One issue that was raised earlier in the forum thread was, if people post add-ons to steam workshop, can we enforce that they are covered by GPL? If not, should we close or otherwise "not officially sanction" the steam workshop? Does this actually reflect a correct interpretation of GPL? (That seems like a good question for the list.)
Best Regards, Chris Beck On Sun, May 25, 2014 at 2:14 PM, Charles Dang <exodia...@gmail.com> wrote: > The NDA is simply for the workings of Steamworks/Steampipe, relevant > documentations, and internal workings. It has no effect on our own source > code. (Confirmed by sirp). Users should be able to continue to contribute > to Wesnoth as they always have. > > The TAC regarding use of the SDK can be viewed here: > https://partner.steamgames.com/documentation/sdk_access_agreement (you > need to agree to it before you can enter the Steamworks site after login). > > > > On Sun, May 25, 2014 at 8:44 PM, Mark de Wever <ko...@xs4all.nl> wrote: > >> On Sun, May 25, 2014 at 03:02:42PM +1100, Charles Dang wrote: >> > Hi all, >> > >> > A couple weeks back iceiceice and I discussed the possibility of putting >> > 1.12 through Steam Greenlight to assess interest of our userbase for >> > distribution via Steam and the possibility of moving to Steam as a >> primary >> > release platform. >> >> I have nothing in general against making Wesnoth available through Steam, >> but I'm strongly objecting against making it the primary release platform. >> However, I have some reservations against Steam since I still have a lot >> of unanswered questions. >> >> > Last night I asked Ivanovic about this possibility. He does not have >> > objections to the idea. Many users on the forums have been asking for >> > Wesnoth to be put on Steam as well. I believe 1.12 is a good enough (and >> > good-looking enough) starting point to give it a shot. >> >> We should at least wait until 1.12 is stable. How disruptive are the >> changes to add Steam access? IMO it is a new feature and we are in the >> feature freeze for quite a while. >> >> > A major plus would be the automatic update system. Currently every time >> a >> > new version comes out the user has to manually download and install it >> and >> > the uninstall the old version. What most often changes between releases >> is >> > the source code, meaning our players have to constantly redownload the >> > metadata all the time, when there's likely not much change to that at >> all, >> > especially in stable series. Distribution via Steam would mean much >> smaller >> > updates for releases, and would also serve double benefit of making sure >> > players always have the latest up-to-date version, which would save us >> from >> > bug reports on old versions. >> >> Redownloading, of course is a waste of bandwidth, but I'm not sure how >> bad that is nowadays. Also under Linux most distribution have solved >> getting the latest version easily. (Not only for Wesnoth, but for all >> software.) >> >> > There are also some Steam features we might conceivably want to make >> use of >> > in the future, such as allowing matchmaking with your Steam friends, >> etc. >> > Should be implement an in-game profile system? We might also consider >> > things like Achievements or Steam Cloud storage for user's preferences. >> > We'd also have to decide how to deal with the Steam Workshop. Should we >> > allow the Workshop as a staging ground for UMC authors? Should be keep >> our >> > current forum-based development model? I take it we will be keeping our >> own >> > add-on and MP servers, but the Workshop and Friends could be made to >> > complement them. >> >> I don't mind to add Steamspecific features, but the game should be >> possible to play without Steam. So storing user's preferences in the >> Steam Cloud sounds like bad idea. But, for example, MP ladders could be >> added there, _if_ the MP devs decide we want to allow ladders. (But that's >> another discussion.) >> >> > The very first step, however, is Greenlight. According to the Greenlight >> > FAQ: >> > >> > *You'll need a valid and non-limited Steam account (yes, that means >> you'll >> > > need to own a game on Steam). Then you'll need to fill out the >> submission >> > > form, including some information about you and your game. There's >> also a >> > > one-time $100 submission fee per Steam account. The submission will >> > > require:* >> > > >> > 5. The fee. I believe Ivanovic handles our finances, but I don't know >> > exactly how much we have. If someone who knows could reply to this, >> that'd >> > be great. >> >> I assume it's a one time investment of $ 100,= or do we need to invest >> more? >> >> > Assuming we get Greenlit, we have figure out setting up the app on >> > Steamworks and distribution via Steampipe. There's a large amount of >> > documentation available at https://partner.steamgames.com/ , but as >> with >> > Greenlight, you need a valid, non-limited Steam account to log in and >> view >> > it. T*here's also an NDA, so PLEASE restrict discussion of material >> within >> > to this ML, the moderators forum, email, or private messages on IRC*. >> Don't >> > use public channels, we don't want GabeN drones to come knocking :P >> > <https://partner.steamgames.com/> >> >> Where can I view the text of the NDA? >> >> Note that this mailing list is public, so it would not be a good place for >> discussions. I think there needs to be a dedicated place to discuss it >> where only developers who have signed the NDA have access. Also keep in >> mind, that when accepting new developers they need to be /offered/ to sign >> the NDA. >> >> Signing the NDA *SHALL NOT* be mandatory! >> >> How much will it hamper development if a developer doesn't want to sign >> the NDA and there are bugs in his/her code? >> >> How compatible are the NDA and the SDK licence with the GPL? >> >> > Then there's several practical technical questions: What happens if our >> Mac >> > dves leave us? Who's going to continue to provide Mac support? >> >> Since we're an open source project and are driven by volunteers I think >> it's hard to prepare against this problem. If the Mac dev leaves we have >> to hope a new one pops up or an existing dev who wants to volunteer to do >> the job. >> >> > What about Linux? >> >> Idem. >> >> > From the docs, it seems from the docs they recommend "Ubuntu 12.04 or >> > 12.10 LTS" (12.04? What about later?). >> >> No idea. Do they only support Ubuntu or also other Linux distributions? >> >> > What is involved for getting updated binaries out for multiple systems? >> >> No idea. But since you propose to move to Steam I hope you will do some >> research to answer that question. >> >> > Will our users still be able to access core resources for reference when >> > creating UMC? >> >> They /must/ be as said before Steam can be optional, and not mandatory. >> >> > Basically, there's a lot of work to be done and decisions to be made. I >> > don't know how it's going to work out, but all opinions welcome. >> >> I had a short look at https://partner.steamgames.com/ and the technical >> FAQ [1]. It basically only tells me I need an account :-( So that FAQ is >> rather useless. I want to know what changes we need to do to the Wesnoth >> codebase to be able to get the game on Steam. >> >> Before we proceed, I'd like to know which developers are willing to make >> the required changes for Steam and maintain it. >> >> >> [1] http://www.steampowered.com/steamworks/FAQ.php#Technical >> >> -- >> Regards, >> Mark de Wever aka Mordante/SkeletonCrew >> >> _______________________________________________ >> Wesnoth-dev mailing list >> Wesnoth-dev@gna.org >> https://mail.gna.org/listinfo/wesnoth-dev >> > > > _______________________________________________ > Wesnoth-dev mailing list > Wesnoth-dev@gna.org > https://mail.gna.org/listinfo/wesnoth-dev > >
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