Chojun wrote:
Yes, my build uses all of these .dlls. They are statically linked, and so the only .dll that is required to be distributed is QMixer.dll. I have dealt with QSound before and I have never been impressed with the library. I think a QMixer SDK is available but I don't know why anyone would use it since OpenAL and DirectX offers better alternatives anyway (I don't even know if QSound offers new versions.. it could be a similar sitiuation as 3dfx).
by supporting directsound, you would be leaving out a potentially large number of windows users, since, as we all know, microsoft has abandoned hardware accelerated directsound in vista... anyone who has bought a half-way-decent (or better) sound card will actually get less out of their investment than if you just stick with the existing openal code used by the wz engine. ah, now here lies a great example of how the cross-platform compatibility of this project's revisions to warzone not only does not hurt windows users in this aspect, but in fact improves their experience over using that platform's own proprietary backend.
Chojun wrote:
"So Linux users can not ever play FMVs from the retail CDs." -- It seems you may have taken this personally, but it's true. You question the "free-ness" of the RPL .dlls. They won't even compile for linux. According to the GPL philosophy, the FMVs themselves aren't free. Also, warzone retail will not run in a native Linux environment. So the linux folks are up the creek without any paddles when it comes to the FMVs. The FAQ proposal stands correct.
by all means, please take a linux shared object file (.so*) and, without the source code being used in any way, build a windows executable to use that: "they won't even compile for linux" is no more valid an argument than saying: "chojun, your steam locomotive won't even fly." if you tip-toe around the gpl and provide the videos as a seperate and completely optional download for an as-released windows-only build, i have no objection, but obviously, doing so will also shut those users out of any improvements that this project has made that you, or anyone else aren't willing to take the time to backport, and either way, they will be shut out of each feature for as long as it does take to backport... there's is no "golden path" to be found with a project split, and more than likely, many users will switch back and forth several times, have both installed simultaneously for various modes of play, and complain to both projects with "have you ever thought of
merging your project with the 'warzone resurrection' project? i like the fmv's in yours, but i have to look at the crappy low resolution terrain while playing campaigns, and multiplayer features x, y, and z are something that i can only use with wzr."
Chojun wrote:
"Because of the unavailability and licensing issues of the FMVs, RPL playback for Windows users was removed in the early releases of the Warzone Resurrection Project." -- This is why the devs removed the RPL sequence code, is it not? So those windows users who do not own the retail CDs are up the creek with only one paddle. If you DO own the CDs, then what is preventing you from playing the FMVs? The only thing I see is that this project has removed all possibility of viewing the FMVs, what seems to be a largely political decision. You all have shut out those who legitimately own the CDs. The dlls in question were linked to their copies of warzone so shouldn't "fair use" entitle them to playing the FMVs..?
if you are a windows user
and you own the retail cd's, then with what you're proposing, you can either install a fresh-built version of your rpl-inclusive post-release warzone package, which iirc is code that predates 1.10, or you can install... the
retail build of warzone, potentially get the extra benefits of a few more patches, and in either case, as of right now, have it look and function at
least as well as your version, if not better, plus you don't even have to blink your eyes when gpl vs fmv licensing clashes appear.
Chojun wrote:
I'm not asking you to change. In fact, I'm not even asking the project to re-include the FMV source and libraries. I'm asking for explanation as to why it has not been made generally known that the FMVs work perfectly in the first build of the source...
because we knew about it as much as you did a year ago (unless you knew about it a year ago and said nothing, which wouldn't be odd since you were admittedly one of the first people to view the source). and strictly speaking, whether or not you ask us to re-include the actual fmv's in
this project... we never will, until such a time, if any, that those are also released under the gpl, or a more liberal license. that, however, does
not preclude the possibility of supporting rpl's by non-dll means in the future: user's would just have to obtain the fmv's through a third-party if such support were implemented. along those lines, you seem to have repeatedly ignored (possibly to emphasize your point) that there is an extant open source rpl decoder that, if not already, can easily be made to be
completely cross-platform compatible, and its only reported deficit is that longer movies (such as the intro), does not decode quite right, and as always with open source, such problems
can, without doubt, be fixed. by continually insisting on the dll option, you are not only providing windows users with a version that's feature-identical to the retail version (in other words... "worthless"), but are now shutting out users who own the retail cd's, would like to watch the original fmvs, but have decided to not use windows for various reasons: the most effective argument you could use to rally fmv support is not "
windows owners of warzone discs want the fmv's", but is instead "
all owners of warzone discs want the option of using the original fmv's", since no platform is currently without at least a partially extant solution to this problem.
Chojun wrote:
By the way, how many of the Linux-only people have a windows-key on their keyboard? ;D
linux has very high hardware compatibility in general, so most linux users tend to use the keyboards they already have, which would usually have a "windows" key. in linux channels, it's officially referred to as a "logo key", and many linux users find it a use as their meta key. i have to wonder at the purpose of this comment though... when i'm gaming, i don't have to worry about accidentally pressing a key that sometimes results in a bsod, and failing that, will always make me unable to continue playing for anywhere from seconds to minutes depending on whether or not the game crashes (or is crashed by the os, which has happened), and whose only solutions are a specialized and expensive keyboard, a piece of software that specifically asks windows to ignore that keypress (only works with 2000 or later), a hacked together input driver for the keyboard, or a screwdriver with which to pry off the key... the average windows gamer certainly would be better off without that precious windows key (well, the underlying functionality of that key, really).
Chojun wrote:
Also, open-source"ness" has absolutely nothing to do with portability. At all. There are many *nix-only and Windows-only open-source projects. Linux is open source... How come we don't see any Win32 builds of Linux?
uh... do you do any research on these topics before posting? i sure know i don't, but i do remember this:
http://www.colinux.org/. game, set, and, what's the word? oh, right... "match".
i will concede the point, though: linux, with only handful of 16 or so supported processor architectures, a dozen popular shells, and only a few dozen graphical windowing systems, all of which are
only completely interoperable with each other clearly shows that linux, and by extension open-source as a whole, doesn't have portability nearly as high up on the priority queue as innovative, and dare i say, "american" commercial developers like microsoft, whose two supported shells, and single windowing scheme are both, in their own rights, so revolutionary and efficient that every single user is completely accomodated, all on top of an ultra-modern "product lifecycle" paradigm that helps their business users by forcing them to "keep up with the times" while simultaneously giving them a few hundred more purchases which they can happily write off as tax-deductible expenses. furthermore, commercial software tends to have such high ease of use that only specially-trained technicians are needed to maintain these systems, and since those technicians are required pretty much all the time, you've always got the convenience of having someone on hand that you can call over to, once again, explain the finer points of the
intuitive user interface.
Chojun wrote:
Start->Settings->Control Panel->Add/Remove Programs->"Linux for Windows"
that line implies that even if you did have a native version of linux for windows (like colinux), you'd want to remove it, since users haven't used the windows add/remove programs applet to do anything but
remove third-party programs or install basic windows "services" since windows 95. in contrast, many foss users will have something like vmware with windows running on top of linux (not because it's necessary, but because it's sometimes useful -- if it were necessary, they wouldn't be virtualizing it), or running cygwin on top of windows, for those unix programs they just can't do without, and for which they can't find a
suitable or efficient windows replacement. foss doesn't teach you to be completely biased against everything non-free, but then again, you do like seeing money in your wallet, and all of a sudden, you'd rather spend that $200 usd on better hardware. nor is there the feeling that there's a lack of niche programs that are foss, or even mainstream ones (the
only lacking area i've noticed in foss that could possibly matter to me is tax-preparation software, and since i can now do that online using firefox...)