----------  Weitergeleitete Nachricht  ----------

Subject: Re: Fwd: Re: [Warzone-dev] Draft for a mail to the FSF
Date: Mittwoch, 27. September 2006 23:15
From: Dennis Schridde <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]

Am Mittwoch, 27. September 2006 23:02 schrieben Sie:
> The Software Freedom Law Center has received an email from you sent to
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Understood.

> Dennis Schridde wrote:
> > 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 of 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
> > what 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/debian-legal@lists.debian.org/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 aka Virgil (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#15
> > 347, last sentence) 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.
> > Eidos was 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 on the project and
> > anyone who distributes our builds of the game?
> >
> > 4. Does it make sense to try to contact Eidos on this matter?
> >
> > I intend to post your replies to our mailing list (warzone-dev@gna.org)
> > 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 and am thankful for
> > any advice you can provide.
> >
> >
> > Yours faithfully,
> > Dennis Schridde
> > For the Warzone Resurrection Project
> >
> > Address:
> > X
> >
> > Phone: X

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