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Open source Diablo 1 engine – DevilutionX 1.5.0 released

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Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#81
post #66

Earlier quoted context omitted.

Is it stands, it would be rejected for inclusion in Debian and other distributions (unlike open source games) and I wouldn't be able to bring it to my software club and study it with kids, because that would be using it in a commercial setting. Don't get my hopes up by calling it open when you post it on HN. It's not that much to ask.

Why does Debian care that it can't be used in a commercial setting?

Because it comes with the freedom to used for any purpose in its core goals / social contract [1], including commercial purposes:

> No Discrimination Against Fields of Endeavor > > The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research.

See also [2]

[1] No Discrimination Against Fields of Endeavor

[2] https://www.gnu.org/philosophy/selling.html

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#82
post #40

Earlier quoted context omitted.

Does not seem to work on mobile at all, I get stuck giving my character a name because I can’t get the keyboard or any other way of inputting text up

Probably you're have an iphone, 20% of world mobile user base

As a data point, it seems to work ok with Firefox on Linux.

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#83
post #69

Earlier quoted context omitted.

"Commercial activity" can be as benign as "There are membership fees", "There's a soda machine in the corner that takes coins", "I'm doing it to brush up my CV" (increasing future income potential), or "There are ads on the website". As such, any of these might trigger the "only for ... non-commercial ... use" clause. So folks generally just don't sweat it.

The Sustainable Use License doesn't seem to contain a blanket ban on commercial use. Here's what it says on limitations: "You may use or modify the software only for your own internal business purposes or for non-commercial or personal use. You may distribute the software or provide it to others only if you do so free of charge for non-commercial purposes. You may not alter, remove, or obscure any licensing, copyrigh…

It's still non-free, period. True FOSS software doesn't impose restrictions on commercial sales.

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#84
post #9

Earlier quoted context omitted.

Old School Runescape. Pretty much everyone is using the Runelite client instead of the official one https://runelite.net/ https://github.com/runelite/runelite

Similar to this is there any example of someone building an entirely "new game" by changing the front-end client and assets so heavily that it literally becomes a different story/world/lure/characters? Essentially a total facade reskin?

Bungie's Myth II supported extensive modding (everything defined in the assets), so there's many total conversions that have been done.

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#85
post #81

Earlier quoted context omitted.

Why does Debian care that it can't be used in a commercial setting?

Because it comes with the freedom to used for any purpose in its core goals / social contract [1], including commercial purposes: > No Discrimination Against Fields of Endeavor > > The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research. See also [2] [1] No D…

Are there any (main) distributions that are fine with this restriction?

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#86
post #59

Earlier quoted context omitted.

League of Legends, Dota 2, and Heroes of Newerth were all directly inspired from a Warcraft III map mod, Defense of the Ancients. Multiplayer Online Battle Arenas, MOBAs, are now an entire genre.

I vaguely remember a mod called tower defense which we played on LAN, I wonder if that was the inspiration.

I've never played the map, but Aeon of Strife from Starcraft is a custom map that has the origin of Dota mechanics... and the Protoss Photon Cannon brought about some earlier versions of Tower Defense custom maps.

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#87
post #81

Earlier quoted context omitted.

Because it comes with the freedom to used for any purpose in its core goals / social contract [1], including commercial purposes: > No Discrimination Against Fields of Endeavor > > The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research. See also [2] [1] No D…

Are there any (main) distributions that are fine with this restriction?

The GNU project has a page listing common distribution and their handling of non-free software if you are interested in the topic [1].

[1] https://www.gnu.org/distros/common-distros.html

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#88
I still remember that I tried to install D1 on Win95 on 386 computer back then. System disk has 200MB and I needed 12 MB free space for D1 launcher that let me run D1 from disc. So I uninstalled Microsoft Briefcase. What a lovely times.

Still not finished, because then I got 486 and there was games like Heroes of M&M or AoE2 that I enjoyed more.

Maybe I shoul finish D1 now.

Re: Open source Diablo 1 engine – DevilutionX 1.5.0 released

#89

Earlier quoted context omitted.

It runs fine offline. You can’t run it offline AND multiplayer, however. They took LAN away with the remaster.

You have to login every 30 days which is pretty annoying when the game is at its core 20 years old and could be played entirely disconnected back then.

Oh. I stand corrected then. That’s terrible.
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