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Kicking the Bukkit: Anatomy of an open source meltdown

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Re: Kicking the Bukkit: Anatomy of an open source meltdown

#21
post #14

The advice to have a CLA seems mostly valuable if you want to cash in on the work of an open source community while refusing to honour the intent of their contributions, based on this story.

It's also important when you want to make any changes without tracking down everyone who ever contributed.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#22
post #10
post #2

A bit OT but who are all these people making the mods? It seems really complicated and I'm impressed great developers choose to spend so much time on it. What's the incentive?

I've talked about this a few times, but I was there at the start of Bukkit, and though I haven't touched it for a few years I still think back to it now and then. The motivation was many faceted, but the basic impetus for most people in the server mod world is that the vanilla server was so inadequate for running a server. I got involved with a small server, and (quickly! that was a mistake haha) started to help sysa…

sorry to follow-up with an even dumber question(?). Feel like an old fossil not playing a game in probably 25 years or so.

What's the motivation for running a server? and how do people using the game decide which server to use and why? I'm really stuck at the basics.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#23
post #10

Earlier quoted context omitted.

I've talked about this a few times, but I was there at the start of Bukkit, and though I haven't touched it for a few years I still think back to it now and then. The motivation was many faceted, but the basic impetus for most people in the server mod world is that the vanilla server was so inadequate for running a server. I got involved with a small server, and (quickly! that was a mistake haha) started to help sysa…

sorry to follow-up with an even dumber question(?). Feel like an old fossil not playing a game in probably 25 years or so. What's the motivation for running a server? and how do people using the game decide which server to use and why? I'm really stuck at the basics.

Minecraft is a brilliant game to run multiplayer.

You can either join a server someone else is running, or you can set up your own server.

The Minecraft software had severe limitations around things like "griefing protection" (preventing people causing havoc); charging for stuff (which is one way servers used to raise funds); or minigames.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#24
It's worth noting that Mojang never actually changed the EULA. You've never been able to make money from Minecraft. They clarified it to allow monetisation of Let's Plays and their ilk, while ensuring that pay-to-win servers were definitely a no-no.

It's also always contained the Do Not Distribute term. Bukkit has always been in the wrong here. It's not the EULA clarification that did that.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#25
post #6

Bukkit made a lot of mistakes (don't we all), but I think that this talk tries to pin them on the wrong thing. Bukkit was in a failure state the second they included the Minecraft binaries. You're beholden to a third party the minute you create a server for the service, but linking the binaries in an OS project dooms you to failure eventually. Mojang could have DCMA'd the project (and thankfully didn't). The talk see…

Not having your contributors sign a CLA is a huge mistake. Without a CLA, one contributors work can taint the entire project. All open source projects should be aware of this.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#27
post #6

Bukkit made a lot of mistakes (don't we all), but I think that this talk tries to pin them on the wrong thing. Bukkit was in a failure state the second they included the Minecraft binaries. You're beholden to a third party the minute you create a server for the service, but linking the binaries in an OS project dooms you to failure eventually. Mojang could have DCMA'd the project (and thankfully didn't). The talk see…

This. Lesson learned: the "over 150 developers" who literally threw away their time(i.e. money) working on this had the option to work on minetest instead. They didn't. Grow up, learn your lesson (I have in much more painful ways) and only use GPL.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#28
post #10

Earlier quoted context omitted.

I've talked about this a few times, but I was there at the start of Bukkit, and though I haven't touched it for a few years I still think back to it now and then. The motivation was many faceted, but the basic impetus for most people in the server mod world is that the vanilla server was so inadequate for running a server. I got involved with a small server, and (quickly! that was a mistake haha) started to help sysa…

sorry to follow-up with an even dumber question(?). Feel like an old fossil not playing a game in probably 25 years or so. What's the motivation for running a server? and how do people using the game decide which server to use and why? I'm really stuck at the basics.

Many people set up servers so they and their real life friends can play in the same world together in real time. That way, you can both work on building a house, or a city or a world.

Larger servers have complex mods that add tremendous functionality to the game. Some may have roleplaying mods, where you can find a role (blacksmith, lumberjack, etc) and participate in the economy. Others may set up a world just for pure creation, a way to make sculptures.

There's a lot Minecraft has been extended to, so there are many reasons you may have to set up a server.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#29
post #15
post #2

A bit OT but who are all these people making the mods? It seems really complicated and I'm impressed great developers choose to spend so much time on it. What's the incentive?

I used to be into 'modding' when I was sixteen, and the project I worked on turned out quite successful. In fact, some of the core team went on to work for Valve based on this (and later) mods. Looking back, I suppose it was a bit odd that there was a group of people, most of them quite a bit older than me, who spent large amounts of time working on this project. From the bits and pieces of personal information that…

Gosh I miss hacking on GoldSrc. I was 14, running a pirate version of VC++ and spending every damned afternoon working on various mods and the like. I ended up going into web development, but my heart still lies in game dev, so thats what I do in my spare time.

Re: Kicking the Bukkit: Anatomy of an open source meltdown

#30
post #29
post #15

Earlier quoted context omitted.

I used to be into 'modding' when I was sixteen, and the project I worked on turned out quite successful. In fact, some of the core team went on to work for Valve based on this (and later) mods. Looking back, I suppose it was a bit odd that there was a group of people, most of them quite a bit older than me, who spent large amounts of time working on this project. From the bits and pieces of personal information that…

Gosh I miss hacking on GoldSrc. I was 14, running a pirate version of VC++ and spending every damned afternoon working on various mods and the like. I ended up going into web development, but my heart still lies in game dev, so thats what I do in my spare time.

Same here. After taking a detour in my college years I ended up doing web development, but I still miss designing, building and balancing levels and seeing tons of people enjoying the results of my labor! Might get back into it...
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