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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <H1>[Nel] Something I don't understand about the license agreement.</H1>
+ <B>Vincent Archer</B>
+ <A HREF="mailto:archer%40nevrax.com"
+ TITLE="[Nel] Something I don't understand about the license agreement.">archer@nevrax.com</A><BR>
+ <I>Tue, 20 Feb 2001 15:55:20 +0100</I>
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+<PRE>Well, you summarised my summaries...
+
+According to Sal:
+&gt;<i> If I'm not mistaken, the things that define your game would mostly be
+</I>&gt;<i> located in serverside databases. Yes any modification to the server _code_
+</I>
+There are probably a few minor code modifications, required to support
+very specific rules (if you want to run elections, the code for booths
+and all that is probably hard code). But, if we've done our design right,
+most of a MMORPG design should be a matter of fiddling data.
+
+&gt;<i> I'm pretty sure these databases would not be covered by the GPL. All
+</I>&gt;<i> that people could 'steal' would be your binaries. And that does not mean
+</I>&gt;<i> they can carbon-coby your game. Your rules, mapfiles, plot, etc. could all
+</I>&gt;<i> be copywritten material.
+</I>
+Not &quot;could&quot;. Is. It's automatic and non-debatable. When you write it,
+it is automatically covered by copyright, and you have to explicitely
+put it in the public domain (which is not *that* easy). With the
+provision about plot; as I explained before, a plot cannot be
+copyrighted, while specifics are. You can't copyright &quot;evil arch-villain
+wants to overthrow king&quot;, you can only copyright &quot;Mezzo Kharkan wants
+to overthrow king Ariflax&quot;.
+
+(hmmm, if I have infringed some copyright here, it's purely unintentional,
+ and was only for purpose of citation. Honest)
+
+&gt;<i> I think 'derivitive works' pertains to modifications of the Nel codebase
+</I>
+In the GPL text, yes. Derivative works refer to code. GPL says exactly
+nothing about data, so it's not covered by the license.
+
+&gt;<i> Say I downloaded the binaries for Everquest's client and server (imagine
+</I>&gt;<i> they were GPLed). I still could not create an 'Everquest' game and put them
+</I>&gt;<i> out of business, I would need to create an exact copy of all their media, I
+</I>&gt;<i> would also have to mimic their ruleset, copy their maps, etc. And doing all
+</I>&gt;<i> that would be illegal, since its all copywritten material.
+</I>
+That's a good example. However (assuming Everquest code was GPL), once
+you'd produced a set of player and NPC models, and made a few zone files
+under a 3D modeller, and created your own items, you'd be able
+to launch Realquest.
+
+And try to put them out of business :)
+
+&gt;<i> Where you're mistaken is that the GPL doesnt force you to distribute
+</I>&gt;<i> _everything_ for free. Just the material that is covered under the GPL,
+</I>&gt;<i> which would be, the source code to the binaries... and the source to any
+</I>&gt;<i> libraries used in conjunction with them.
+</I>
+By FSF's own admission, the source of any library &quot;not commonly available
+with the system&quot;. Otherwise, we'd have to provide the Nvidia OpenGL driver
+sources if we wanted to run our game on a Nvidia-equipped PC :)
+
+--
+Vincent Archer Email: <A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>
+
+Nevrax France. Off on the yellow brick road we go!
+
+</pre>
+
+
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