Title: Question on GPL Compliance Post by: grant on March 21, 2010, 12:13:57 PM I'm familiar with the GPL, but I'm not exactly sure what counts as 'source' for art and models.
I wrote a silly chess app that uses quake 3 models for the graphics: http://www.grant-olson.net/ocaml/chess-iii-arena Of course for people to be able to use it, they need the existing q3a .pak files. I just found out about openArena (which is awesome BTW) and went to work porting the models into my code. Now I have enough to distribute a stand-alone game. Right now I have both a windows executable and a source distribution. I'm using some openarena md3's and tga files. I've got the openarena license and credit files in both distributions. I guess what I'm unclear on, what's the 'source' for an MP3? Is just having the md3's with your license good enough? Or do I need a separate source package with some other sort of file? Thanks, Grant Title: Re: Question on GPL Compliance Post by: andrewj on March 21, 2010, 07:12:26 PM As a programmer myself, I think simply including the md3s and skin images is sufficient.
You can also include a link to OpenArena's SVN repository, which has some blender files which the md3s are created from. While you could include these .blend files in your source package, I reckon that would be overkill (and make it a lot bigger too). Title: Re: Question on GPL Compliance Post by: grant on March 23, 2010, 12:29:24 PM Thanks. But that sounds to me like I'd need to provide a package with the .blender files to be in strict compliance. Could anyone tell me where these are in the source tree?
Title: Re: Question on GPL Compliance Post by: andrewj on March 23, 2010, 06:53:50 PM Here:
http://openarena.ws/svn/source/assets/models/ |