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Re: MMORPG style Inventory - Stock Torque3D 3.10.1

Posted: Sun Dec 09, 2018 8:25 am
by Zweshi
@ Zweshi Most excellent work, sir!

If you were interested in turning this into a module for future use in the new BaseGame template, I'd be willing to help with that and I think that would go a long way to dealing with things like Duion's complaint about installation complexity.
Thank you very much! Sure i'd be up for that, just let me know what is needed from my side
I'm going to be awkward and ask for a licence, I'm assuming at least MIT for parity based on your comments about taking and breaking.
Not awkward at all, software without a license is some bone chilling stuff :D
You are correct that the package is meant to have a MIT license(will add this explicitly as soon as time allows, not sure how i missed it in the first place), the exception being the art/sound files which are CC0(these CC0 files have LICENSE.txt files in the directory structure pointing them out).
I was looking at an inventory system very much like this for converting the AFX demo into a more rounded RPG demo (which I will pester jeff about later on regarding making it fit into the new modular basegame) The server sided determination is the icing on the cake which I'm pretty sure was going to provide me with headaches, but you've done that
Sounds like a fun project, best of luck! Let me know if the inventory system gives you any trouble and i will see what i can do to help.
As for asset detailing, generally I find its easier to convert better quality/higher fidelity assets to something else than the other way round, much art texturing comes with far bigger textures than needed which allows the designer the freedom to adjust somewhat.
This tends to be my opinion as well, having worked with a lot of stock 3D modelling i have found that having more quality at the expense of performance is rarely a bad thing given that the ability to down scale is as accessible as it is.
Great resource and video. Thanks for sharing.
Thank you, happy to share!

Re: MMORPG style Inventory - Stock Torque3D 3.10.1

Posted: Sun Dec 09, 2018 10:06 am
by Duion
I would suggest not to add a license to it, since every time someone adds his MIT license, it has to be kept at the header forever and somewhere in the future each code file will consist of 90% license header and 10% code.

The default practice with Torque3D so far was, that each time someone contributes to the main repository, the code becomes the Garagegames MIT license, which is not so nice, but feasible.

So I would suggest to keep it that way or to have something similar for addons, so the license header does not get bloated and then create some kind of credits file or menu, where each contributor is credited, if he wants to, even the CC0 ones. Thats how I keep it with my game as well, it helps me keep track of everything.

Re: MMORPG style Inventory - Stock Torque3D 3.10.1

Posted: Mon Dec 10, 2018 12:00 am
by Bloodknight
well, some discussion is interesting, afaik you can add a licence without literally adding it to every code file. Many projects on github for example only contain a license.txt file.

Re: MMORPG style Inventory - Stock Torque3D 3.10.1

Posted: Mon Dec 10, 2018 12:12 am
by Duion
MIT license header has to be inside every code file, as the license states:
"The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software."
You could try to redefine what a "substantial portion" is, but your chances are not that good, since one code file is definitively a portion of the software.

Re: MMORPG style Inventory - Stock Torque3D 3.10.1

Posted: Mon Dec 10, 2018 1:55 am
by Bloodknight
Short of this becoming a legal discussion for which nobody here is qualified, i'd argue that the two sentences are different and that if it was supposed to be inside every code file, that's precisely what it would say, also I've seen many projects with just a licence file, and more than a few in the past with a licence file and a short form reference to the licence file. Short of a lawyer popping on to explain in detail precisely what 'substantial portion' actually means to a lawyer... I suspect we are stuck simply discussing.