From Michael Noland (Unreal Engine Developer ):
You can not release code under GPL (even as a dual license) that is consuming any code that is covered by the UE4 EULA (e.g., a game made that links against the engine).
You can not release code under GPL (even as a dual license) that is consuming any code that is covered by the UE4 EULA (e.g., a game made that links against the engine).
You don't have to download Ogre, unless you want to compile the engine yourself. Ogre is just one piece of the engine, the graphics part, but Unreal Engine is a complete engine that provides much more than just graphics.matthewfarmery wrote:https://forums.unrealengine.com/showthr ... ource-game
I think that is a no, from what I understand, a user's work is fine, but not the engine itself, but then again, isn't that what the team are doing anyway? you get the openmw code, but you still need to download the other stuff separately, like the ogre engine. so in that respect, I'm not sure, but I think its a no, but could be wrong.
Using Unreal would be more like a buying a finished fancy wedding cake, removing everything but the baked base and then trying to make a completely different cake out of itHiPhish wrote: Imagine if you wanted to make a cake, you could either grow your own wheat and grind it to flour (write your own graphics solution), or buy already made flour (get Ogre). Using unreal on the other hand would be like buying a finished cake and then just adding some custom icing on top of it.
The main reason it's using GPL is because that's what Nico used, and that's what all contributions inherited. Changing it would require hunting down everyone who's ever contributed code, and asking them if we could change it. Though IMO, GPL is just fine for the project anyway... it ensures the code remains available to people using it, and it doesn't prevent it from being used commercially if someone were to make a completely new game with it.phobossion wrote:As a OT question - why is OpenMW using GPL anyway? Why not some of the more common and usable licenses like MIT? Just asking
No, that would be making a total conversion mod for an existing game. Don't underestimate the work needed to create a game, even when using an existing engine. Sure, you can use the default example scripts that come with the engine, but if you don't want your game to play like a Frankenstein monstrosity you will write your own code. I have been using Unity for years.phobossion wrote:Using Unreal would be more like a buying a finished fancy wedding cake, removing everything but the baked base and then trying to make a completely different cake out of it
Not sure I got you there, I was mostly joking I have been developing games for 10 years now so I have a pretty good grasp of what it is like...HiPhish wrote:No, that would be making a total conversion mod for an existing game. Don't underestimate the work needed to create a game, even when using an existing engine. Sure, you can use the default example scripts that come with the engine, but if you don't want your game to play like a Frankenstein monstrosity you will write your own code. I have been using Unity for years.phobossion wrote:Using Unreal would be more like a buying a finished fancy wedding cake, removing everything but the baked base and then trying to make a completely different cake out of it
I see, that makes sense, thanks! The problem I've run into with GPL was that if you don't want to disclose pieces of your code, you are pretty much screwed - think an online game, for example, where the ability to compile your own fully functional client makes it easy for people to hack or create bots and stuff like that. So you would probably want to keep some parts of the code closed (even in an otherwise open source project).Chris wrote:The main reason it's using GPL is because that's what Nico used, and that's what all contributions inherited. Changing it would require hunting down everyone who's ever contributed code, and asking them if we could change it. Though IMO, GPL is just fine for the project anyway... it ensures the code remains available to people using it, and it doesn't prevent it from being used commercially if someone were to make a completely new game with it.phobossion wrote:As a OT question - why is OpenMW using GPL anyway? Why not some of the more common and usable licenses like MIT? Just asking
phobossion wrote:The problem I've run into with GPL was that if you don't want to disclose pieces of your code, you are pretty much screwed - think an online game, for example, where the ability to compile your own fully functional client makes it easy for people to hack or create bots and stuff like that. So you would probably want to keep some parts of the code closed (even in an otherwise open source project).