-
Notifications
You must be signed in to change notification settings - Fork 27
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Use in a commercial product #60
Comments
So rlvm used to use GPLv2. The last commit that was licensed under GPLv2 Assuming that, you'd also have to revert a few things in your local copy You can just revert #42 locally. It is a stub implementation of the Tomoyo The biggest contribution you'll probably have to worry about is #34: There were also a series of compile fixes contributed by #33. It's fairly The last person you might want to check in with is Marek Vasut, who sent That's all the people who have added code to rlvm after the switch to On Thu, Aug 7, 2014 at 9:34 PM, Raymond Qian notifications@github.com
-- Elliot |
Thanks for the details of the commits, I'll get a hold of all those people and ask if they can post a yes/no on this thread on converting back to GPLv2. |
http://www.fsf.org/blogs/rms/selling-exceptions Just gonna throw this here. Might be an option if the GPLv2/3 thing went side way for whatever reason. |
Why the GPL (v3 or v2) would be a problem? You would sell the engine with the assets like any game, except that the engine would be open source (like id software engines). Several other do the same, like Higurashi (all languages), TypeMoon's games, etc. You have to make a modification to the engine that as to be kept undisclosed? |
It's not me that might have problem (I don't write VN to begin with...) IIRC, the RealLive enigne for each game is not compatible with each other. So while Planetarian might be fine, Clannad might not. And if (and that is a big if) Visual Art's provides engine-side support, they may not take open-sourcing of those patches so kindly. Again, it's all theoretical. Please don't take this the wrong way. |
I have a branch locally which has everything mentioned above reverted (or trimmed down to under the 10 lines per person copyrightable limit). I'm going to take a stab at clean room rebuilding the TCC patch. In the case of Marek's patches, most of them actually aren't to GPL code, so things should be OK there. Raymond: Please email me at eglaysher@gmail.com for further discussion. I can't find your email address on the web. |
Closing this bug. |
Hi, I'm the release engineer for Planetarian for Steam. I noticed this uses GPL3 which might make it hard to use this in a commercial product for Linux/OSX support. I'm open to any ideas or solutions if there's any interest in this.
If not you may close this ticket.
Thanks.
The text was updated successfully, but these errors were encountered: