Planeshift install


















So, I'm off to Google a bit on the planeshift site to see about specifying the video driver I'm using nvidia myself. I don't think psclient.

It does not appear to be a log of the game session -- it appears to be some sort of log from when the binaries were compiled.

Note that the time stamp of many of the files in the planeshift directory is May 20 or May 22, even though I installed the thing on July So they were copied in by the installer. Just for the sake of following up over a year later, I remember starting the planeshift program and it dying mysteriously. I'm guessing it's been fixed since then, but it can't hurt right? If nothing else, an example of troubleshooting these kind of things Nice work.

The next steps explain how to gain money, items and complete quests to gain experience and improve your character. Here is the location for some important files and folders that can help you, either when you need to manually change a setting that is not accessible from the planeshift-gui or if you want to look at a chat you had some time before:.

There is a special Planeshift-folder not to be confused with the Planeshift-gamefolder! The location of it depends on the Operating System you use. Here is a table with the known locations:. Just doubleclick the "PSlaunch"-application and if there is an update it should download and install the changes. If you encounter problems with the update you can try to 'repair' the install.

Option 2: Leave the copyrights in the names of the authors of the material. Again, this approach sounds very fair to everyone, but on closer examination has the following problems:. Option 3: The final and best option is to have a proprietary license that will assure past, present and future PlaneShift Team members that Objectives 1 and 2 are met and that their work will be used for PlaneShift only.

A contributor do not have to be a member of Atomic Blue a non-profit organization , to submit graphics, rules, code or any other contribution for use in PlaneShift. However, he is required to agree to the ABC LICENSE, which creates three categories into which submissions are divided, each of which is licensed differently: source code, game rules and all other work. You may use the provided Material, for personal use only, to connect to an Official PlaneShift Server only in conjunction with a Planeshift Client, distributed by Atomic Blue.

Main News What is PlaneShift? Source Code Pic of the Day! License Read the first three small sections of this page if you want to have a quick overview of the licensing used by PlaneShift. For players: The first goal of our team is to make a free game for players. You cannot distribute the client, sell it or gain any profit from it.

You can use our client only to connect to Official PlaneShift Servers. For modders and developers in the PlaneShift community: We encourage you to experiment with mods and changes to either our source code and to our art assets.

For modders and developers outside the PlaneShift community: If you want to reuse PlaneShift for another project or you want to use it commercially, please remember the following.

A detailed explanation of the licenses follows. This license is applied to all our source files except the rpg rules ones. You learn more about that license here. The second one is PlaneShift Content License. However, in order to explain our conclusion, first it is necessary to examine the alternatives: Option 1: Release absolutely everything under the GPL license.

This option sounds great in theory but in practice has the following problems: Anyone can get all of the code and art, music and setting information and start building a similar game with a part of our team. This is sub-optimal because the forked project will split our forces and will lower our chance of success, which is contrary to Objective 1.

We need to protect against internal division on the team to keep momentum and stay productive. Anyone can get all of the code and art, music and setting information and start building a similar game with a completely new team. The new project would be similar to PS and would destroy much of the uniqueness we are trying to put into the game to make it special. The game would hence be less appealing and more confusing to players, because they will have no common reference point for hall of fame, guilds, etc.

That will cause a lot of confusion amongst fans and players, and will disrupt our effort to have the best quality control possible in our game, which jeopardizes Objective 2. Furthermore, the new and separate team is a waste of resources if they are trying to reach the same goal as PS. We can join and reach the same goal faster together. So, this problem also detracts from Objective 1. Most artists do not want to release their work to the general public.

They fear it will be used in projects or in ways they do not like, so we would lose out on potential artistic contributors joining the project this way, which is against Objective 1. Again, this approach sounds very fair to everyone, but on closer examination has the following problems: A member could decide to leave the team and deny the continued usage of material they had already contributed to PS team.

This will be a major blow to our progress if he removes many models. We would have to rebuild those from scratch. This scenario would only have to play out several times before our progress and momentum would be slowed measurably and our chances of success reduced, which detracts from Objective 2. If we decide in the future to modify, change, or publish on a website any contributed material, such as a screenshot or preview of the game in action, we would have to get advance permission from all the various copyright holders of each model and each reproduced piece.



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