the time it came out, or soon after wards MMO games started to become more "mainstream" so lots started to pop up.

  5. MMORPGs classified as games? by trezor · · Score: 3, Funny
    • mmorpg includes combat ... and many other features that bring it closer to the level of commercial games

    You mean MMORPGs is classified as games? As entertainment? I always figured they were social death stars, but ok.

    --
    Not Buzzword 2.0 compliant. Please speak english.
    1. Re:MMORPGs classified as games? by Travoltus · · Score: 3, Funny

      They're more like social black holes!

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
    2. Re:MMORPGs classified as games? by Anonymous Coward · · Score: 0

      "Massively Multiplayer Online Role-Playing Game ". Yes, I think so.

    3. Re:MMORPGs classified as games? by Anonymous Coward · · Score: 0

      Dear Parent: -1 missed the joke

  6. Torrent? by Xeth · · Score: 4, Insightful

    Putting a 217 meg file on Slashdot is just cruel. Anyone got a torrent?

    --
    If your theory is different from practice, then your theory is wrong.
    1. Re:Torrent? by Anonymous Coward · · Score: 0

      Yeah, you'll find it on Suprno... oops.

    2. Re:Torrent? by Anonymous Coward · · Score: 0

      I was downloading but I got the error

      "Internet Explorer cannot open the file. Please check your download location and try again."

      Any help?

    3. Re:Torrent? by Kalak · · Score: 2, Informative

      Not legal by the Planeshift license:

      2. You may not copy, modify, publish, transmit, sell, participate in the transfer or sale or reproduce, create Derivative Works from, distribute, perform, display or in any way exploit any of the Material released under this License unless expressly permitted by the PlaneShift Team.

      So much for the torrent I was going to make....

      --
      I am, and always will be, an idiot. Karma: Coma (mostly effected by .hack)
    4. Re:Torrent? by Frank+T.+Lofaro+Jr. · · Score: 0, Flamebait

      Yeah, try using a browser that doesn't suck.

      --
      Just because it CAN be done, doesn't mean it should!
  7. Notice! Server Maintenence Window! by josePhoenix · · Score: 4, Informative

    Our server sponsor, fragnetics, jas just told us that their internet connection provider will be conducting maintenence during the next few hours... A bit of ill timing on my part, but it should be over in a bit. josePhoenix

    --
    A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    1. Re:Notice! Server Maintenence Window! by Omicron32 · · Score: 2, Funny

      Yeah, because they saw this /. post and thought downtime would be better than a server on fire in a datacenter...

    2. Re:Notice! Server Maintenence Window! by josePhoenix · · Score: 1

      That is possible :P [13:04:32] chrischoo: This is nice :) [13:04:41] chrischoo: Maintain the line all you want :) [13:05:01] well, then you can place the blame on the /. effect [13:07:00] jose: yay! yes yes! josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    3. Re:Notice! Server Maintenence Window! by rasjani · · Score: 1

      And for clarification, Jose is meaning the Planeshift *gameserver* not the planeshift.it website.

      --
      yush
  8. Windows only? by Quixote · · Score: 4, Interesting
    I checked the download page, and it appears to be Windows only.

    Not being 733t enough to port it to Linux in one of my spare evenings, I have to ask: is anyone working on a Linux port? Is the game engineered to allow such an endeavor?

    On a broader note: are there any MMORPGs for Linux? Not that I would play one; but a decent OpenSource MMORPG kernel could be used as a learning/information delivery platform in interesting ways.

    --
    Who's buying what... ;-)

    1. Re:Windows only? by josePhoenix · · Score: 4, Informative

      It is fully linux compatible and many developers do their developing and testing on linux, the only thing is that there are no binaries for linux avaiable at the moment, but it is fairly simple to build from sources. Currently discussion of building planeshift is done in the #planeshift-build channel on freenode, and a link to the build guide is in the topic of #planeshift on freenode. Planeshift aims to be just that, a good, cross platform framework for MMORPGs as well as an independent game. josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    2. Re:Windows only? by andrew.craig · · Score: 2, Interesting

      Actaully PlaneShift has about 60-70% of its development done in a linux environment. I do all of my work in Gentoo now ( was using Redhat 9 before ) and it'a pretty seemless working with the others that are using MSVC. I am currently working on an install script that will download and build everything for that players system. If I was smart enough I'd create an ebuild as well :)

    3. Re:Windows only? by bflong · · Score: 2, Informative

      There is Eternal Lands which has a native Linux version as well.

      --
      Why is it so hot? Where am I going? What am I doing in this handbasket?
    4. Re:Windows only? by Jorrit · · Score: 4, Informative

      Many of the PS devs actually use linux themselves. So the game works very well on linux (and MacOS/X). It is just that making a linux distro is a bit more work then a windows distro. But it will come.

      In the mean time you can install the windows version and compile the linux version yourselves. After that copy the art from the windows version to the linux version.

      Greetings,

      --
      Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
    5. Re:Windows only? by DarkTempes · · Score: 1

      nope, been in gentoo's portage for ages. # emerge -p planeshift These are the packages that I would merge, in order: Calculating dependencies ...done! [ebuild N ] dev-games/crystalspace-0.98.4 [ebuild N ] games-rpg/planeshift-0.2.010-r1 ;p

    6. Re:Windows only? by Anonymous Coward · · Score: 1, Informative
      are there any MMORPGs for Linux?
      crossfire
    7. Re:Windows only? by josePhoenix · · Score: 1

      This is the Molecular Blue release, the version number as listed on the download page is 0.3.004 (CB or Crystal Blue)

      There isn't an ebuild for this version yet.

      josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    8. Re:Windows only? by thelexx · · Score: 2, Interesting

      I see no client source code anywhere and it doesn't look like the server code is ever intended to be released. There are no files on the Planeshift.it pages themselves or on the SourceForge pages linked to from that site under the 'How to download source' section of the 'Sources' page. More ominously, one glance at their licensing page reveals that this is absolutely NOT a true open source project and anybody expecting to derive another project from it can forget it.

      --
      "Gold still represents the ultimate form of payment in the world." - Alan Greenspan, 1999
    9. Re:Windows only? by Anonymous Coward · · Score: 0

      Youre planning on making a distro? :O

    10. Re:Windows only? by thelexx · · Score: 1

      After poking around some more, anon CVS access from SF is active and appears to have both client and server source. I still think the licensing sucks though! :)

      --
      "Gold still represents the ultimate form of payment in the world." - Alan Greenspan, 1999
    11. Re:Windows only? by josePhoenix · · Score: 2, Informative

      There's a public cvs repository with all the source code, both server and client, and they have also separated their windowing system for crystal space into a separate module for other people to use. It is my understanding that the planeshift proprietary license only covers the art and rpg rule assets and all the source code is GPL'ed. You are allowed to create derivative works, you just cannot use the official art and rules.

      josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    12. Re:Windows only? by LeBleu · · Score: 2, Informative

      The source code is viewable in CVS on sourceforge. I see directories for both client and server code. The pieces of code I looked at are under GPL, and written in C++.

      From reading their licensing page, it looks like they are making all the client and server code of the game GPL, but all the art, game rules, etc. that make it a particular world are under a special proprietary license. They have a very good argument for why they chose the licensing style they have, though myself I think they are perhaps over-paranoid of forks.

      In summary, they make it easy to use their engine to create your own, entirely different game, but they don't allow you to create slight tweaks of their existing game. They also don't permit use of custom clients with their servers and content, as I read it.

      --
      --LeBleu

      If you're reading this you're part of the mass hallucination that is Kevin the Blue.

    13. Re:Windows only? by josePhoenix · · Score: 1

      The idea is for slight tweaks that they consider to be beneficial can be packed up in a diff and given to one of their many developers with cvs commit access, but if your tweaks aren't considered beneficial.. yeah, I guess you are a little stuck.

      As for custom clients, there was a discussion of this earlier on the forums, and the project director laid out a plan for beneficial modifications to the client to be reviewed and approved for use on the public server.

      Hope that answers some questions,
      josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    14. Re:Windows only? by NATIK · · Score: 1

      Why is this informative?? We a talking about one Planeshift is a MMORPG for linux and a damn good one just try and download it and take a look.

    15. Re:Windows only? by Zebbers · · Score: 1

      an ebuild would be much appreciated from many gentoo users like me! :)

    16. Re:Windows only? by Zebbers · · Score: 1

      Nevermind, it IS in there....
      bash-2.05b# emerge -p planeshift

      These are the packages that I would merge, in order:

      Calculating dependencies ...done!
      [ebuild N ] dev-games/ode-0.039
      [ebuild N ] dev-games/crystalspace-20030413-r1
      [ebuild N ] dev-util/jam-2.5
      [ebuild N ] dev-games/cel-20030413-r2
      [ebuild N ] games-rpg/planeshift-0.2.010-r1

  9. Straight from the lion's den.. by rasjani · · Score: 5, Informative

    [19:54] [jani} you will be heavily hammered now
    [19:54] [joseChristmas} yay!
    [19:54] [joseChristmas} you just saw on slashdot?
    [19:54] [jani} yes.
    [19:55] [joseChristmas} I am the one responsible for that thingie }.}
    [19:55] [jani} yeah, i instantly recognized the nick =)
    [19:55] [joseChristmas} hehe
    [19:56] [chrischoo} oh dear why do u post on slashdot when we'er going to have a maintenance window?
    [19:56] [joseChristmas} you are?
    [19:56] [Cad|away} Hey chrischoo!
    [19:56] [chrischoo} yes, in the next 1 hr.
    [19:56] [joseChristmas} it should be on sf.net
    [20:00] [chrischoo} jani: we've been slashdotted on a couple of occasions. we know what it's like.
    [20:01] [chrischoo} hhahaha jose u posted the download link on slashdot?
    [20:01] [chrischoo} planeshift.it will be offline in a very short while lol!
    [20:01] [jani} chris: http://games.slashdot.org/article.pl?sid=04/12/25/ 1728242&tid=209&tid=10
    [20:01] [jani} indeed.
    [20:02] [chrischoo} u can start timing now.
    [20:02] [chrischoo} we can start placing bets on how long planeshift.it will be available online.
    [20:03] [jani} lol, second post @ /. : Putting a 217 meg file on Slashdot is just cruel. Anyone got a torrent?
    [20:03] [joseChristmas} heh
    [20:03] [joseChristmas} I saw that
    [20:03] [chrischoo} jani: it's very very bad to link a 200MB file to slashdot. very very bad.

    --
    yush
    1. Re:Straight from the lion's den.. by josePhoenix · · Score: 1

      shush Jani! >.> no one was supposed to hear of that, but while we're at it... [13:03:43] chrischoo: well, its not a direct link. [13:03:45] 1000 visits per hour at least. [13:03:47] lehi: slashdot.org [13:03:57] close enough :P [13:04:32] chrischoo: This is nice :) [13:04:41] chrischoo: Maintain the line all you want :) [13:04:45] jahi: thx [13:05:01] well, then you can place the blame on the /. effect [13:07:00] jose: yay! yes yes!

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
  10. It uses Crystal Space, so... by chrisl456 · · Score: 1

    It runs on lots of OS's, including *nixes. They just don't have binaries for other OS's yet. Just give 'em some time.

    See http://www.crystalspace3d.org/

    --
    -chris
    1. Re:It uses Crystal Space, so... by Travoltus · · Score: 1

      Would that make it the first MMORPG that is natively compiled for a 64 bit (linux) architecture? :) (Not sure how important that is, though...)

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
  11. Proof that a group by Monkelectric · · Score: 0, Troll
    of assholes can produce a product.

    )ducks(

    (anyone who has interacted with the planeshift team would know what im talking about)

    --

    Religion is a gateway psychosis. -- Dave Foley

    1. Re:Proof that a group by Anonymous Coward · · Score: 0

      No kidding. I can see this just from their licensing arrangements.

    2. Re:Proof that a group by Monkelectric · · Score: 3, Interesting
      No kidding. I can see this just from their licensing arrangements.

      A couple of friends and I offered our services to them, and granted were not professionals, but frankly we blow them away. They gave us a *terrible* time. One very nice guy "got" me (name started with a V perhaps?) and he was nice and encouraging. But the organization wasn't there... I was given directions like, "write a song that has a lot of tableu and flutes" -- not enough info to write a song about. And there was ALOT of pretension. Oddly enough, the writers were the worst. They thought they were gods gift because they were writing background for the characters...

      Long story short -- we both gave up on trying to work for free for them, they made it too difficult. Also I told them, that I *don't* relicense my music, ever. They could have a license to use it for their game, but the ownership remain entirely with me. That us unacceptable to them, which makes me think they had secret plans to sell the game in the future.

      --

      Religion is a gateway psychosis. -- Dave Foley

    3. Re:Proof that a group by Anonymous Coward · · Score: 0

      Sure. PlaneShift will be sold to Sony, and they'll make it crash and burn like their other MMOGs, and years later, Disney v2.0 will make a movie called "Omgz0r l00kz heer h0w sl4zhd0t c00ld00d pwnz0r3d PSz0r c0z h3 w4z t3h 00b4h d00d w1t d3 pr0gramz0r skillz 4nd h3 w4z g0d.. n0t 3v3n"...

      You had a problem with them and you left. Big deal. With that attitude, I doubt they'd ever need your "help" anyway. It's nothing personal, but it's people like you that seek fame without doing anything for it. You can't make a game unless you sacrifice something. Yadda yadda yadda..... (Yes, I like PS.)

    4. Re:Proof that a group by quintesse · · Score: 2, Insightful

      I really don't understand what's up with you artsy types. Coders spend a zillion hours of their free time to make a free open source game just so others can enjoy it but you can't do the same for a bunch of notes? Sure, dream on that one day you'll be famous and you can sell the rights for some disgustingly large sum of money.

      If you want to get into a project like this you have to get into the spirit of it and that means doing the work for the fun of it and let the entire world enoy it. It also means that YOU gotta show that you're a worthwhile addition to the team so that means making something you think could be used in the game. It also means being prepared to be shot down because your work doesn't fit their ideas (yet). This doesn't mean you should give up but instead that you should try again, talk with more people, get a feel for what they are trying to do.

      And complaining about the lack of organisation in an open source project is silly. That's oly to be expected. If you want more organisation you'll have to prove that you would be a worthwhile addition to the team and do it yourself.

      You see, THEY have already spent an insane amount of time on the project, you on the other hand haven't done anything yet so you haven't earned any "rights" yet. If you want them to notice you, to listen to you to even, you've gotta be prepared to do some hard work. (no promising to do hard work in the future if only they would listen to you first is not enough)

    5. Re:Proof that a group by NATIK · · Score: 1

      Aye tis is completly true ye can't expect to come in a be a god to everybody...

    6. Re:Proof that a group by Monkelectric · · Score: 1
      I really don't understand what's up with you artsy types.

      Well let me bridge the gap. I'm a programmer as well as a musician. I have contributed to several open source projects, *AND* was one of the original contributors to Gentoo, infact, I named Gentoo (with the leads approval of course).

      I don't know where you get your ideas about open source, programming, or music, but all require a *HIGH* degree of organization. Songs take lots of planning, and careful consideration just like programming. You can't throw together a song or a program. And if you somehow manage to throw something together, thate haste shows in the end project. Yes I am meticulous whether Im programming a sampler or whipping up some python.

      That all being said, Its cool they were able to get something together. Its still a victory for open source :)

      --

      Religion is a gateway psychosis. -- Dave Foley

    7. Re:Proof that a group by Moofius.the.Cow · · Score: 1

      Yo. Original AC here. I completely support ya, man. I took a look at Planeshift about a year ago in order to find another coding project to work on. Their concept seems good, although their execution upon close examination is downright shoddy. Their licensing arrangements and justifications for such are simply bullshit. There is no reason why ownership rights of the artwork should be assigned to the project management - especially since this is supposed to be a free project. If they're so worried about artists leaving and screwing them, they should just do a contract for nonexclusive distribution rights. 'Ell, it wouldn't be terribly difficult to simply document the license of each piece of contributed art. Public Domain and Creative Commons work could be used by anyone, exclusive content could be licensed specifically for the project, etc. This approach would not only be fork-friendly, it would also help to prevent any legal fuckups. Although securing ownership rights allows for the added benefit of (unlikely) legal defense of the artwork, it has the more nefarious use as leverage to prevent forks. Even though the code is GPL, any forks are forced to use completely new artwork. Lacking ownership rights, even the original artists cannot permit their own works to be used in a fork. Not cool. As you noted, there is an air of pretension that comes off this project. Although I chose to have no interaction with the group, I reached the same conclusion when I evaluated their stuff. At the time, they did not even wish to release the server source, saying that non-official servers would dilute the quality of their work. WTF? All things considered, their actions do not technically violate the GPL - but their attitude towards forks and their licensing schemes simply fly in the face of the spirit of open source.

    8. Re:Proof that a group by abe+ferlman · · Score: 1

      unacceptable to them, which makes me think they had secret plans to sell the game in the future.

      Forgive me for being obtuse, but do you really think that's a secret?

      --
      microsoftword.mp3 - it doesn't care that they're not words...
    9. Re:Proof that a group by Moofius.the.Cow · · Score: 2, Insightful

      Yo. Original AC here.

      I completely support ya, man. I took a look at Planeshift about a year ago in order to find another coding project to work on. Their concept seems good, although their execution upon close examination is downright shoddy. Their licensing arrangements and justifications for such are simply bullshit.

      There is no reason why ownership rights of the artwork should be assigned to the project management - especially since this is supposed to be a free project. If they're so worried about artists leaving and screwing them, they should just do a contract for nonexclusive distribution rights.

      'Ell, it wouldn't be terribly difficult to simply document the license of each piece of contributed art. Public Domain and Creative Commons work could be used by anyone, exclusive content could be licensed specifically for the project, etc. This approach would not only be fork-friendly, it would also help to prevent any legal fuckups.

      Although securing ownership rights allows for the added benefit of (unlikely) legal defense of the artwork, it has the more nefarious use as leverage to prevent forks. Even though the code is GPL, any forks are forced to use completely new artwork. Lacking ownership rights, even the original artists cannot permit their own works to be used in a fork. Not cool.

      As you noted, there is an air of pretension that comes off this project. Although I chose to have no interaction with the group, I reached the same conclusion when I evaluated their stuff. At the time, they did not even wish to release the server source, saying that non-official servers would dilute the quality of their work. WTF?

      All things considered, their actions do not technically violate the GPL - but their attitude towards forks and their licensing schemes simply fly in the face of the spirit of open source.

    10. Re:Proof that a group by Monkelectric · · Score: 1
      Forgive me for being obtuse, but do you really think that's a secret?

      Ok, explain to me why I should give away labor so they can resell it? It takes about 100 hours of work to produce a minute of audio.

      --

      Religion is a gateway psychosis. -- Dave Foley

    11. Re:Proof that a group by Rimbo · · Score: 1

      Holy shit, Monkelectric -- you just echoed my exact experience when I offered my services to them over a year ago. I remember the guy who's nick started with "V" you're referring to -- I agree, he was top-notch to work with; a programmer out of Houston, if I recall. Texas friendly and all that. But he wasn't the one who I had to please; I had to please Talad, and when I pressed Talad for details on what he wanted for "combat music," I got a description very similar in nature to what you described.

      When I saw the slashdot article my reaction was exactly like the grandparent post; I wasn't expecting to see another musician's take mirror my own so precisely.

    12. Re:Proof that a group by Vengeance2001 · · Score: 2, Interesting

      This is the 'top-notch programmer from Houston' here. :-) Thanks for the compliments.

      I don't think any of the PS team expects 100% of people to like our licenses or be willing to abide by our contribution rules. It is very ok if you want to retain your own music, etc. Judging by how many projects are out there with sucky art, I'm sure MANY other projects would be eager to accept your contribution terms.

      The point is, not everyone has to contribute to PlaneShift. Contribute to something, though! There are a ton of talented people out there--coders and artists--who aren't working together and a lot of stuff is getting totally wasted because of lack of teamwork and pride of "being the guy who started" something.

      I've been working for >3 yrs on this project and as a coder, 100% of my stuff is GPL and out there for the public to see (including server code). That is not going to change. If you don't like PS licensing, please contribute to something else.

      Keith Fulton
      aka "Vengeance"
      Server Team Leader
      PlaneShift

    13. Re:Proof that a group by AndreyF · · Score: 1

      Proof that a group of assholes can produce a product.

      I cannot agree more. I'd like to point out, also, that the product is on par with EQ1, which was released over 5 years ago...

    14. Re:Proof that a group by AndreyF · · Score: 2, Insightful

      I really don't understand what's up with you artsy types. Coders spend a zillion hours of their free time to make a free open source game just so others can enjoy it but you can't do the same for a bunch of notes? Sure, dream on that one day you'll be famous and you can sell the rights for some disgustingly large sum of money.

      You missed the parent's point completely.

      Coders give PlaneShift their work under the GPL. "Artsy types" give their work under PSL (the PlaneShift Lisence). From that link:

      You may not copy, modify, publish, transmit, sell, participate in the transfer or sale or reproduce, create Derivative Works from, distribute, perform, display or in any way exploit any of the Material released under this License unless expressly permitted by the PlaneShift Team.

      This is what the parent referred to as "relicensing". Also, since they are donating their work (as in not being paid for it), AFAIK, it's actually impossible for them to give up copyright under US Law... In other words, the PSL would never stand up in court, so stop pretending to be lawyers (people go to school for a long time for that), shove your PSL up your ass, and publish the stuff under some sort of CCL.

    15. Re:Proof that a group by Anonymous Coward · · Score: 0

      there was ALOT of pretension

      "a LOT".

      That us unacceptable to them

      "was".

    16. Re:Proof that a group by QuantumG · · Score: 1

      Wow, what a genius, better go rush off and tell the record companies that it is impossible for singers to assign their copyright to them cause they've been under the mistaken impression that this was possible for decades now. It's really really simple, if you don't want to contribute to Planeshift, dont. If you'd rather contribute your work under a creative commons license, cool, go start your own MMORPG project (you can even use the Planeshift engine!) and do that. You can even claim victory when there are 500 people running servers just like MUDs, and the Planeshift team will be sitting there saying "I told you so" cause that's exactly what they're trying to avoid.

      --
      How we know is more important than what we know.
    17. Re:Proof that a group by Anonymous Coward · · Score: 0

      You can even claim victory when there are 500 people running servers just like MUDs, and the Planeshift team will be sitting there saying "I told you so" cause that's exactly what they're trying to avoid.

      Gee. Avoiding competition, perhaps? Maybe someone would start servers without overbearing, pretentious fucks? Oh my, THE HORRORS!

    18. Re:Proof that a group by Monkelectric · · Score: 1
      I don't think any of the PS team expects 100% of people to like our licenses or be willing to abide by our contribution rules

      OK, but whats the reason for the rules? Are their plans to sell the game later? And if so, why not tell people up front?

      I notice two years later you guys *still* don't have a music lead... is it any wonder? :)

      --

      Religion is a gateway psychosis. -- Dave Foley

    19. Re:Proof that a group by Monkelectric · · Score: 1

      I'll do you a better turn then that, I remember your name :) We used to hang out in the public channel and compare notes since we weren't 'leet enough to be in the dev channel :)

      --

      Religion is a gateway psychosis. -- Dave Foley

    20. Re:Proof that a group by abe+ferlman · · Score: 1

      I don't think you should.

      --
      microsoftword.mp3 - it doesn't care that they're not words...
    21. Re:Proof that a group by Rimbo · · Score: 1

      "I'll do you a better turn then that, I remember your name :) We used to hang out in the public channel and compare notes since we weren't 'leet enough to be in the dev channel :)"

      Damn, I -knew- your nick looked familiar.

    22. Re:Proof that a group by QuantumG · · Score: 1

      Heh, no more likely they would start servers where players can kill each other without doing a challenge first, and other basic violations of the rpc rules. Then people who had played these unofficial servers would come to the official server and be annoyed that they couldn't reek havoc there too. Oh wait, that actually happened, I'm thinking of UO or just about any MUD that ever existed.. hmm.. Seriously, if you don't like it start your own art project.

      --
      How we know is more important than what we know.
    23. Re:Proof that a group by Rimbo · · Score: 1

      My frustration stemmed less from the stupid license and more from the inability to figure out just what the hell Talad wanted me to write. He clearly had something specific in mind, but lacked the music theory vocab to describe it, and so I ended up spending a lot of time with some work that was never going to get used.

      The music is available for download through my website now. At least others can download and enjoy it now.

    24. Re:Proof that a group by Anonymous Coward · · Score: 0

      If you actually paid attention to how MUDs evolved when you played them rather than flagarantly dismissing them, you'd notice that gee, tastes vary. Some players prefer to hack, slash, and PK each other all day long. Others prefer noncombative roleplaying or social environments. If you were used to one style and were 'annoyed' when you came to server that doesn't fit that style, it was entirely your own fault.

      Your style of playing is not neccessarily the right or best one, so kindly remove your head from your ass. KTHX.

    25. Re:Proof that a group by Anonymous Coward · · Score: 0

      You know, normal people generally don't think it's very sensible to spend a zillion hours of your free time doing work you won't be paid for. So, the artists do a lot of inspiring, creative work, and make money off it, and get a life, while the coders do a alot of inspiring, creative work, and get nothing, and just keep coding all day? Who's coming out ahead here?

      Many coders pass up opportunities because they don't realize the business implications of what they do, or are actively hostile to making money. There aren't many groups of people out there that actually want to be underpaid.

      Also, any good project team has sufficient organization, regardless of whether it's open source project full of conflicting egos.

      You can go spend "an insane amount of time on the project" and get nothing for the same work that professional game developers get paid well for, resist organization on a team project, and chase away potential contributors who don't kow tow, but don't expect normal people to consider that a reasonable way to run a non-profit business until society gives you food and rent for free.

    26. Re:Proof that a group by Vengeance2001 · · Score: 1

      Actually GeorgeD is the music/sound leader now, and has been for about 3 months or so. He and several others have about 80MB of their music in the CB release and most people think it is quite good. I know you're pretty picky though. :-)

      They did all the sfx also.

    27. Re:Proof that a group by QuantumG · · Score: 1

      No, my point was that Planeshift is not about PKing, so people being annoyed (and annoying others) cause they expect PKing is a bad thing.

      --
      How we know is more important than what we know.
    28. Re:Proof that a group by Monkelectric · · Score: 1
      I gave it a listen, its not bad :) Not good though either.

      anyways, good luck to ya

      --

      Religion is a gateway psychosis. -- Dave Foley

    29. Re:Proof that a group by quintesse · · Score: 1
      but all require a *HIGH* degree of organization
      Sure, but now you are referring to something much more abstract, I was referring, and I'm sure the parent was too, to a group of people working together in an organized way. And sure any OSS project can be run just as well as any billion-dollar company, but unlike billion dollar companies you can expect of them! Or at least that's how I see it.
    30. Re:Proof that a group by quintesse · · Score: 1

      Then they should think about it more becuase like with coding making a truly original work is next to impossible, all of us are standing on the shoulders of giants so to speak. So the ones taking liberally from the ones that co\ame before should maybe think about trying to give something back as well. ;-)

  12. A legal use for BitTorrent... by templest · · Score: 0

    Can someone that downloaded this seed a torrent of it, because the site is feeding this in at about 8KB/s. :? C'mon, help avoid a slashdotting!

    --
    I'm a signature virus. Please copy me to your signature so I can replicate.
    1. Re:A legal use for BitTorrent... by robnauta · · Score: 1
      Can someone that downloaded this seed a torrent of it, because the site is feeding this in at about 8KB/s. :? C'mon, help avoid a slashdotting!

      It's a free open-source game, hosted on Sourceforge, they use Linux to develop, and they don't even offer the download in Bittorrent format ?
      Why should a user have to do the downloading and seeding while it would make much more sense if the Planeshift guys did that themselves ? They should take down the 200 MB direct download file, start a tracker and a seeding client and offer it as a torrent only !!

  13. Time for a new catch phrase! by Anonymous Coward · · Score: 0

    Now can we get a less pokemon-esque tag line for it than the previous crystal collector version of the game.

    Gotta catch 'em all!
    Cand you find them all?

  14. Re:Torrent? Why not Coralize it? by jbNet · · Score: 2, Informative

    that just redirects you to the real thing, doesn't help at all anybody want to start a torrent? I would, but I don't have the file or the bandwidth.

  15. Binary package for Linux by Anonymous Coward · · Score: 1, Informative

    Why not use autopackage ? It just reached API stable phase. Inkscape and The Gimp already have .package files.

    For those that didn't hear about this before: autopackage is a cross-distro binary package with builtin dependency solving. Make the .package file executable, and just run the CLI or GUI installer. Should be better than Loki Installer, or even the one that aMSN uses.

    I'm starting to get tired of OSS projects-games releasing only sources to Linux systems. Stellarium and Vega Strike are other examples of "oh, you run Linux, you should be able to spend a couple hours manually solving dependencies and compiling (and praying that it works afterwards)!"

    Autopackage could solve that. It comes with an easy uninstaller, too, and soon it will even integrate with the distro's package management.

  16. It's down by B-a-Z.nl · · Score: 0

    I was able to catch a 70% download before the whole server stopped responding :-( What should I do now? All my msn friends are dining with family,I have nowhere to go.

  17. Doesn't compile by Anonymous Coward · · Score: 0

    Nice, it doesn't compile with crystalspace 0.98. The configure says it needs >=0.94, but what it really needs is 0.94 only. Gotta love the open source.

    1. Re:Doesn't compile by andrew.craig · · Score: 1

      If you use the CVS version it was checking for 0.97 which is still actually wrong :). I've fixed this in CVS now to use 0.99 but Sourceforges anon servers are delayed a fair bit in updating.

  18. Source and license by sick_soul · · Score: 1

    The source is available in sf CVS. See here for instructions.

    However, a source release is not available, not in their home page, not on sf.

    Also, the project is not completely Open Source. Part is covered by the GPL and part by a proprietary license of some sort.

    See their explanation.

    1. Re:Source and license by Anonymous Coward · · Score: 0

      No, the source is not really available. Well, not easily.

      It took me a few tries to get it from CVS - the instructions aren't very clear.

      Once I get them, I read doc/Compiling.txt and it instructed me that I got the _wrong_ sources and gave instructions to download the right ones.

      Did that, and after a couple more megs (36 can't be the full game, if the windows binary is 220?) I ended up with a lot of source and a long list of things I would have to download/install first. And most of the instructions are for windows (huh?) or involved comments like "download from planeshift.it/..." and that page wasn't accessible at all.

      At that point I gave up...

      Either gimme a pre-compiled linux binary, or easy, 5 step instructions to download/compile the game, or forget it.

      Tels

  19. Other Download Locations by chrischoo · · Score: 5, Informative
  20. Ohhh WOW better watch out! by WizardRahl · · Score: 0

    World of Warcraft has some serious competition now... ;p

  21. Isn't this violating the GPL? by martinultima · · Score: 1

    Wouldn't their proprietary "Planeshift License" that doesn't allow modification or use of their work outside their project be a violation of the GPL?

    Also, I agree about the source problems and client issues. There should not be a 220MB file on just one server like that - imagine what the /. effect would do - and besides, their server is probably slow anyway. BitTorrent all the way.

    They definitely need to make an actual source release; I don't like using CVS, I myself directly release everything. This could easily confuse users who think that they haven't released anything at all.

    What's so hard about making a Linux package? Just make a .tar.gz file that you can extract in /, or even better, do a .tgz for Slack :-) They could also do their own live CD.

    Just my 2 cents...

    --
    Creative misinterpretation is your friend.
    1. Re:Isn't this violating the GPL? by josePhoenix · · Score: 1

      Now that's a cool idea.. a Planeshift livecd. But it wouldn't be current for very long and you'd have to update again each time you rebooted. They have made an actual release, it is only for windows though, and a linux package will probably be posted in the coming weeks. One drawback of the license is that no one can (legally) create a bittorrent without the approval of Luca Pancallo, the project leader, so everyone needs to pester him in IRC until he gives in. (Uh, ignore that...)

      I am no lawyer, so I can't say whether that is a violation of the GPL or not, but I think/hope the director took that into account before making his decision.

      josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    2. Re:Isn't this violating the GPL? by Anonymous Coward · · Score: 0

      Yes, because it's always a great idea to put on a livecd a program where the first action is... update.
      As for the liscince, it's called artwork. Ever notice with KDE and others that the artwork is properitary? So is much of the updating programs the distrubuters put out themselves.
      And lastly, that one server is SF. The game server however went done the minute this was posted for unrelated maintance.

    3. Re:Isn't this violating the GPL? by josePhoenix · · Score: 1
      Actually, when I last looked the release file was not posted on sf.net, only on the separate planeshift web server and mirrored by fragnetics.

      The laanx/fragnetics server seems to be up and running judging by this page.. http://laanx.fragnetics.com/main.php There are some interesting statistics there too :)

      josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    4. Re:Isn't this violating the GPL? by pmazer · · Score: 1

      Umm.. it's not violating the GPL. Only the code is avaliable under the GPL, and you're free to do whatever you want with that. The things that aren't under the GPL are the art and the RPG rules, which the Planeshift team has determined are vital to keeping the game successful and unified. You're free to pick and choose what's released under the GPL and what's not, if it's your material. Hell, they could've decided that only certain source files were to be released under the GPL, and that would be perfectly legal.

    5. Re:Isn't this violating the GPL? by Anonymous Coward · · Score: 0

      "But it wouldn't be current for very long and you'd have to update again each time you rebooted."

      Since you need a net connection to play, anyway, the live CD could simple fetch the latest client from the web before starting it. So you could use the same live CD image all the time.

      In any event, a source or Linux release would be _VERY_ cool - handling CVS and all the stuff is just freaking too complicated - no idea how long it will take to complete the checkout and _then_ I have to compile it - which will probably fail due to some obscure library missing if I know my luck.

      Tels

    6. Re:Isn't this violating the GPL? by Anonymous Coward · · Score: 0

      Just a quick question, i'm currently doing graphics work for a OSS game, and this thought came to my mind a couple of times > the kind of license to use to the artwork i've been doing. I fully support opensource software, but however, i didn't want some unscrupulous individual or group of individuals, to get the artwork from the project, and make their own, closed source / commercial project, with it. Another issue, for some 2d artwork generated from 3D models/scenes, should the original 3D scenes used to generate the 2D artwork that the project uses, be included? And if yes, on what kind of license? I just didn't want some uncrupulous individual to steal the work for his/their own purposes, disregarding completely the opensource nature of the project.

    7. Re:Isn't this violating the GPL? by Frank+T.+Lofaro+Jr. · · Score: 1

      You're free to pick and choose what's released under the GPL and what's not, if it's your material.

      They want that right even if it ISN'T THEIR OWN MATERIAL! Read the license - authors are required to agree to restrictions on their own use of their own content. *

      * Yes, there is a Joint Copyright license that doesn't bind the author, but the author is required to assign copyright and agree to the shackling of their own work - or they aren't allowed to be a full contributor - read the website and license.

      --
      Just because it CAN be done, doesn't mean it should!
    8. Re:Isn't this violating the GPL? by Frank+T.+Lofaro+Jr. · · Score: 1

      GPL will do what you want for that also.

      People could only use your artwork in a closed product if they negotiated a separate license with you. You could always agree or refuse to do so with anyone and everyone you please.

      Open projects could use your artwork as long as they didn't violate the GPL.

      And I would suggest including both the 2D and 3D artwork.

      --
      Just because it CAN be done, doesn't mean it should!
    9. Re:Isn't this violating the GPL? by tepples · · Score: 1

      anyway, the live CD could simple fetch the latest client from the web before starting it. So you could use the same live CD image all the time.

      Then where would the live CD store the latest client? And after several update cycles, wouldn't the latest client be just as big as the live CD ISO itself?

  22. Meh. by fluxrad · · Score: 1

    Downloaded. Installed. Launched. App complained about missing MSVCR70.DLL. Couldn't find any documentation on this problem.

    Moved on.

    --
    "It is seldom that liberty of any kind is lost all at once." -David Hume
    1. Re:Meh. by ASkGNet · · Score: 1

      You need the latest version of Microsoft C runtime libraries.

      Obviously one can get them at Microsoft's website.

    2. Re:Meh. by Celeron1point2ghz · · Score: 2, Informative

      Did you try a google search for the DLL?

      It seems that it's an easy to find download. Here is one link I found for it-

      http://www.dlldump.com/download-dll-files.php/dllf iles/M/msvcr70.dll/download.html/

      Scheiße!

    3. Re:Meh. by Anonymous Coward · · Score: 0

      Well, it sure is comforting that you looked so hard for documentation. Since this version is only a few days old, they are just accumulating lists of workarounds, and most are being fixed fairly soon after reporting, so this info goes in the forums. If you had looked through the CB Problems/Bugs forum you would have found info about this very problem. And, since you are a slashdot reader, and in general slashdot readers are smart individuals with some common sense and knowledge of computers, you could have googled, found the DLL, copied it in, and been happy. Thank you for your "conscise" post complaining about an easy to fix problem in a game that doesn't even imply that it will work for you. Though Planeshift aims to be more that what you pay for it, the old saying still applies: "You get what you pay for."

    4. Re:Meh. by fluxrad · · Score: 1

      Yeah, I eventually just googled the DLL and installed it.

      Kind of annoying, however, that they'd package a binary without a runtime library it needed.

      --
      "It is seldom that liberty of any kind is lost all at once." -David Hume
    5. Re:Meh. by fluxrad · · Score: 1

      Since this version is only a few days old, they are just accumulating lists of workarounds, and most are being fixed fairly soon after reporting, so this info goes in the forums

      I appreciate your sarcasm. As for the above quote, we're talking about a situation where the library is not listed in the requirements, yet the software will immediately error out if run without it.

      Of course I later googled the dll and installed it since I was curious about the software. But throwing out a package lacking a fundamental library isn't just a bug, it's plain sloppy.

      --
      "It is seldom that liberty of any kind is lost all at once." -David Hume
    6. Re:Meh. by Anonymous Coward · · Score: 0

      Cool. Do you have some other spyware I can install to go with that?

  23. Game Impression by ZP-Blight · · Score: 0, Offtopic

    This is a beta, so take with a pinch of salt as things may improve.

    Stability:
    I was able to crash it within 30 seconds by simply opening the config dialog (the in-game one) and pressing the "X" at the top-right section of the dialog in order to close it.

    I managed to crash it a few more times in the next 10 minutes just by playing around with the various interfaces.

    The User Interface:
    The difference between a good game and a great game is by how intuative the user interface is. The user interface here is awful. Everything from the character creation to actual gameplay is unintuative. I know it's far from complete, but we're talking basic stuff here. There's no way to easily understand what part of the user interface is active or not (i.e. mouse highlighting). This is very apparent on the character creation screen.

    Game Engine:
    The graphics are pretty good all considering. The polygon count on the characters is good, but the landscape is pretty low. Character movement is smooth, but doesn't seem connected to the actual surface they are walking on (when the character walks, it appears as if they are gliding over the surface while their legs are shuffling).

    There are frequent mini-freezes as you turn around and walking down long staircases could make you dizzy as the screen jumps so much.

    Camera pans are ok, but you can pan right through objects which appears odd.

    Conclusion:
    I'd give it several more months to mature, especially in the user interface department.

    --
    Zoom Player Lead Dev.
    1. Re:Game Impression by josePhoenix · · Score: 2, Informative

      Check out Moogies FAQ for the workarounds to some of these problems. The camera should not go through objects unless you have disabled camera collision detection in the options menu, and the crashes from using the interface are due to farked sound support (it will be fixed soon, don't worry). Just change to a different sound mode or disable sound if that happens. Bouncing screen has been a problem since early versions, and is because stairs aren't given special treatment, so you are essentially "falling" from one step to the other. The gliding can be attributed to the walk speed not matching the animation speed, and should be fairly simple to fix.

      As you can see, there are many small imperfections (okay, some aren't so small), but this isn't supposed to be a full game or even a stable release (if you noticed, the shortcut says "Plane shift - Open Beta").

      Thanks for the review ;)

      josePhoenix

      --
      A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
    2. Re:Game Impression by Anonymous Coward · · Score: 0

      "Character movement is smooth, but doesn't seem connected to the actual surface they are walking on (when the character walks, it appears as if they are gliding over the surface while their legs are shuffling)."

      This is a well-known problem with games that happens when you don't use shadows. They should at least make a "round blob" decal shadow for each object.

    3. Re:Game Impression by chriskl · · Score: 1

      That's a sound issue. Switch to DirectSound or OpenAL instead of the software renderer.

  24. license issues by oskie · · Score: 2, Informative

    I wasn't the first to discover the licensing issues, but I guess I was the first to report it to SourceForge. Of course I wrote the project maintainer first, asking if they had permission from SF to host the art files. The answer I got from the leader was that it was the other way around - they granted SF the right to distribute all their files... Unfortunately SF has been very slow working with this issue. See https://sourceforge.net/tracker/?func=detail&atid= 200001&aid=1054384&group_id=1

  25. Fascist non-code content license binds authors too by Frank+T.+Lofaro+Jr. · · Score: 4, Insightful

    Authors of art work, music, etc are required to assign copyright and are prohibited from using their own work (except as a portfolio to show employers) as a condition of being a full contributor to the project! The Joint Copyright isn't enough to be a full contributor. Would it have been too much to give the author an unlimited license to THEIR OWN WORK. Slashdot people get mad at employers who put these restrictions on people's own work, they should also do so regarding volunteer projects.

    So if I had something non-code related to contribute, I have to agree to not distribute my own work, even for free, in order to contribute to a project for which I wouldn't even be paid?

    Are they crazy?

    They are locking themselves out from even using free content. I would not suggest author's sell their soul (and the right to distribute THEIR OWN WORK) to this project.

    If I create something, unless I'm doing it for a paying job, I damn well want the right to do with it as I wish, and not be told I can't be a full contributor to a volunteer project unless I agree to being shackled and enslaved and prohibited from free use of my own work!

    If I give a gift of content (I will not say "intellectual property", there is no such thing, just a legal interest in gov't enforced monopolies, which isn't actually property in any non-legalistic sense) I shouldn't be punished for my generousity by being told what I can't do with my own work.

    That isn't in the Christmas spirit, or in any spirit of giving.

    --
    Just because it CAN be done, doesn't mean it should!
  26. Re:Fascist non-code content license binds authors by josePhoenix · · Score: 1

    That is an insightful post.. Perhaps you should post some of your reasoning on the game forums and see if everyone can get Talad's attention to find out what his reasoning is.. I have to agree that the license is excessively (and perhaps needlessly) prohibitive, especially in allowing artists rights to their own work, but I am no lawyer and don't really have the sort of influence necessary to make thigs change...

    josePhoenix

    --
    A Planeshift (http://www.planeshift.it/main_01.html) Fanatic! Known as Tavaris in-game
  27. License problems (severerestrictionsevenonauthors) by Frank+T.+Lofaro+Jr. · · Score: 1

    I have mentioned some of them in other posts, but I summarize them here and also mention what appears to be an untruth in their license webpage.

    1. People are forbidden from using non-code content, even in other free projects. Legal, but nasty.
    2. Authors are required to allow themselves from being forbidden to use their own content as a condition of being a full contributor. They aren't allowed to contribute content they used in any other game, EVEN IF THEY HAVE THE LEGAL RIGHT TO DO SO, EVEN IF THEY HAVE THE LEGAL RIGHT TO GRANT A COMPLETE UNREVOKABLE LICENSE TO USE THE CONTENT, AND EVEN IF THEY HOLD THE COPYRIGHT.. Very nasty, legal, but extremely unfair.
    3. They claim these restrictions are needed to prevent authors from retroactively removing permission to use the content and to prevent authors from denying future uses of their work. A simple non-revocable, assignable, perpetual license granted by the author to the project would be sufficient.

    I know they don't want forks, and want to have control, but the license even does the authors wrong.

    Only people that would likely agree to those shackles would want to get paid in return. Not good for a free project.

    See http://www.planeshift.it/pslicense.html

    --
    Just because it CAN be done, doesn't mean it should!
  28. No such thing as linux binaries. by Anonymous Coward · · Score: 0

    Hopefully when they release "linux binaries", that'll be more than just the linux/x86 subset, but all of linux or at least linux/ppc and a few others like maybe amd-64 :)

    Actually, I'm looking forward to this game, since, with it's software mode, it'll be one of the few recent games that I can play on this laptop :)

  29. Copyright on programs vs. music by tepples · · Score: 2, Insightful

    Coders spend a zillion hours of their free time to make a free open source game just so others can enjoy it but you can't do the same for a bunch of notes?

    One major difference between a computer program and a musical work is that it's possible to consciously avoid copying a computer program. Under copyright law, "copying" a work into one's own work is defined as having ever had "access" even once to a given work and then producing a work that's "substantially similar". The desirable qualities of a computer program are behaviors, which are uncopyrightable, whereas the desirable qualities of a musical work are expressions, which are copyrightable. Thus, unlike a performance of a computer program, a performance of a musical work taints the listener with "access" to the work. Courts have ruled ( Bright Tunes Music v. Harrisongs Music, 420 F. Supp. 177 (S.D.N.Y. 1976)) that a songwriter who writes and publishes a song that turns out to be similar to something he happened to have heard ten years ago on the radio or in a grocery store is just as liable of copyright infringement as "your friendly neighborhood pirate" who sells obviously copied CDs on a street corner.

    Given precedent, how do songwriters avoid lawsuits from big publishers in practice? Computer programmers have the dirty/clean room method; what analogous method do songwriters have?

    1. Re:Copyright on programs vs. music by quintesse · · Score: 1

      Reading this I'm sure you know what you're talking about but I must say I don't immediately understand what you are trying to explain here. You are right about the clean room stuff but how would that work here? Because in this case I _do_ have access to the code and if that code, which is copyrighted (or better "copylefted") so if the code is somehow tainted I would be as well. Although I agree this would only affect coders and not users of the game the problem stil remains.
      But coming back to the part that I don't understand: why could a musician, assuming his work is original, not copyleft his work just like the coders do? Exactly like coders expect their work to be copied and used by others (even better they encourage them to do so!) musicians could make music expecting others to use it if they like it.

    2. Re:Copyright on programs vs. music by tepples · · Score: 1

      Because in this case I _do_ have access to the code and if that code, which is copyrighted (or better "copylefted") so if the code is somehow tainted I would be as well.

      The dirty/clean room method involves two separate teams: the "dirty room" team that has access to the copyrighted code and produces a detailed specification, and the "clean room" team that has access to the specification and produces a clone. If you're on the "dirty room" team, then just don't write any code to be used in a product that competes with the one you're REing, and you'll have nothing to worry about. If you want to write code, sign up for the "clean room" jobs instead. But in the case of music, everybody is in the "dirty room" (and thus screwed) because it's nearly impossible to void performances of music on commercial FM radio and over grocery stores' speaker systems.

      why could a musician, assuming his work is original, not copyleft his work just like the coders do?

      The question is how can a songwriter legitimately make the assumption that his work is original?

    3. Re:Copyright on programs vs. music by quintesse · · Score: 1

      I know what the dirty/clean room method entails, but I'm talking about _this_ particular project, like the music/graphics I have know idea of knowing that the code they are giving away freely is "clean". Like the artist they might not even know themselves!

      Because too be honest I don't think the distinction is all that big, most programmers see a lot of code in their lives and I'm sure most of them can't remember where it all came from, what license it was under or if there even was a license. It could have been code from somebody that had seen code from somebody that had seen code from... etc. Not knowing the code was dirty is no defense as far as I know.

      The difference is that you are normally exposed to a LOT more music than code and a LOT more people will be listening to what you are making so any unoriginal work will be found sooner while most code is private and very likely nobody will ever know if you used unclean code (you might not know yourself!).

      And also with code it is very much possible that at some time somebody will open source code that is actually owned and maybe even patented by somebody else (with patents the code doesn't even have to be similar it just has to serve the same function). The potential harm is the same as far as I can see.

      And Public Domain has already existed for hundreds of years which is just another term for giving away control of your work completely. So if art can be donated to the public domain why can't it be published under a license that says something like the GPL: if you make another work of art using this art you must the same license for your work as well.

      But I'm probably being naive ;-)

  30. Planeshift Torrent by Anonymous Coward · · Score: 0

    Don't know why no one has done this yet.
    It needs more seeders, so if you already have it please help seed it.

    http://www.binaryelysium.com/tracker/

    1. Re:Planeshift Torrent by Anonymous Coward · · Score: 0

      Thank you!
      I'm dling now, I'll let it seed until Monday at least.

  31. Re:Fascist non-code content license binds authors by Kalak · · Score: 1

    While it may be insighful, as the authors should be allowed what license to contribute their license under especially if they're not paid to produce it, and also should be allowed to keep rights over their work, I'd suggest that the subject line is hard to get past. No one is likely to be converted by calling them fascists. "Hum, I'm a fascit, I've never been called that before." A less trolling tone might let the content make its point, though, as I believe the point is a valid one.

    --
    I am, and always will be, an idiot. Karma: Coma (mostly effected by .hack)
  32. Mod parent up by Eric(b0mb)Dennis · · Score: 1

    With their half-baked licensing scheme someone who contributes (FOR FREE!!!) loses a lot of rights associated with their work.. what the HELL is that about? Isn't OpenSource abour sharing and free-rights... not IP swindling 3 page license agreements and all this crap

    --
    Excuse me, I don't mean to impose, but I am the ocean
    1. Re:Mod parent up by QuantumG · · Score: 1

      so when the FSF asks you to assign copyright to them that's bullshit too?

      --
      How we know is more important than what we know.
    2. Re:Mod parent up by moonbender · · Score: 1

      so when the FSF asks you to assign copyright to them that's bullshit too?

      This is nothing like the FSF, who releases works assigned to them under the GPL and much more like the music industry, who release works assigned to them under restrictive licenses. Judging by all of your posts under this topic you have a massive problem seeing the difference.

      --
      Switch back to Slashdot's D1 system.
  33. looks like Gnome/KDE are doing fine by Vitriolix · · Score: 2, Insightful

    not to mention mozilla, etc. plenty of designers are very into the open source way.

  34. No thanks by Anonymous Coward · · Score: 0

    The Planeshift license page states that the developers use a proprietary license for all game content, making only the actual program code open source. While they use practical-sounding phrases like "keeping resources" and "maximizing chances of success", this is clearly acknowledged as a way to keep people from forking the project (by making it impractical to do so).

    One of the primary freedoms afforded by the GPL and other FOSS licenses is the right to fork. Without the ability to fork, a project can die or stagnate if the leaders lose interest or turn into assholes, even when there are other interested people who would be willing to keep that project alive. In other words, the ability to fork gives you "The freedom to improve the program, and release your improvements to the public, so that the whole community benefits (freedom 3)."

    IMHO, any project that claims to be open source but deliberately attempts to prevent forks should be regarded with suspicion.

  35. Re:License problems (severerestrictionsevenonautho by Moofius.the.Cow · · Score: 1

    No kiddin'. Their art licensing terms are, excuse my American, bullshit.

  36. License problems: No kidding! by JBMesserly · · Score: 1

    I was very excited when I first discovered Planeshift, and seriously considering contribution to the project, until I learned of their restrictive (and contradictory!) license terms. To me, Planeshift's schizophrenic licensing policy suggests an ulterior motive. Contrast to the genuinely Open Source game, The Battle for Wesnoth (http://wesnoth.org/, a turn based strategy game), which hasn't had problems getting fine art content, or with "forking". I suspect one could find other similar examples.

    1. Re:License problems: No kidding! by Vengeance2001 · · Score: 1

      You can talk about what problems our team will have getting art contributors to agree to this licensing arrangement but in fact it was made at their request.

      Artists want to know that their work will be used in the way it was intended and conceived and not modified and bastardized by unrelated projects. This is a very different mentality from that of most coders, like me.

      Not allowing art that predates the game into the game and not allowing art in the game from being used in other games seems like a very basic uniqueness objective that almost any game in existence would have. I don't see what is so sneaky about it.

      Oh yeah, and we have 200MB+ of art contributed like this, so something must be ok about it. :-)

      Keith Fulton
      Server Team Leader
      PlaneShift

    2. Re:License problems: No kidding! by Anonymous Coward · · Score: 0

      Give me a break. The artists may like the licensing arrangement just fine, but that's only part of the picture. According to your own website, one of the main reasons you did this kind of split licensing was to prevent forks. That's not necessarily sneaky, but it does make it a bit deceptive to refer to the entire project as "open source", since the ability to fork is one of the main freedoms of open source.

    3. Re:License problems: No kidding! by QuantumG · · Score: 1

      There is something you can do other than just whinging, create your own fork with all free art! Oh wait, you'd actually have to do some work to pull that off. Hmmm.

      --
      How we know is more important than what we know.
  37. This is why we aren't hosting mirrors on SF.net by Anonymous Coward · · Score: 0

    Congrats. You are the reason SF.net isn't part of our distro mirror list. Everyone out there with slow downloads from planeshift.it can thank you while they wait. :-)

    Keith Fulton
    Server Team Leader
    PlaneShift

    1. Re:This is why we aren't hosting mirrors on SF.net by Anonymous Coward · · Score: 0

      So, basically, you're saying you think SF.net should break their own rules by accomodating your partially proprietary licensing scheme?

  38. +1 funny by AndreyF · · Score: 0, Troll

    where are the mod points when you want them...

    but seriously, anyone that comprehends remotely how much work goes into a game like WoW or EQ2 understands that stuff like this is a bunch of nerds wasting their time and compensating for being losers, at best...

    1. Re:+1 funny by WizardRahl · · Score: 0

      it's like the new generation of hippies that think everything should be completely free like some fantasy star trekish universe... well wake up! we live in a capitalist world, not a free economy

    2. Re:+1 funny by AndreyF · · Score: 1

      *sigh* Part of the definition of capitalism a free economy. But a free economy doesn't mean that anyone can compete with anybody... or that trying to compete with projects like EQ2 (which cost $millions to make) without some serious developing power is just silly.

      In other words, these guys are wasting their time, since anything they produce will be nothing compared to what real game makers can... and if they really were good designers, why are they working for free instead of making 6 digits working for Blizzard/Sony?

    3. Re:+1 funny by WizardRahl · · Score: 0

      I don't understand why everyone thinks everything should be open source. People go to University for four years to get a bachelor of computer science to work most of these jobs so why should they work for free; they deserve to be paid for their product and work. Don't give me this "open source does pay the developers" fantasy crap, it's economics. If the product is free, the workers are voulnteers therefore don't get paid. Why would I go to university four years to be a voulunteer? It's insulting. Engineers don't work for free or give out their production secrets on the internet!

  39. Because you know something about law... by AndreyF · · Score: 1

    Except for the fact that your PSL is not enforceable in the US or GB (search your forums if you wanna know why).

  40. This a sick joke? by UziBeatle · · Score: 0


    Okay, with some eager anticipation I joined the torrent, downloaded and left torrent up whilst I slept. I figured I'd try the install and game later the next day.

    Next day events:
    Spent more time on the games web site to garner info. painful in the extreme as the site is still nearly dead.

    Installed game (This is on a WIn98se system)
    Install seemed to go fine.
    As per the newbie guide found in a acrane corner located at a link off games main site I ran the
    update link . That opened a GD DOS?! WTF, window and spit out the following error.

    LoadLibraryEx(D:\Program Files\Games\PlaneShift Crystal Blue\vfs.dll) error 11
    57: One of the library files needed to run this application cannot be found.
    WARNING: could not load plugin 'crystalspace.kernel.vfs'
    Couldn't load VFS plugin "crystalspace.kernel.vfs"!
    ERROR: csInitializer::SetupConfigManager failed!
    Is your CRYSTAL environment variable set?
    Exiting Planeshift. Press Enter...

    Okay, wonderful. I even tried the setup game link as recomende in the now useless to me newbie guide.

    Look, I'm no computing novice. I've been around them since 1985. I don't expect a LOT from a beta-alpha package but for gods sake that is inexcusable BS. THis package is a total waste of time if the developers can do no better than that for a INSTALL. THere is no excuse other that total incompetence. Sorry. Okay, maybe I'll grant sloppyness and failure to execute due diligence.

    LOL. I gave up trying to log in on the games main
    forum site to post query as WTF could I be doing so wrong, the site is just dead. Maybe in a week or two it will revive.

    IN the meantime this game isn't worth the torrent space in my un humble opinion. Based on how it idiotically failed to pass a simple install and setup on this system it is junkware. Period.

    I do hope though, that someday I can access the games forums and find out WTF I could have done so wrong as to cause it to bomb as listed above. Amazing.

    --
    Something between the lines jumps out and bites your arm off. Soltan Gris / London
  41. Re:Fascist non-code content license binds authors by Anonymous Coward · · Score: 0

    That isn't in the Christmas spirit, or in any spirit of giving.

    It's keeping in lockstep with the spirit (and intrinsic philosophy) of the GPL, though.

  42. fun? by chigun · · Score: 1

    Everyone is discussing it's portability to linux, it's GPL licensing, or the funny way they are handling the art. What I would like to know is this.

    is the game fun? is it worth downloading/installing?

    --
    swanker than you
  43. One difference by AndreyF · · Score: 1

    Wow, what a genius, better go rush off and tell the record companies that it is impossible for singers to assign their copyright to them cause they've been under the mistaken impression that this was possible for decades now.

    They are being paid for the rights, just as a scientist working for a company is being paid for his work (anything he discovers belongs to the company). Surrendering all of my rights to a piece I created without compensation (as the PSL demands) is quite different.

    (you can even use the Planeshift engine!)

    I would never. It's shit compared to the alternatives (and they seem to understand free software much better than the PS guys, not to mention that their webiste doesn't look like utter crap in Firefox--get your webmaster a book html).

    1. Re:One difference by QuantumG · · Score: 1

      Funny that you should mention Nel, the "prototype" game for it is not even remotely close to a real MMORPG. The commercial game doesn't offer the source code to the client under a GPL license at all (they relicense their code under a proprietary license.. that means they have NO third party contributors or they require you to give them the copyright for the CODE). From my perspective (as a coder) Nel is the worse open source project. What perspective are you looking at it from?

      --
      How we know is more important than what we know.
    2. Re:One difference by AndreyF · · Score: 1

      NeL is not a game, it's an engine... and compared to it, CS is utter crap... Ryzom is a proprietary game that has proprietary content that pays lots of money to top artists for that content... it doesn't ask anyone to donate their copyright (code or otherwise), they pay them loads of money for it! As for being a "better" or "worse" free sofware project... you guys really seem to have no idea what free software is (you use it interchangeably with "open source")... if you want to compare, though, how easy it is to implement the two engines (CS vs. NeL), just look at the documentation sites, the front of CS says "I really have to update this documentation sometime soon..... i guess i'm just too lazy with school and all :)". NeL says: "last modification: Sunday 26 of December, 2004 [23:33:43 UTC]" That's about 7 hours ago... go figure.

    3. Re:One difference by QuantumG · · Score: 1

      Dude, CS is not a game engine, it's a graphics engine. Get a clue. As for not knowing what Free Software is, I happen to be an associate member of the Free Software Foundation, where's your card? If you knew a damn thing you'd know that Richard Stallman himself recommends our particular way of making Free games. Why? Cause code should be free, graphics, sounds, songs, autobiographies, should not. If you don't understand why this is I'd love to sit down and explain all this to you at some point. As for paying money, how does that make it alright? People who work at Microsoft get paid a pretty penny too, what exactly are you trying to say?

      --
      How we know is more important than what we know.
    4. Re:One difference by quintesse · · Score: 1

      Sorry to see this is turning into a flamewar of sorts but I'm curious about your remark that RS himself thinks graphics, sounds and songs should not be free. Care to elaborate on that? I'm really curious as to the reasoning behind that.

    5. Re:One difference by QuantumG · · Score: 1
      Sure. Software serves a utility which one might compare to the utility served by encyclopedias and text books. You use these works to do things. Now compare these to movies and songs, or an autobiography. These works represent a person's vision, beliefs and opinions. If these works are free to change those opinions will be misrepresented. Where it is possible to have songs which are developed by a community they are songs which represent the opinions of that community.

      To bring this back to Planeshift, if the graphics are free to be modified and used by those outside our community our opinions and vision can be misrepresented. Our code on the other hand is more utility than vision. It gives us the ability to make a game. This is an ability we want others to have, we want to see their vision.

      --
      How we know is more important than what we know.
    6. Re:One difference by Anonymous Coward · · Score: 0

      RE: paying money

      The point is, copyright law makes it much easier to assign a copyright when a payment happens.

      Your license probably isn't enough to assign the copyright from the content authors to the planeshift project - you typically have to hand over some cash to make this happen.

      Even a dollar to each contributor would probably work, but nothing at all sure won't.

      If you ever end up in court, they'll take your license apart.

    7. Re:One difference by quintesse · · Score: 1

      Although I understand what you are trying to say I'm still not convinced that this hold true for every artistic expression. How does music (not song) convey beliefs and opinions? How does a painter's representation of a flower convey his beliefs and opinions? Maybe he could but maybe it's just music and maybe it's just an image of a flower. In those cases I still don't see why an artist could not say: sure, do with it whatever you like. There are enough examples where art uses older, existing art to make new works of art but most of the times this means they can only use art that has already lost its copyright protection or they have to pay for it.

      I also think that your statement that (in my words) "art is vision, beliefs and opinions, software is utility" would not sit well with Open Source groups like for example the Mozilla Foundation which might say that they are expressing a lot of vision, beliefs and opinions through their code. They could not prevent Microsoft from taking their code and turning it into IE7 for example. And still they give their code away, knowing the risk that somebody will do something with it that they never intended.
      Let's just say that I have the feeling that the distinction between art and utility might not be as black & white as you seem to be making it.
      (NB: I know for example that the artwork for the game Max Payne 2 can be freely used for non-commerical purposes which seems great to me).

  44. DARK! by Mock · · Score: 1

    Oh boy, yet another dark game.

    Why must all these games be made from shades of brown and grey, where you always end up squinting at the screen?

    Is it really so hard to make bright, easy to see games like Serious Sam 2?

  45. Re:Fascist non-code content license binds authors by Frank+T.+Lofaro+Jr. · · Score: 1

    I called the license fascist, not the people.

    Attacking a wrong isn't the same as attacking the one who did it.

    --
    Just because it CAN be done, doesn't mean it should!
  46. Re:Fascist non-code content license binds authors by Frank+T.+Lofaro+Jr. · · Score: 1

    I can still license work I contribute to a GPL project anyway I wish.

    I can supply code to a GPL project (e.g. Linux kernel) and keep the copyright, but license it to them under the GPL. I can then go to a proprietary company and license it to them on a license which allows them to use the code in a product which itself has a restrictive license (e.g. Windows).

    The people who I licensed it to via the GPL have those rights and responsibilities, the ones I proprietary licensed it to have the rights and restrictions associated with it.

    Dual licensing is OK.

    Now if you are talking about assigning copyright to the FSF, that is another story. I assume they license it back to you via the GPL and maybe some extra rights.

    Assigning copyright to the FSF is something I'd have trouble doing personally.

    --
    Just because it CAN be done, doesn't mean it should!
  47. sheesh by Anonymous Coward · · Score: 0

    so many posts about "ah, oh their licence sux" but not a single post about how the game is actually. Did you even try to game? What the fuk is it? A lawyer convention???

    Geez u are pathetic