> This repository and its contents are licensed under the GPL v3 license, with additional terms applied. Please see LICENSE.md for details.
It does not sound open-source to me...
> This repository and its contents are licensed under the GPL v3 license, with additional terms applied. Please see LICENSE.md for details.
It does not sound open-source to me...
To use the binaries, you need the game assets. The only legal way to acquire the game assets is to own the game, as EA have not included them in this release.
This is less a licensing issue, but stating the real limitations, that EA aren't volunteering to do the leg work to remove. Which is fine.
It is separate problem if runtime assets are missing and the game is not actually a game without them or gives an error message. Let's also assume that you can bypass DX dependencies with other means.
The current wording sounds like binaries are always proprietary, no matter what.
1: Which seems to be the case here. To fully compile, you need:
DirectX 5 SDK, DirectX Media 5.1 SDK, Greenleaf Communications Library (GCL), and Human Machine Interface (HMI) “Sound Operating System” (SOS), or disable the code that calls into them.
I am personally not opposed to this. It worked for Doom.
The other part is it doesn't include the game assets or usable replacements, much like OpenRA, or OpenTTD for the first half of its life.
I'm not going to fault EA too much for this approach, particularly if it paves the way to open sourcing e.g. EOL MMOs and the like if game devs don't feel the obligation to port away from all the commercial libraries. I've seen game devs who I genuinely believe on this say things to the effect of "Oh yeah, we'd totally open source dead game X, except we'd have to port it away from Bink and Havok and XYZ, and we don't have the time to do that for 0 revenue"
They first statement about DX:
> or write new replacements (or remove the code using them entirely) for the following libraries;
But, they say that binary is proprietary regardless, no conditions. So it is very difficult to say.
If the code compiles without assets (no mention about them, it sounds like it should compile), then the resulting binary should be free to use. Missing runtime assets are different problem, and separate from the binary usage permissions.
+ Without the music and cutscenes. If you want that you need original discs or other dematerialized versions.
That's called source-available, unless "use it as per the licensing" includes further freedoms