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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."

36 of 164 comments (clear)

  1. 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?

  2. 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
  3. 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 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.

  4. 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!
  5. Re:So where are the source downloads? by DrunkenTerror · · Score: 4, Informative
  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 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)
  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...

  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 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
    6. 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
    7. 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.

  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
  10. 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.

  11. Other Download Locations by chrischoo · · Score: 5, Informative
  12. 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

  13. 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!

  14. 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

  15. 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!
  16. 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)

  17. 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
  18. 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?

  19. 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.

  20. 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.

  21. 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

  22. 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.