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.
Kicking the Bukkit: Anatomy of an open source meltdown
21–30 of 59 posts
Re: Kicking the Bukkit: Anatomy of an open source meltdown
#22A 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…
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
#23Earlier 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.
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
#24It'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
#25Bukkit 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…
Re: Kicking the Bukkit: Anatomy of an open source meltdown
#26Minecraft forge http://www.minecraftforge.net/ (mainly used in the feed the beast modpacks)is still alive and kicking. Only downside is that they don't have a clojure wrapper.
Re: Kicking the Bukkit: Anatomy of an open source meltdown
#27Bukkit 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…
Re: Kicking the Bukkit: Anatomy of an open source meltdown
#28Earlier 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.
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
#29A 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…
Re: Kicking the Bukkit: Anatomy of an open source meltdown
#30Earlier 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.