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Messages - John.d.h

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1
Mods / Re: Re-Mastering the Egypt Faction (Big Update January 2017!)
« on: 23 February 2017, 06:07:38 »
What do you guys think the Ibis should sound like?
Like a kazoo, basically.  I'm sure it varies by species, but here's one in sub-Saharan Africa:
https://www.youtube.com/watch?v=jSEGZrS2LIU

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And does anyone think the Scarab should make sounds? If so, what sounds?
Different kinds of beetles can hiss, chirp, click, or make all kinds of sounds.

The dung beetle makes a sound like a creaky wooden floor when provoked:
https://www.youtube.com/watch?v=6DtP2njXEJU

2
Mods / Re: Dark Magic Project Incomplete
« on: 12 February 2017, 19:47:08 »
Because Trello is primarily designed for task management, and the issue system isn't. Trello is faster, more straightforward, easier to read(visually), and more versatile. Seeing as it takes two seconds to get on Trello.com, I don't really see any gain in using the issue system. But if you don't want to use Trello, that's fine. We just need to make sure we don't overlap in our efforts.
Alright, sounds worth a shot I guess.

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Not something I often hear from you.  :P
Zing!

3
Mods / Re: Dark Magic Project Incomplete
« on: 11 February 2017, 22:14:57 »
What's the advantage of using another service over, say, GitHub's issue tracker?  Seems like centralization would be the way to go.

4
Mods / Re: Dark Magic Project Incomplete
« on: 11 February 2017, 20:51:04 »
Heh... I may have forgotten to push. :look:  Anyway, new animations look good.  I'll be able to do more after the weekend.  I don't feel bad insulting the Harpy's animations because I did them originally, but those badly need redone.  There also seem to be some sounds missing.  A lot of the buildings could use new models, like the Incantation Shrine and Sorcery Runes especially.  The Earth Serpent could probably stand to be redone completely.  I think my standards in general have just gone up a lot in the past few years. ;D

5
Mods / Re: Dark Magic Project Incomplete
« on: 10 February 2017, 10:15:52 »
I just pushed a fixed version a moment ago.  I'm going to take a wild guess that almost none of the blend files still exist.  I still need to get my import/export set up, but I'll tackle that in the coming days.

6
Mods / Re: Dark Magic Project Incomplete
« on: 10 February 2017, 08:59:31 »
 :thumbup:

As far as balance, my MegaGlest playing skills are actually abysmal, so I'm probably useless in that regard, but my 3D skills haven't been entirely neglected for the past seven years.
I figured step 1 is getting a repo set up, so: https://github.com/johndh/Dark-Magic
Step 2 would be getting it running in the engine.  Getting errors so far, haven't looked into it yet.  I'll keep y'all posted.
Edit: Got it running.  I copied the wrong resources folder (the one from Magitech instead of the one from Megapack), but it runs now.  The AI seems to love building too many Oblivion Portals, and too few fighting units.

What's up with the g3d script download links?  It looks like they've 404'd. :confused: https://docs.megaglest.org/G3D_support
If anybody has a working link to the import and export scripts for recent Blender versions, they'd be appreciated.

7
Mods / Re: Dark Magic Project Incomplete
« on: 9 February 2017, 19:12:51 »
I don't think any work has been done on this faction in several years, so refresh my memory -- what specifically is missing or needs replaced?  I might be willing to take another swing at it.

Does anybody have a download link to Dark Magic?  The filefront link in the original thread is dead (I would have been very impressed if it weren't).

8
Dang dude, this looks great.  Everybody's been leveling up while I've been gone. :P

9
MegaGlest / Re: Megaglest and Steam
« on: 16 August 2016, 21:58:19 »
I believe what's more dangerous are negative comments on Steam on how we rip them off. We need to provide Steam Users with exclusive items.
I echo the concerns others have already raised about this, but I do think there could be a viable alternative.  What about instead of having exclusive content, they just get access to new content earlier?  This would necessitate new content being created, and being completely divorced from copyleft assets so that it can be kept behind a paywall, but would give paying customers something for their money, would still give free players new content (albeit delayed), and would generate revenue for new content and for server upkeep, etc.  Free players may even be inticed to spend money when they see screenshots and IRC chatter of paying customers talking about the new mods they get to play.  The main hurdle of this approach is that somebody would have to make a lot of new content, and it would have to be made basically from scratch, and on a continuing basis.  This is by no means an insurmountable problem, but it does require somebody with free time and motivation to do it (and I'm not volunteering by myself :P).  If it makes more than enough money for upkeep, then some of the profit could go to these content creators, but I wouldn't expect it to be significant.

A more ambitious approach would be to make a new pay-to-play game on the MG engine and have the revenue pay for both itself and regular MG.  Content could still be released as CC-by-SA, just as individual assets (e.g. available on OGA) instead of as a ready-to-play mod bundle.  I don't expect anybody to go for this, though. :)

10
Mods / Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
« on: 9 August 2016, 23:11:49 »
Damn, son!  Those are some suh-weet improvements.

11
Off topic / Re: Open-Source Discussion
« on: 7 July 2016, 20:44:00 »
You guys have an awfully one-sided view of freedom. :| I love open source software, but freedom is a principle, not a buzzword to justify your feelings.
If you're not basing your feelings on principles, then what are you basing them on?  Emoji dice? :P

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Liberty also includes the right to release your program and your code however you see fit.
And it includes the right to use or not use a program, based on how the program is released (or any other reason).

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Undoing the thread hijack...
There's a difference between free and open source.  I don't really care that much that the folding software isn't free/libre... well, I do care but it's not the deal-breaker.  I care more that it's not open source, because that means potentially opening up a network connection with unsafe software.  I have no way of knowing what vulnerabilities or spyware are included in it (especially considering how organizations like the NSA have put pressure on software developers to install vulnerabilities), or even knowing that any third party has been able to look into it.

12
Off topic / Re: Open-Source Discussion
« on: 6 July 2016, 00:06:43 »
This said, I do not and did not mean to discourage anyone using this or similar software (despite for the security aspect maybe, but it's obvious and everyone can just make up their minds on it).
Heh... I wasn't even thinking of the insecurity of it.  Now I'm doubly convinced. 8)

13
Off topic / Re: Open-Source Discussion
« on: 5 July 2016, 01:35:41 »
http://folding.stanford.edu/home/faq/faq-opensource
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We have not outsourced the client for several reasons, relating to client reliability and other issues. However, we’ve come up with a compromise — we have been developing a plug in architecture to allow people to write open source code that we can plug into our client.
Oh thanks, Stanford. ::)  They're so nice to allow people to help them without them giving anything in return.

I'm a bit mystified why they think having their code open to scrutiny would make their client less reliable, but if they don't want my help, then that's humanity's loss.

14
MegaGlest / Re: MegaGlest team on Folding@home
« on: 4 July 2016, 03:13:12 »
I'd gladly do this on my Raspberry Pi 3, since the power consumption is so low, but I don't see an ARM download. :-\

15
There may be times when two complete newbies want to play against each other, or maybe a more experienced player is trying to get his/her newbie friend into the game.  This is an edge case that needs to still be allowed somehow.

16
MegaGlest / Re: Force maps to be CC-BY-SA ????
« on: 17 January 2016, 06:04:22 »
Does it count as freedom if it's forced?  I can understand not wanting to include copyright-restricted works in the official mod distribution center, but keeping other works from being played is an antifeature -- a deliberate crippling of the software.

17
Off topic / Re: 2015 FOSS game round-up
« on: 12 January 2016, 00:14:08 »
https://opendungeons.github.io/
I very nearly included this one in the list.  I'm interested in seeing how it turns out in the future.

0 A.D. - Real-time strategy - A free, open-source game of ancient warfare.
Definitely a good one. :thumbup:  Anybody who likes MegaGlest would probably like 0 A.D.

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Frogatto & Friends - A platformer/adventure game. The game itself costs a bit of money, but the engine is open source.
A fun one for sure!

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Flare engine - RPG
I've been following this one for a few years now, I think.  I feel like it has a long way to go, but it's certainly promising.

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M.A.R.S. - A ridiculous shooter
Whoa!  PRETTY! :thumbup:  I'd try that one out if I wasn't so sure that it would melt my craptop's lousy processors.

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Me & My Shadow - A free libre puzzle/platform game in which you try to reach the exit by solving puzzles. Spikes, moving blocks, fragile blocks and much more stand between you and the exit. Record your moves and let your shadow mimic them to reach blocks you couldn't reach alone.
Sounds kinda like...
https://www.youtube.com/watch?v=1fABGyVzVwI

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Pioneer - Space simulator
Checking this one out...

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Battle for Wesnoth -  A free, turn-based tactical strategy game with a high fantasy theme
A few years ago, I had a really geeky girlfriend who suggested I try this game.  In response, I showed her that my name was already in the credits. :O  However, I fear for its future. http://forums.wesnoth.org/viewtopic.php?f=62&t=42912  :-\

18
Off topic / 2015 FOSS game round-up
« on: 9 January 2016, 10:44:51 »
Inspired by this thread, I thought I'd get a discussion going.  What were your favorite FOSS games you discovered in 2015?  The criteria here are that they are FOSS, they are under current or recent development, and that they are playable.

In no particular order, here are a few that have soaked up a lot of my time in the past 12 months, all of which run on Linux and Windows at the very least:

Endless Sky
"Explore other star systems. Earn money by trading, carrying passengers, or completing missions. Use your earnings to buy a better ship or to upgrade the weapons and engines on your current one. Blow up pirates. Take sides in a civil war. Or leave human space behind and hope to find some friendly aliens whose culture is more civilized than your own."  Available for Linux, Windows, and Mac, this game is in a very playable state and contains many hours of campaign, dozens of ship types, and a variety of different parts to customize them.  The current campaign has several branches to it, so your choices actually matter and affect the outcome on a galactic scale.  There are several factions and sub-factions in the galaxy, and there's rarely a clear right-and-wrong morality.  Neither the Republic nor the rebellious Free Worlds have a clear moral high ground, and there are decisions to be made about what choices are acceptable in the name of freedom.  Currently, only one of the factions is available to work for, but future plans include more variety and player choice (and there already is a lot of that) and tweaks to balance.  Expect flashy visuals, an engaging storyline, and weighty decisions.  This was my #1 FOSS game of 2015.
https://www.youtube.com/watch?v=qLgjewKFaDQ

Argentum Age
According to the developer (the original Wesnoth dev), "It's a game which mixes tactical battle with a deck of cards that represents creatures and spells you can cast."  This is the only CCG I've played in many years, so I can't really compare it to other entries in the genre, but I've found it enjoyable.  It's undergoing development but is certainly playable as-is.  Multiplayer has been a priority from the beginning, but it features single-player mode with a competitive AI and a campaign mode.  The rules are easy to learn but the gameplay can get challenging fairly quickly.  There are no fees or microtransactions, and you unlock cards to improve your deck as you win battles.
https://www.youtube.com/watch?v=ee3UpvfVm2w

Tales of Maj'Eyal
"Tales of Maj’Eyal (ToME) is a free, open source roguelike RPG, featuring tactical turn-based combat and advanced character building.  Play as one of many unique races and classes in the lore-filled world of Eyal, exploring random dungeons, facing challenging battles, and developing characters with your own tailored mix of abilities and powers.  With a modern graphical and customisable interface, intuitive mouse control, streamlined mechanics and deep, challenging combat, Tales of Maj’Eyal offers engaging roguelike gameplay for the 21st century."  In many ways, ToME is more forgiving than many true Rogue-likes, but it's still plenty brutal.  Make a mistake, wander into the wrong corridor, or open a door you shouldn't open, and you'll quickly find yourself dead.  There's a lot to explore (much more than initially meets the eye), a wide variety of monsters to dispatch, loads of character customization, and a variety of races and classes to unlock.
https://www.youtube.com/watch?v=mKpYy-pwRfM

FreeOrion
"FreeOrion is a free, open source, turn-based space empire and galactic conquest (4X) computer game being designed and built by the FreeOrion project. FreeOrion is inspired by the tradition of the Master of Orion games, but is not a clone or remake of that series or any other game."  It's 4X in space!  Explore a randomly-generated galaxy, colonize and terraform planets, discover technology through research or through alien ruins, seek out new life and new civilizations, and secure your victory through military conquest or technological achievement.
https://www.youtube.com/watch?v=NhZawhGK8BU

OpenRA
"OpenRA is a Libre/Free Real Time Strategy project that recreates the classic Command & Conquer titles.  We include recreations of C&C (Tiberian Dawn), C&C: Red Alert, and Dune 2000. These are not intended to be perfect copies, but instead combine the classic gameplay of the originals with modern improvements such as unit veterancy and the fog of war.  OpenRA's primary focus is cross-platform multiplayer between Windows, OS X, and Linux; however, we include a number of single-player missions, and also support skirmish games against AI bots."  What is there to say?  It's old-school C&C, slightly modernized and cross-platform.
https://www.youtube.com/watch?v=ueosN-JFqG0



OpenMW
I put this one in a separate category because it isn't exactly a FOSS game per se.  That is to say, it's a FOSS engine reimplementation that can be used to play The Elder Scrolls 3: Morrowind, which is proprietary and widely considered to be one of the greatest games of all time.  So you can't just download OpenMW and play it, but if you have an old Morrowind CD sitting around somewhere or you want to spend $10 for a digital download, you can now play Morrowind natively on various platforms with lots of added benefits like more supported resolutions, faster performance, much better-looking water, bug fixes, physics support, and lots of under-the-hood stuff.  It also runs most mods that work with the original game.  Work is being done on creating a game template from which FOSS games can be created using the engine, thus removing reliance on Bethesda's IP.  In its current state, OpenMW runs noticeably better than the original engine, and is (imo) the definitive way to play Morrowind on any platform it supports.
https://www.youtube.com/watch?v=Wzp7gltHqBs

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Probably not enough Linux-compatible, open source games to have a list, otherwise :P. It's not a very competitive market.
There are certainly a heck of a lot more than this list represents, and more current ones at that.  I guess it just seems like a half-baked attempt to me, like somebody opened up their package manager and picked the first couple dozen games they saw (some of which are quite good; don't get me wrong), rather than doing any internet digging for the real gems.  I suppose those would likely be the most popular ones, since a lot of Linux users presumably find games to play using that same technique, but it says little about how good any of the games are.  Missing are Tales of Maj'Eyal, FreeOrion, Endless Sky, and OpenRA for example.  OpenMW is open source but doesn't ship with its own assets (being an engine clone of a proprietary game), so whether or not it should be included depends on their criteria.  Hmm... time to head on over to Off Topic, I think.

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What a weird list...  It seems like a GotY poll would include recent/current games.  FOSS projects never really die exactly, but I think most of these games are in a pretty deep coma.

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Well it may not be well defined, but if you release something combined in one archive, give it a name and so on I am quite sure this is a "monolitic work" and not just a collection of art. The xmls combine the mod to one monolitic thing and I bet every lawyer will make you pay :-/ . Here in germany I would not dare to do something like this.
I see what you mean, and I generally prefer to act on the side of caution as well.

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To the best of my knowledge, what exactly constitutes a monolithic work vs. a "mere aggregation" of smaller works (like an album) is not well-defined.

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Mods / Re: Licensing your mod
« on: 24 February 2015, 01:35:46 »
@Omega: I don't know what a "C&D" is to be honest.
A "cease and desist" is basically a warning that, if you don't want to be sued, you must cease (stop doing the thing) and desist (don't do it again).

Just to give you an idea how worse it is in Germany:
<snip />
In that case, I can see why you would want to be extra cautious.  I guess it might work to think of differently-licensed factions as free DLC, but I imagine this could cause a problem with fragmentation if different players have different mods installed.  I haven't been paying enough attention to know how well MG's mod/file system would be able to address these differences.

I'm sorry, It's a my foolish reading mistake that I misread his word "permit" to "omit", so I misread his whole context reversely. Really sorry john, I read your comment again now correctly, I have no opposition to your opinion. I want to bury my head in shame.
Don't worry; even my fellow Americans don't understand me half the time. ;D

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Mods / Re: Licensing your mod
« on: 22 February 2015, 18:36:48 »
Pretty sure that's not correct, Titi. Licensing is not per-mod. You can distribute packages that contain files with different licenses. Heck, MegaGlest does this. The engine is one license and the resources are another. You can do the same with techtrees, making one faction one license and another a different license.
Magister is spot on. Licensing is per file. So you just have to have an AUTHORS file or similar explaining the licensing of each file. The faction XML is a wee bit unclear because it would presumably be a derivative of several mods (since you need to have attack/armour types from several factions).
Licensing applies to each work, not each file.  The problem is that what constitutes a work is not well-defined in this context.  The engine and the resources are clearly different, but individual assets come together to make the gestalt experience.  On the other hand, each textured and animated model is its own thing.  Analogies with other media don't really apply, so unless there is an actual legal ruling, it's all kinda abstract and theoretical.  With that said: "In order for an adaptation to be protected by copyright, most national laws require the creator of the adaptation to add original expression to the pre-existing work." (source)

This suggests to me that bundling separate units together to form a faction would not constitute an adaptation and that the SA license would not propagate to the rest of the faction (although GPL would).  Thus, if I'm correct, this means that Hagekura's Japanese faction permits itself to be distributed along with Magitech, the MegaPack, or literally anything else, as long as it stays non-commercial.

Also, I would argue that a configuration file that simply tells a program how to use an asset does not constitute an expression of creativity that can be copyrighted.

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Mods / Re: Licensing your mod
« on: 14 February 2015, 13:05:22 »
There is no problem. No need for CC. There are unspoken rules.
It becomes a mess if you try to include work from different authors with their own custom rules for reusing their assets.  CC makes it more convenient, because you know very quickly whether two works can be combined or not.

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