cHyper wrote:which mapgen is used in the windows build of MultiCraft?
License: LGPLv3, CC-BY-SA 3.0,
and a drop of proprietary code to the advertising module (for Android) and textures.
sofar wrote:License: LGPLv3, CC-BY-SA 3.0,
and a drop of proprietary code to the advertising module (for Android) and textures.
This is probably a violation of the Minetest license. How did you implement this?
Martin_Devil wrote:No! Adversting libraries are proprietary and I have no right to publish them
rubenwardy wrote:Martin_Devil wrote:No! Adversting libraries are proprietary and I have no right to publish them
If you violate Minetest's license, you have no right to publish it.
Any modifications you make to Minetest's source code must be free, even if you add a call advert code from within one of Minetest's functions. Note I'm not a legal expert in this matter.Solutions
Solution 1. Publish the full code with the advert code. You don't need to publish private IDs, these could be put in as part of your build process. Put your private ID in some file. Say ~/minetest_ad_key.txt. Then use cmake to define a #define PRIVATE_AD_KEY to then use in the add calls.
However, this may not be a valid solution.
It appears that it is illegal to use a propietary library in a GPL-like license.
So you may need to use solution 2.
http://www.gnu.org/licenses/gpl-faq.en. ... atibleLibs
http://www.gnu.org/licenses/gpl-faq.en. ... WithNFLibs
Solution 2. Write the Java/Android/Manifest/Project entirely from scratch, and then display the ads from the Java code, not touching Minetest's code at all (unless you want to release any of Minetest's code you touch)
I'm not sure how Minetest is displayed from within an activity, so this may or may not.
You are allowed to create proprietary wrappers for Minetest.
Solution 3. Far fetched, I know, but remove ads.
Martin_Devil wrote:Edit. And this LGPLv3, not GPL. I can use the proprietary shared libs
sofar wrote:Martin_Devil wrote:Edit. And this LGPLv3, not GPL. I can use the proprietary shared libs
Does this proprietary shared library link against, or include, minetest code?
Martin_Devil wrote:sofar wrote:Martin_Devil wrote:Edit. And this LGPLv3, not GPL. I can use the proprietary shared libs
Does this proprietary shared library link against, or include, minetest code?
I do not quite understand you, I'm sorry. Can you repeat that? :(
sofar wrote:You can't include copies of LGPL code in proprietary shared libraries.
ubuntu wrote:Hi guys. I'm the one who develops java part for MultiCraft.
Let me clear. We don't use any proprietary code in shared libraries. And we don't have any proprietary shared libraries.
Ads are fully isolated from native code and used only in Java.
sofar wrote:ubuntu wrote:Hi guys. I'm the one who develops java part for MultiCraft.
Let me clear. We don't use any proprietary code in shared libraries. And we don't have any proprietary shared libraries.
Ads are fully isolated from native code and used only in Java.
If that is done in modified versions of the Minetest-provided Java files, which are under the LGPL-2.1, then that is still an issue. The LGPL license of Minetest covers much more than just C++ code. It also covers large portions of the Lua and Java code that is part of the project.
sofar wrote:ubuntu wrote:Hi guys. I'm the one who develops java part for MultiCraft.
Let me clear. We don't use any proprietary code in shared libraries. And we don't have any proprietary shared libraries.
Ads are fully isolated from native code and used only in Java.
If that is done in modified versions of the Minetest-provided Java files, which are under the LGPL-2.1, then that is still an issue. The LGPL license of Minetest covers much more than just C++ code. It also covers large portions of the Lua and Java code that is part of the project.
sofar wrote:ubuntu wrote:Hi guys. I'm the one who develops java part for MultiCraft.
Let me clear. We don't use any proprietary code in shared libraries. And we don't have any proprietary shared libraries.
Ads are fully isolated from native code and used only in Java.
If that is done in modified versions of the Minetest-provided Java files, which are under the LGPL-2.1, then that is still an issue. The LGPL license of Minetest covers much more than just C++ code. It also covers large portions of the Lua and Java code that is part of the project.
programmingchicken wrote:Too many ads, 0/10, just a minetest clone with no purpose. Apparently somehow it has went through several loopholes in the minetest licenses, but I don't really know.
programmingchicken wrote:Too many ads, 0/10, just a minetest clone with no purpose. Apparently somehow it has went through several loopholes in the minetest licenses, but I don't really know.
rubenwardy wrote:The UI for Andriod is better than the Minetest app, and supports multiple worlds. However, apart from that there's not much difference that I can see.
Open Source, btw. I noticed that you've misspelt that every where :D
ParaklataChotou wrote:rubenwardy wrote:The UI for Andriod is better than the Minetest app, and supports multiple worlds. However, apart from that there's not much difference that I can see.
Open Source, btw. I noticed that you've misspelt that every where :D
One question: The Multicraft servers are compatible with minetest servers? And congrats with this app; it's cool, amazing and brings control panel for protection. Excellent job.
MineYoshi wrote:ParaklataChotou wrote:rubenwardy wrote:The UI for Andriod is better than the Minetest app, and supports multiple worlds. However, apart from that there's not much difference that I can see.
Open Source, btw. I noticed that you've misspelt that every where :D
One question: The Multicraft servers are compatible with minetest servers? And congrats with this app; it's cool, amazing and brings control panel for protection. Excellent job.
I guess they didn't changed so much stuff... I think that this "MultiCraft" can be compatible with Minetest servers...
Martin_Devil wrote:MineYoshi wrote:ParaklataChotou wrote:One question: The Multicraft servers are compatible with minetest servers? And congrats with this app; it's cool, amazing and brings control panel for protection. Excellent job.
I guess they didn't changed so much stuff... I think that this "MultiCraft" can be compatible with Minetest servers...
Yes that's right. In fact, I have a little change in the client. This more changes for the Android port, and MultiCraft_game.
MineYoshi wrote:So, is this an "improvement" to the connection?
Martin_Devil wrote:MineYoshi wrote:So, is this an "improvement" to the connection?
Not sure I fully understand you.
MineYoshi wrote:Martin_Devil wrote:MineYoshi wrote:So, is this an "improvement" to the connection?
Not sure I fully understand you.
Sorry, me means that if this "change" adds something better to the connection to servers?
ParaklataChotou wrote:But also it's excessive say that "we hate mojang". Minecraft community sucks, but... Minecraft is a good game, and notch and the Minecraft team doesn't deserve hate. They're cool people. And Minetest is not 'a ripoff' - that's not true.
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