Wierd_w wrote:
My personal take on artwork assets, is that I don't want my original work to be used by a monied/corporate interest, but have no qualms whatsoever if they modify the artwork, then use their own modified artwork for commercial purposes. (As long as they explicitly state that the work is derived from my free sources, and RESPECT those free sources.)
Then a "permissive" license like CC-BY or the FreeBSD license or the GNU All-Permissive License is for you. They ensure you get credit, at least in the copyright notice (e.g. "portions copyright 2010 Joe Bloggs").
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The added effort of trying to sort out which license is best suited to what material, how to ensure that the properties are respected the ways you want them to be, and all that SHIT, is VERY de-motivating.
I strongly suspect that it is one of the main reasons why there are so few prolific "Free" artists out there. It is just too hard to release for free.
I thought this was exactly the sort of problems that Creative Commons licenses were supposed to solve.
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However, [a non-free fork of ReactOS] didn't change anything except the bootup screen, and so a binary comparison of the compiled binaries gave it away.
They should have used a source code shuffling program like the one I'm going to release with the next version of Concentration Room
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You can't release "Sourcecode" for artistic works.
"Source code" is the editable file. In the case of a bitmap image, this would be a lossless layered file such as .xcf or .psd.
Banshaku wrote:
Let say someone makes a module that is GPL. I decide to use this module in my program. My product could become a commercial one. I mention the fact clearly that I'm using their module. Does that mean my program becomes GPL and must give away the code or only the modification to the module, if any?
It depends on how you "use" the module. If you use the module only through a documented stream-style interface, such as a pipe or socket, the GPL FAQ considers this to be aggregation of two programs, not combining modules into one program. Otherwise, your program becomes GPL.
And as blargg pointed out, you can still distribute copies of a GPL program for a fee. Red Hat Enterprise Linux contains GPL code, yet it is distributed for a fee.
Bregalad wrote:
If a thief comes into my house takes my computer and all USB keys that lies around with backups in them
Then I'd be two weeks behind. Ever since my laptop died, I've been keeping daily backups of my project files on a USB stick, and now I switch sticks at a relative's house every 2 weeks. Off-site backup helps deal with FBI raids, natural disasters, etc.
blargg wrote:
neilbaldwin, is it a cure for cancer?
The only cure for
cancer is to forbid having sex in the first month of fall (northern hemisphere) or spring (southern hemisphere). I wholeheartedly recommend
against this
Banshaku wrote:
And I can now see why Nintendo doesn't want any GPL for commercial games.
Popular copyleft licenses such as the GPL explicitly do not "infect" basic system libraries.
blargg wrote:
If you want to commercialize it, you'll have to do so without artificial restrictions that are there simply to raise its value on the market.
Is there any way to do this for, say, a video game? The typical model for commercializing free software is to sell related services, but games that do not rely on a network typically don't need related services.
Drag wrote:
I'm wondering if it'd be possible to add another clause for the license, restricting unconditional commercial distribution.
You'll have to be careful with this clause. Distributing a copy on CD-R in return for a blank CD-R is "commercial distribution" under the strictest definition. If you want zlib with some restrictions on commercial distribution, then as I said before, start with the license of PhyreEngine. You could always add a copyleft clause, as Sleepycat Software did with the FreeBSD license to make the license of Berkeley DB, to break the business model of anyone who would take your code proprietary.