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.
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").
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...
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:)
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.
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.
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
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.
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!
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
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
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
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
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
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
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
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
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
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
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
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
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!
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
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
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