Content Licensing

CyanWorlds.com Engine Project Management
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JWPlatt
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Re: Content Licensing

Post by JWPlatt »

Ok, what I've done is add a hyperlink where GULP is first mentioned by name in the "Examples" bullet point, Localization.

I made the change to the wiki, the draft and the confidential Cyan copy. A revised draft is available:
http://assets.OpenUru.org/docs/ContentL ... equest.pdf
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OHB
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Re: Content Licensing

Post by OHB »

Thanks!
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JWPlatt
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Re: Content Licensing

Post by JWPlatt »

Sent.

Please keep the usual expectations and hope for the best. There are no guarantees, but it would be nice if this eventually works to the resolution we desire, and trying is better than not.

Thanks all.
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janaba
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Re: Content Licensing

Post by janaba »

What an astounding accomplishment!!! Congratulations to everybody involved!!! ... /cheer ... :D

What a wonderful project and impressive cooperation, I've been following and monitoring
its progress with great delight ... I'll keep my fingers crossed, expecting nothing less than
success all along the line and across the board ... :P
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branan
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Re: Content Licensing

Post by branan »

And now we wait.

We're all very familiar with this part.
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Mac_Fife
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Re: Content Licensing

Post by Mac_Fife »

Indeed, Branan. But I was never expecting an instant answer (and I don't imagine you were either). My gut says 2-3 weeks.
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branan
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Re: Content Licensing

Post by branan »

There's one more thing we need a license for >_<. I can't believe it slipped all of our minds.

The video files are all in BINK format. We need a license to transcode and redistribute those videos in other formats. Right now we don't even both including them in our Gehn manifests, since we can't play them. They are important to the game, though.

Also, I'd like to start discussions of how we want to manage the Max files ASAP, just in case we actually get them. Unlike the engine source we can't just cherry-pick changes to those binary blobs, so I think it's important we figure out how we're going to handle those in a centralized fashion that allows as many fixes as possible from as broad a pool of artists as is reasonable. I'll discuss it a bit more with Hoikas behind closed doors, then start a new thread. Consider yourselves forewarned.
Deledrius
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Re: Content Licensing

Post by Deledrius »

branan wrote:There's one more thing we need a license for >_<. I can't believe it slipped all of our minds.

The video files are all in BINK format. We need a license to transcode and redistribute those videos in other formats. Right now we don't even both including them in our Gehn manifests, since we can't play them. They are important to the game, though.
Expansion of scope. The wording in the final request is vague enough about binary data that one could assume it's covered. Or not. ::shrug::
Also, I'd like to start discussions of how we want to manage the Max files ASAP, just in case we actually get them. Unlike the engine source we can't just cherry-pick changes to those binary blobs, so I think it's important we figure out how we're going to handle those in a centralized fashion that allows as many fixes as possible from as broad a pool of artists as is reasonable.
Good idea. It will be useful, should the need arise, to have a plan in place which has been discussed and is ready for deployment.
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OHB
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Re: Content Licensing

Post by OHB »

branan wrote:The video files are all in BINK format. We need a license to transcode and redistribute those videos in other formats.
This is way in the future, but at some point I'd like to be able to replace the audio with other translations. For that, we'd need separate tracks of audio, bla bla bla. Just sayin'.

In the meantime, if we've got subtitle capability that'll work nicely.
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Re: Content Licensing

Post by Deledrius »

OHB wrote:For that, we'd need separate tracks of audio, bla bla bla. Just sayin'.

In the meantime, if we've got subtitle capability that'll work nicely.
Fortunately, modern video formats support both!

I've looked at the subtitles in Myst 5 a bit. It looks fairly sane, but will take a decent amount of work to write all the necessary code. Not to mention, we still need proper font support.
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