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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: Support for demo versions?
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Replies: 22
Views: 3802

PostForum: General discussion   Posted: Today 9:06   Subject: Support for demo versions?
josch wrote:
Debian can make use of the Demo in the sense that it is legal for Debian to distribute a script that automatically downloads and unpacks the demo (for example from archive.org). But it is not legal for Debian (or Arch or Gentoo or anybody) to distribute the demo *unless* the demo ships with a license that allows them to do so. I was not able to find such a license for the demo version.
I doubt any game demo in history ever had such a license. :roll:

RoE demo ships with pretty standard EULA:
https://gist.github.com/ArseniyShestakov/6af72e3a3e5f3c847404faa7530522a1

josch wrote:
Thus, for Debian, the situation doesn't change much if vcmi gains support for the demo version. The only change will be that the Debian version of vcmi might then gain the ability to automatically download the demo (for example from archive.org) and use its assets. But Debian (and everybody else unless there exists a license that says otherwise) is still not allowed to redistribute the demo.
I understand it all include how licensing work in theory, but to be fair I'm not really worried that much about trying to put something in Debian repository yet since I have no doubt anyone who actually care can buy H3 on GOG with no problem.


Though we really need some testing automation for our CI to track regressions and there also some question regarding how multilayer servers should work in future. This is main reason why I asked for some legal advice in that area.

So thanks for explanation! ;-)
  Topic: Support for demo versions?
SXX

Replies: 22
Views: 3802

PostForum: General discussion   Posted: Yesterday 21:18   Subject: Support for demo versions?
josch wrote:
Why is it important if there is anything in Debian doing that? Isn't this topic independent of the operating system vcmi is run on?
Because Debian community unlike Arch or Gentoo actually care about legal status of packages and I hoped someone actually reviewed the situation. Like to be fair I never knew distribution of game demo versions could be illegal and I almost sure it's should be legal in Europe at least.

josch wrote:
Anyways, here the Debian situation: for Debian it doesn't matter whether the assets come from a source that you have to pay money for or a source that you do not have to pay money for. In case of this demo, the content is still non-free and vcmi would remain in the archive section it is in right now (contrib).
For now It's not that important in what part repository VCMI is. If we had a goal to make free assets then we could really ask few town creators to license them appropriately and replace everything else.

Though it's not yet time for this kind of stuff since engine not fully playable yet.
  Topic: Support for demo versions?
SXX

Replies: 22
Views: 3802

PostForum: General discussion   Posted: Yesterday 13:35   Subject: Support for demo versions?
josch wrote:
If there was a way to download the demo legally from somewhere, I'd of course all be for supporting it by vcmi.
The only thing I wonder about is there any open source game in Debian that actually do that? Like support downloading and extraction of demo assets.

I know winetricks request to manually download files and put them somewhere in some cases, but I suppose their legal status is dubious.
  Topic: Support for demo versions?
SXX

Replies: 22
Views: 3802

PostForum: General discussion   Posted: Yesterday 13:23   Subject: Support for demo versions?
Just in case there is Mac demo and it's have all adventure map bitmaps and 3 towns so it's fully functional in VCMI out-of-box. If legal problems can be somehow bypassed then we can use it instead.

Is someone could ask same guy on Web Archive publish it too then it's could be helpful:

https://www.fileplanet.co...-III-Demo-[Mac]
  Topic: New mods repository management / downloads concept
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Replies: 5
Views: 199

PostForum: Development   Posted: Yesterday 13:10   Subject: New mods repository management / downloads concept
If we going to store mods in Git then we would not compress anything in it and will need to actually unpack everything from mods like WoG. Compression would be handled by github when mod is downloaded.
  Topic: New mods repository management / downloads concept
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Replies: 5
Views: 199

PostForum: Development   Posted: 2017-05-27, 16:28   Subject: New mods repository management / downloads concept
misiokles wrote:
Also content folder should be in .zip form - it's easier to update mods in this form when - for example - new mod version will be refractored.
I not quite get what you mean, but it's not good idea to store archives in Git and let's say even WoG would need to be unpacked properly even if this would require additional overrides support in engine.

GitHub have 1GB size limit (include history) per repository which is sufficient for almost every H3 mod, but we're better not to abuse it without a reason. Then launcher will always download mods as ZIPs so for end-user it's doesn't matter how exactly assets stored in Git.

misiokles wrote:
And launcher should have few additional features. For me, better funcionality to "conflict" command should be implemented.
Launcher really need a lot of work, but so far I not sure there anyone want to work on it.
  Topic: New mods repository management / downloads concept
SXX

Replies: 5
Views: 199

PostForum: Development   Posted: 2017-05-27, 00:19   Subject: New mods repository management / downloads concept
Some implementation idea. Advantage of having repositories on GitHub would be ability to verify mods integrity with Travis, e.g:
  • Verify repository JSON integrity.
  • Verify JSON integrity of mod itself since Travis can clone mod from git.
  • Depend on what mod is changing we can run several vcmi tests too. At least make sure it's won't crash on loading.
  Topic: VCMI for Android
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Replies: 237
Views: 171379

PostForum: Development   Posted: 2017-05-24, 23:11   Subject: VCMI for Android
Great! Once I fix urgent "let's remove user home directory" bug I'll try to setup deploy from Travis to our new daily build server. :-)
  Topic: VCMI for Android
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Replies: 237
Views: 171379

PostForum: Development   Posted: 2017-05-23, 20:01   Subject: VCMI for Android
Might be will be able to check whats wrong in few days.
If build starts then dependency hell shouldnt be so much of a problem.
  Topic: New mods repository management / downloads concept
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Replies: 5
Views: 199

PostForum: Development   Posted: 2017-05-23, 06:35   Subject: New mods repository management / downloads concept
Please check my concept of new mods repository:
http://wiki.vcmi.eu/index...Mods_Repository

Keep in mind I just registered organization for to make more clear how it's should work, but nothing else is done. Feel free to leave any ideas here.
  Topic: Wogify
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Replies: 7
Views: 3970

PostForum: Help & Bugs   Posted: 2017-05-23, 06:31   Subject: Wogify
CdBobo wrote:
Is this still not planned?
VCMI will eventually have own WoG-like options, but it's just very unlikely to be implemented exactly same way as in WoG. Most likely it's will be some other menu or bunch of options in launcher.

PS: So just to be clear "not planned" mean that exact bitmap unlikely to be used simply because we have tons of better ways to implement game options menu.
  Topic: Board migration
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Replies: 19
Views: 1771

PostForum: General discussion   Posted: 2017-05-23, 00:18   Subject: Board migration
Also fixed problem with weird gamma of attachment previews.
  Topic: Board migration
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Replies: 19
Views: 1771

PostForum: General discussion   Posted: 2017-05-22, 23:12   Subject: Board migration
Fixed file upload limits everywhere, set Mantis to always show screenshots up to 1M.
Also when downloading file on Mantis there now will be bug ID in filename as prefix.
  Topic: VCMI for Android
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Replies: 237
Views: 171379

PostForum: Development   Posted: 2017-05-21, 15:51   Subject: VCMI for Android
Tooandorisu wrote:
Maybe a long shot, but dailies for android build?

This is one of two reasons why we need CI. Since we now have plenty space to host them there will be at least builds for Windows and OSX from Travis.
  Topic: VCMI for Android
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Replies: 237
Views: 171379

PostForum: Development   Posted: 2017-05-18, 17:36   Subject: VCMI for Android
@Fay
Another thing I want to request once you have free time for that.
Try to setup Android build for Travis CI, it's will be really helpful.
 
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