> Hicks
>
> You say you only need to identify OGC that is distributed,
> so if OGC is used in source code which
> is distributed it must be marked. If the code is compiled some way must be
> used to allow users to extract what is OGC etc.

The first part is correct, the second part is still under discussion.
Extraction may or may not be sufficient.

> But what if the source is
> never distributed and the binary is not distributed, in fact users connect
> remotly to the binary and the only thing that is distrributed is the
> information sent back and forth. Would this mean only OGC that is in that
> information (assume textual info for now) would need to be identified?

Correct, AFAIK.  This is a fair-use issue.  Much like a publisher assumes
that you will in fact read a book or install software on you own computer,
the OGL assumes that end-users will create game materials out of the OGC
*AND* the PI for use within their own game.  The OGL makes no distinction
between hand-written game materials and custom built software so long as it
is for your personal use.  One could quibble about whether you are allowed
to distribute such materials to your gaming group, but I think that too
could be shown to be the intended use of the license, and therefore
legitimate.

For your example web software that produced OGC output, so long as that
output complied with the OGL you should be fine.  The practical matter is
that nobody would ever see the potential violations except you, so there
wouldn't be any way for anyone to demonstrate a breach of contract even if
there was one.

So here is an interesting thought.  I have been working with SOAP for my
company over the last several months.  I am sure I could develop a piece of
code (that is derivative of OGC) which executes on my own servers and
provide properly annotated OGC to third party programs without ever
distributing itself to end-users.  Think of it as a distributed DLL.  How's
THAT for throwing a bollix into the copyright quagmire.

-Brad

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