Follow-up Comment #7, task #15602 (project administration): Thank you Ineiev.
Hi Amin, I appreciate your assistance. We have already started some changes following your excellent suggestions on IRC last night (US/Central, here). Below I'll interweave some specific notes about we have done so far, summarize what we are still working on, and add the open question we have about how best to add licensing to Org documents which constitute "Default Dungeon" (and are thus project source code in their own right). [comment #6 comment #6:] > Looking at your repository, I see nearly all *.el elisp files have clear > headers containing license and author information, which is great. The > only exception seems to be emacs-init-scripts/user/sample.init.el, which > does not have a header. Would you please add proper license and author > information to that file as well? This now shares the GPLv3+ boilerplate autogenerated by Emacs as for all other .el files in the project. Thanks. > Besides the elisp sources, proper license notices should be applied to > all non-trivial source (non-derived) files in your project, including > but not limited to sources for manuals and artistic work. Our initent is to package as a literate project, so ultimately, all the boilerplate common to all elisp files will be contained in the master org-mode document or documents that generate the packaged distributables including the final .el files as well as anything we might eventually push toward MELPA, ELPA, etc. I think that means, in the longer term, ensuring all sources have the right licensing affixed in the right way will be easier than it is going to be up-front. That said, I'm not especially daunted by adding a license section to each Org document. Our preference is to include, in the user facing documents that can be used to define and change game sources, a single paragraph above the first content section in each. AFAIK this will always show the full text whether in Emacs or via any 3rd party org transformer I've run into. This will include a link a LICENCE section elsewhere in the document which will contain the full licence verbage. This file is a part of dungeon-mode. It is not a part of GNU Emacs. This softare is released under the GNU Public Licence version three or, at your disgression, any newer version of the GNU Public License. For specific terms please see [[LICENSE]] at end-of-file. > For manuals and documentation, we recommend the latest version of GFDL, > including the "or-later" clause. See > https://www.gnu.org/licenses/fdl.html for a copy of the latest version > of GFDL and tips on how to use it. We don't yet have documentation apart from two categories, addressed in turn in the next paragraph. As for the future, I will read about GFDL. Current documentation is in three forms: * Outdated and "served it's purpose" research documentation (we can just trash these) * A few relivant org-documents - we can treat these as for game sources, for now. Also many probably do contain babel blocke, eg. source, and should have the full GPLv3+ anyway. * narrativites in org-mode game files and docstrings in el - these are covered by above discussed approaches, I think. > For SVG files, you can set a license for each file using Inkscape by > opening it and going to "File > Document Properties... > License", and > specifying a license there. > > In the case of binary source files, such as jpg or png images, you can > state the license for each file in your README.org file. As discussed we begin watermaking the SVG files with a full version of the GPLv3+ disclamer we had perviously excerpted from Emacs Lisp sources and installed into Docs/battleboard/Battleboard.svg, which I think you had agreed carries sufficient licence information. Given that's correct, and further per our conversation I think, we'll carry that forward to other SVG graphics and also work to provide SVG versions of any remaining creative assets we don't eliminate entirely. > For artistic files, such as game assets, you can use any GPL-compatible > license, including CC0 or CC BY. We naturally recommend the GPL > itself. :-) As we have discussed, as the creative assets form the sample game distributed with the program sources, we will treat them as per code in terms of ensuring that each unique asset carries the GPLv3+ boilerplate or, where this is not possible such as for binaries if we end up needing some, then we'll list those assets on our top-level public organs along with sufficient langauge as to confer the GPLv3+ upon those also. > > Please reply to the ticket once you have applied the requested changes > so we can proceed further. I hope I've done that sufficently here; if you are aligned to the above comments and approach we don't have additional questions at this time. I think you can can reach me, and please do, in case of any concerns, otherwise I will update within a few days or a weeks times and hopefully to say that outstanding changes are complete. > > Thanks, > amin Thanks Amin. Warm Regards, Corwin _______________________________________________________ Reply to this item at: <https://savannah.nongnu.org/task/?15602> _______________________________________________ Message sent via Savannah https://savannah.nongnu.org/
