Two typos.

On Monday, 25 September 2006 at 13:37, Christian Ohm wrote:
> On Monday, 25 September 2006 at 12:58, Dennis Schridde wrote:
> > Revised version to go to the SFLC.
> > I removed question 7 (inquiry by the FSF). Is that what you meant, Per?
> 
> Two further points I thought of added. Comments?
> 
> > ------
> > 
> > Dear Sir or Madam,
> > 
> > I am writing to you on behalf of the Warzone Resurrection Project
> > (http://www.wz2100.net/, http://gna.org/projects/warzone/), since we have
> > questions regarding the license under which the source and data to the game
> > Warzone 2100 were released. (I'll repeat the most important ones at the end 
> > again.)
> > 
> > The game Warzone 2100 (http://en.wikipedia.org/wiki/Warzone_2100) was 
> > developed by Pumpkin Studios and published by Eidos in 1999. After ten 
> > patches to the game, Pumpkin Studios ceased development on Warzone 2100, 
> > and 
> > was disbanded by Eidos in early 2000. Pumpkin Studios then reformed into 
> > Pivotal Games (http://www.pivotalgames.com/).
> > 
> > The fan community produced two further patches. Feeling that they could not
> > realize their plans for the game without access to the source code, the
> > community started petitioning Pumpkin Studios to release the source code.
> > 
> > On December 6, 2004 Alex McLean, Lead Developer of the game, uploaded an
> > archive file to a community member's FTP server.  This archive, 
> > downloadable 
> > at http://www.3ddownloads.com/liberatedgames/Warzone2100.rar, contains the 
> > source code to the game and several utilities (as far as they could release 
> > it), and a copy of the game stripped of only the music (which were CD audio 
> > tracks in the commercial release) and most of the larger video sequences 
> > telling the story of the single player campaign. In addition to that, a 
> > gpl.txt (version 2) and a readme.txt were included. I'll quote the 
> > readme.txt 
> > in full here:
> > 
> > *******************************************************************************
> > "Warzone 2100 Source & Data
> > 
> > 1) These source and data files are provided as is with no guarantees.
> > 
> > 2) No assistance or support will be offered or given.
> > 
> > 3) Everything you will require to make a build of the game should be here. 
> > If
> > it isn't, you'll have to improvise(*).
> > 
> > 4) None of us here at Pivotal Games are in a position to be able to offer 
> > any
> > help with making this work.
> > 
> > 5) This source code is released under the terms of the GNU Public License.
> > Please be sure to read the entirety of this license but the summary is that
> > you're free to do what you want with the source subject to making the full
> > source code freely available in the event of the distribution of new 
> > binaries.
> > 
> > Finally, the primary motivation for this release is for entertainment and
> > educational purposes. On the subject of the latter, don't be surprised to 
> > see
> > some pretty gnarly old-school C code in here; the game was a classic but 
> > large
> > areas of the code aren't pretty; OO design and C++ evangelists beware!  We
> > haven't spent any time cleaning the code or making if pretty - what you see 
> > is
> > what you're getting, warts n' all.
> > 
> > Thankyou to Jonathan Kemp of Eidos Europe for permitting the release.  
> > Thanks
> > also to Frank Lamboy for assistance with the release and for campaigning 
> > along
> > with many many others over the years for the source to be made available. 
> > The
> > correspondence, online petitions and persistence made this possible. We were
> > constantly amazed at the community support for Warzone even after all this
> > time; it's nice to be able to give something back, assuming you can get it 
> > to
> > compile...;-)
> > 
> > 6th December 2004
> > Alex M - ex Pumpkin Studios (Eidos)
> > 
> > (*) Except FMV and music..."
> > *******************************************************************************
> > 
> > The archive was put together by Alex McLean (as far as I know) without 
> > spending a lot of time on it, since they were busy with their newer games 
> > (thus also the refusal of any help or support), they basically just put 
> > everything together and added the gpl.txt and the readme.txt files.
> > 
> > Now this was a bit unlucky. The readme.txt states in 1) "These source and 
> > data
> > files are provided as is with no guarantees", but 5) says "This source code 
> > is
> > released under the terms of the GNU Public License." As the source archive
> > contains both source code and data, this seems to indicate that only the 
> > source was released under the GPL. This leaves the question about the data. 
> > Is "as is with no guarantees" some kind of license itself (ie. can we just 
> > assume an implicit "... and any restrictions" after that)?
> > 
> > Parts of the game are implemented in a scripting language. Is that source 
> > or 
> > data?
> 
> Some of the game mechanics are implemented using a scripting language; those
> scripts are in the data directory, but, depending on the point of view,
> they could be seen as source as well. Can we infer (with any legal
> significance) from this muddy distincion of source and data, that

distinction

> everything is covered by the GPL? Or from the inclusion of the gpl.txt
> and no other kind of license?
> 
> > The release was intended as a present to the fan community, so there was no
> > intention of keeping anything closed (except for a few code parts like the
> > movie codec, sound and networking which were licensed, and the music and 
> > movies themselves, probably just for size reasons). But to legally be able 
> > to
> > distribute the whole game, the licensing situation has to be resolved in 
> > some
> > way. Distributions (Debian as a prime example) are quite wary of those
> > licensing issues, and need a legally unobjectionable license.
> > 
> > A previous debian-legal discussion
> > (http://www.mail-archive.com/[email protected]/msg30913.html)
> > resulted in "probably everything is GPL, but you have to ask the author to 
> > be
> > sure." Unfortunately, until now, none of our inquiries was answered. Some of
> > those were done by Frank Lamboy (mentioned in the readme.txt, who had 
> > contact
> > with Pumpkin Studios since the release of the game and was involved in the
> > creation of the ten patches to the game, as well as being cruical to the 

crucial

> > petitions for the source), but even he received no answer. Now he has said
> > (http://www.realtimestrategies.net/forums/viewtopic.php?p=15347&highlight=#15347)
> > that "the legal rights to the WZ Cam content were turned-over by Eidos to 
> > the
> > ex-Pumpkins and they inturn have liberated it". Is this possible? So now we
> > have to contact them for any clarifications on the license? Does it make 
> > sense
> > to contact Eidos on that matter? (Not that they'd have answered any past
> > inquiries; they have been bought by SCi, and at least Jonathan Kemp isn't
> > employed there anymore, so it might be quite difficult to reach someone
> > knowledgeable on this matter.)
> > 
> > This is all quite frustrating, since several members of the fan community 
> > have
> > stated that the intention of the release was to free the game, and it's
> > probably just an unlucky wording of the readme.txt. I am quite sure there 
> > will
> > be no legal action against us (there's no indication anyone will bother, and
> > with the frequent inquiries, they must be quite aware of our project), we 
> > just
> > need a legal clarification for Distributions to be able to include Warzone 
> > (and for hosting the game on gna.org, though they haven't complained yet).
> 
> As already mentioned, neither Eidos nor Pivotal Games is likely to
> respond, so a solution not involving them would be preferrable.
> 
> > Questions:
> > 
> > 1. Does the readme.txt give us any indication on what license the data was
> > released under, ie. does "as is with no guarantees" give us any permissions
> > (like an implicit "with no restrictions", since they don't mention any)?
> > 
> > 2. Is there a way to distribute the game data without further word of the
> > copyright holders?
> > 
> > 3. Is it possible for Eidos to transfer the copyright of the game to the
> > Ex-Pumpkin employees to do as they please?
> > 
> > 4. If so, what proof of that is necessary and who has that?
> > 
> > 5. Does it make sense to try to contact Eidos on this matter?
> > 
> > 6. Any other possible solutions? How shall we proceed?
> > 
> > 
> > I intend to post your replies to our mailing list ([email protected]) to 
> > keep the other members updated; if you do not want your answer publicised, 
> > please state so clearly.
> > 
> > Thanks for your help, and if you have any further questions, don't hesitate 
> > to
> > contact me.
> > 
> > I, along with a very active Warzone 2100 community, await any response
> > you are able to offer
> 
> Combine the two paragraphs: "If you have any further questions, don't
> hesitate to contact me. We, the Warzone 2100 community, await any
> response you can offer." Or keep the last sentence, if you like it
> better.

Oh, "... you are able to offer" ist besser, hab ich falsch übernommen.

> > Yours faithfully,
> > Dennis Schridde
> > For the Warzone Resurrection Project
> 
> _______________________________________________
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> 

-- 
One of the large consolations for experiencing anything unpleasant is
the knowledge that one can communicate it.
                -- Joyce Carol Oates

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