2 small changes. Will be send in 2 hours.

> 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..."
> ***************************************************************************
>**** (With FMV he refers to Full Motion Video.)
>
> The archive was put together by Alex McLean (as far as we 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 no restrictions" after that)?
>
> Parts of the game mechanics are implemented using a scripting language,
> with script files loaded and interpreted by the game code written in C;
> those scripts are in the data directory, but, depending on the point of
> view, they could be seen as source as well.
What is legaly correct?

> The release was intended as a present to the fan community, so we
> believe that there was no intention of keeping anything closed, except
> that which was necessary because of third party rights. There were
> third party rights to parts of the code (movie codec, sound and
> networking), and to the music sound track, both of which were omitted.
> The movie files were also omitted, although we believe this was
> because they thought we could not play them (legally or otherwise)
> without the source to the movie codec.
>
> 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
> crucial to the 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)
http://www.realtimestrategies.net/forums/viewtopic.php?p=15347#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". They have not
> 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.
>
>
> 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 legally distribute the game data without further
> word from the copyright holders?"
>
> 3. How can we best ensure that the possible legal ambiguity of the license
> does not threaten or opens up to lawsuits the project and anyone who
> distributes our builds of the game?
>
> 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?
>
> 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
>
> Yours faithfully,
> Dennis Schridde
> For the Warzone Resurrection Project
>
> Address:
> xxxxxxxxxxxx Str. xx
> D xxxxx xxxxxxxxxxx
> Germany
>
> Phone: +49 xxxxx / xxxxx

Attachment: pgpwhh5QgKgwj.pgp
Description: PGP signature

_______________________________________________
Warzone-dev mailing list
[email protected]
https://mail.gna.org/listinfo/warzone-dev

Reply via email to