I have calmed down now, and I'm sorry if I was a bit blunt earlier.
I was using some assets that are under a strict GPLv2 license (i.e. without the "or at your option, any later version" clause) -- namely some sounds from OpenArena. I checked and double checked the rules to make sure that these would be OK.
It's well established that the strict GPLv2 is not compatible with the GPLv3. Presumably that applies to artwork (or sounds) too, although using GPL licenses for artwork is not 100% appropriate -- GPL was designed for source code. But I digress.....
I don't know if the strict GPLv2 is compatible with CC-BY-SA 3.0 -- I'm guessing not, and I just checked the link in the license to the list of compatible licenses and there are none.
Anyway, I still hope the competition organizers will clarify this (and perhaps admit that the original rules were not quite up to scratch). I no longer want to enter the competition, but wish good luck to everyone who does.
The contest rules allows using resources which are under free-as-in-freedom license but which might not be strictly compatible with the GPLv3 and/or CCBYSA3. For example, I am using some sounds which are under the pure GPLv2 (no "later" clause). I presume I merely need an additional section in COPYING.txt to cover these resources?
This shot also shows multiplayer, two separate clients connected to a server via the networking system. All three were running on the same computer, but it should work fine on a LAN -- dunno how it will work over the internet though. I suspected the large number of enemies on-screen at the same time might cause problem,s but so far it is working OK.
I probably won't have time to have proper menus for setting up LAN games, I really gotta concentrate now on making more monsters and placing items on levels.
Good luck to everybody entering the LPC competition!
The 'make' program lets you specify more than one thing to do, so "make clean all" is the same as "make clean" followed by "make all".
I don't know either what that "clock skew" message means, I don't think I've ever seen that before, and there is nothing about it in the 'make' documentation. The game still runs though?
P.S. I have added some code which may fix the sound -- please try running it with sound and see if it works for you.
P.P.S. the dungeon level with the keys is map 3 -- the README.txt has some information on the cheat commands, including how to start the game at a particular level.
I have been working on the dungeon generation code, and really stumbled when trying to devise the algorithm for adding locked doors and placing the keys somewhere else in the level. The algorithm I had come up had the serious problem where a player could unlock a door and then not find any keys to be able to continue -- so that was frustrating, though I think it is working properly now.
The following screenshot shows the current state of the dungeon levels, they are still very primitive, but something is better than nothing, right? :-) Tomorrow I need to add the exit door, and get locked doors working.
I have been working on the player characters and the ability to use the items that they have in their inventory (half the items are directly usable, and the other items are passive, mainly armor).
I'm fairly glad that all the usable items are working now (except wand beams don't hurt monsters yet). I was planning to have bombs that you could throw and they'd bounce off walls and explode, however I doubt I will have time to implement them (sadly).
I have calmed down now, and I'm sorry if I was a bit blunt earlier.
I was using some assets that are under a strict GPLv2 license (i.e. without the "or at your option, any later version" clause) -- namely some sounds from OpenArena. I checked and double checked the rules to make sure that these would be OK.
It's well established that the strict GPLv2 is not compatible with the GPLv3. Presumably that applies to artwork (or sounds) too, although using GPL licenses for artwork is not 100% appropriate -- GPL was designed for source code. But I digress.....
I don't know if the strict GPLv2 is compatible with CC-BY-SA 3.0 -- I'm guessing not, and I just checked the link in the license to the list of compatible licenses and there are none.
Anyway, I still hope the competition organizers will clarify this (and perhaps admit that the original rules were not quite up to scratch). I no longer want to enter the competition, but wish good luck to everyone who does.
Your caves look a lot better than my dungeons, which didn't turn out very well. Having wide passageways between rooms makes for better gameplay.
A question about COPYING.txt :
The contest rules allows using resources which are under free-as-in-freedom license but which might not be strictly compatible with the GPLv3 and/or CCBYSA3. For example, I am using some sounds which are under the pure GPLv2 (no "later" clause). I presume I merely need an additional section in COPYING.txt to cover these resources?
Who ya gonna call? GHOST BUSTERS
This shot also shows multiplayer, two separate clients connected to a server via the networking system. All three were running on the same computer, but it should work fine on a LAN -- dunno how it will work over the internet though. I suspected the large number of enemies on-screen at the same time might cause problem,s but so far it is working OK.
I probably won't have time to have proper menus for setting up LAN games, I really gotta concentrate now on making more monsters and placing items on levels.
Good luck to everybody entering the LPC competition!
The 'make' program lets you specify more than one thing to do, so "make clean all" is the same as "make clean" followed by "make all".
I don't know either what that "clock skew" message means, I don't think I've ever seen that before, and there is nothing about it in the 'make' documentation. The game still runs though?
P.S. I have added some code which may fix the sound -- please try running it with sound and see if it works for you.
P.P.S. the dungeon level with the keys is map 3 -- the README.txt has some information on the cheat commands, including how to start the game at a particular level.
Looks good!
And yes I have been eaten by grues many times in my adventures :)
You must have got the revision which only had the locked doors and no keys, the keys are there now.
I have been working on the dungeon generation code, and really stumbled when trying to devise the algorithm for adding locked doors and placing the keys somewhere else in the level. The algorithm I had come up had the serious problem where a player could unlock a door and then not find any keys to be able to continue -- so that was frustrating, though I think it is working properly now.
The following screenshot shows the current state of the dungeon levels, they are still very primitive, but something is better than nothing, right? :-) Tomorrow I need to add the exit door, and get locked doors working.
Quick progress report....
I have been working on the player characters and the ability to use the items that they have in their inventory (half the items are directly usable, and the other items are passive, mainly armor).
I'm fairly glad that all the usable items are working now (except wand beams don't hurt monsters yet). I was planning to have bombs that you could throw and they'd bounce off walls and explode, however I doubt I will have time to implement them (sadly).
No crashes is good :)
Shame about the sound though.
All the characters can shoot -- press the CTRL key.
Yeah gameplay is still mostly absent, I am working on the inventory items at the moment, and soon I will work on the monsters.
Pages