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OpenMW port to ps4

Posted: 24 Jun 2018, 04:45
by CoDeReKeR
Hello so don't know if this should be posted here or not, but I read that OpenMW was written in c++ (correct me if that is wrong) which the ps4 supports through clang compiler. So I would like to know if it would be ok for me to try to make a ps4 port. Via by making a tool for linux or windows that checks to see if the person has the pc copy of the game from bethesda and then will make the a copy that can be run on ps4. Would this be acceptable or no?

Re: OpenMW port to ps4

Posted: 24 Jun 2018, 10:34
by Ace (SWE)
I feel obliged to ask about what the licensing situation is for the PS4 SDK?
Can you compile a binary for the console without being forced to directly link some proprietary Sony code/lib into OpenMW?

Re: OpenMW port to ps4

Posted: 24 Jun 2018, 16:09
by Dyskos
I don't remember exactly what post it was in, but I remember this question was asked, and having to link to a proprietary library was exactly the reason this couldn't be done. I'll edit post if I can find the quote.

EDIT:

So it looks like what I was thinking about was:
AnyOldName3 wrote: 19 May 2018, 01:09
HeadClot wrote: 18 May 2018, 23:15
Greendogo wrote: 11 Apr 2018, 09:38 Since Morrowind is coming to the Xbone in 6 days, and my gf has an Xbone, I mightily intend to continue my Gamepad GUI research very soon.
We could technically export OpenMW to Xbox one via the Xbox Creators Program.

https://www.xbox.com/en-US/developers/creators-program
You have to integrate XBox Live to do that, and it's a proprietary library that I doubt is covered by the system library exemption, so you can't link OpenMW against it.
Which, in retrospect, is probably the exact reason it can't be done with the PS4, either. Of course, IANAL, so do prove me wrong, if possible.

Re: OpenMW port to ps4

Posted: 24 Jun 2018, 18:38
by Thunderforge
Why is it an issue to link with (but not distribute) a proprietary library? Is it a restriction in our GPLv3 license?

Re: OpenMW port to ps4

Posted: 24 Jun 2018, 18:40
by psi29a
So long the 3rd-party lib is not statically compiled in, then you can ship the openmw executable together with the library and still honour the licenses involved.

Re: OpenMW port to ps4

Posted: 24 Jun 2018, 18:52
by tomangelo
psi29a wrote: 24 Jun 2018, 18:40 So long the 3rd-party lib is not statically compiled in, then you can ship the openmw executable together with the library and still honour the licenses involved.
So you can even use DirectX and/or another closed-source libraries and unless you don't distribute them, you're still fine?

Re: OpenMW port to ps4

Posted: 24 Jun 2018, 19:14
by Ace (SWE)
I'm not sure if you can use DirectX in a project without including the DirectX headers though, which would break the GPL.
To be able to honour the licenses your code would basically need to dynload and manually grab all the required methods, much like you do with OpenGL.

SDL does this to support most of its features, to avoid requiring you to directly link it against every possible input/output lib you'd like it to be able to use.

Re: OpenMW port to ps4

Posted: 25 Jun 2018, 01:51
by testman
Are we talking about OpenMW running on the OS that comes with PS4 (the FreeBSD based one) or on the Linux that can get hacked onto the PS4?
It was demonstrated that Portal 2 can run on Linux on PS4, so I don't see why having it couldn't run OpenMW.
https://youtu.be/VpB49dhk2uQ?t=2587

Re: OpenMW port to ps4

Posted: 25 Jun 2018, 08:34
by psi29a
If you can get it to run on PS4, awesome... go for it. As testman said, the easy path is probably Linux. We would love more FreeBSD (and other *BSD) love, so if there are people with experience there, we would love to talk with you.

Re: OpenMW port to ps4

Posted: 25 Jun 2018, 21:29
by Okulo
psi29a wrote: 25 Jun 2018, 08:34We would love more FreeBSD (and other *BSD) love
Except for digital hugs. Those are not allowed. :V