https://bugzilla.redhat.com/show_bug.cgi?id=2379721
--- Comment #5 from Claire Robsahm <inquiries(a)chapien.net> ---
(In reply to Artur Frenszek-Iwicki from comment #4)
> > Understood. Do I list each license on a separate line?
> Putting multiple "License: XXX" tags on a single package is invalid
> and will cause rpmbuild to refuse to build the package and exit with an
> error,
> so the licences must all go in a single "License: XXX and YYY..." tag.
> (Unless you're building multiple packages from the same spec file,
> in which case each sub-package can have a different licence tag.)
>
> That being said, standard practice is to also put a comment explaining the
> licensing breakdown.
> You should end up with something like:
>
> # Most of the code is subject to license XXX.
> # - src/linked_list.c is licensed under YYY
> # Statically linked library "qwerty" is ZZZ.
> License: XXX and YYY and ZZZ
Fixed. I also switched to using %autorelease, I was using manual build numbers
for my own testing.
SPEC URL:
https://git.chapien.net/chapien/openmw-rpm/raw/branch/main/openmw.spec
SRPM URL:
https://git.chapien.net/chapien/openmw-rpm/raw/branch/main/SRPMS/openmw-0.4…
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Artur Frenszek-Iwicki <fedora(a)svgames.pl> changed:
What |Removed |Added
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CC| |fedora(a)svgames.pl
--- Comment #4 from Artur Frenszek-Iwicki <fedora(a)svgames.pl> ---
> Understood. Do I list each license on a separate line?
Putting multiple "License: XXX" tags on a single package is invalid
and will cause rpmbuild to refuse to build the package and exit with an error,
so the licences must all go in a single "License: XXX and YYY..." tag.
(Unless you're building multiple packages from the same spec file,
in which case each sub-package can have a different licence tag.)
That being said, standard practice is to also put a comment explaining the
licensing breakdown.
You should end up with something like:
# Most of the code is subject to license XXX.
# - src/linked_list.c is licensed under YYY
# Statically linked library "qwerty" is ZZZ.
License: XXX and YYY and ZZZ
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--- Comment #2 from Claire Robsahm <inquiries(a)chapien.net> ---
(In reply to Peter Lemenkov from comment #1)
> Thanks for this contribution, but I have something to say.
>
> 1st of all remove all mentions of a trademarked software. E.g. use something
> like this:
>
> "OpenMW is an open-source game engine based on a well-known game."
>
> "OpenMW-CS is a replacement for a well-known Construction Set"
>
> 2nd. I'm sure License field needs some clarification. I am certain it's not
> just "GPL-3.0-only". It should also mention a License for OpenSceneGraph
> fork. Our copy is licensed under "GPL-2.0-or-later WITH
> WxWindows-exception-3.1". Also bulletphysics is licensed under "Zlib".
> Please double-check that all licenses are mentioned properly.
Understood. Do I list each license on a separate line?
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--- Comment #1 from Peter Lemenkov <lemenkov(a)gmail.com> ---
Thanks for this contribution, but I have something to say.
1st of all remove all mentions of a trademarked software. E.g. use something
like this:
"OpenMW is an open-source game engine based on a well-known game."
"OpenMW-CS is a replacement for a well-known Construction Set"
2nd. I'm sure License field needs some clarification. I am certain it's not
just "GPL-3.0-only". It should also mention a License for OpenSceneGraph fork.
Our copy is licensed under "GPL-2.0-or-later WITH WxWindows-exception-3.1".
Also bulletphysics is licensed under "Zlib". Please double-check that all
licenses are mentioned properly.
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Claire Robsahm <inquiries(a)chapien.net> changed:
What |Removed |Added
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Comment|0 |updated
--- Comment #0 has been edited ---
Spec URL:
https://git.chapien.net/chapien/openmw-rpm/raw/branch/main/openmw.spec
SRPM URL:
https://git.chapien.net/chapien/openmw-rpm/raw/branch/main/SRPMS/openmw-0.4…
Description: OpenMW is an open-source game engine based on Bethesda's Elder
Scrolls III Morrowind.
Fedora Account System Username: chapien
Some details on the package, since I'm sure there will be questions in this
area.
First, what is openMW? OpenMW is a game engine. Originally, it was made to play
the proprietary video game "Elder Scrolls III Morrowind" on Linux and other
non-Windows platforms natively. It evolved into an entire engine replacement
project, making it the preferred way to play the game even on Windows. This
would imply that the game requires proprietary data to run. However, this is no
longer the case.
OpenMW has evolved into an entire game engine in its own right. Game projects
have been created in openmw-cs (the construction set), requiring absolutely no
proprietary code or assets from the original Morrowind. Upstream provides
sample data files that can substitute Morrowind's, allowing the launcher to
function even without Morrowind itself. Of course, the engine is still
primarily used to run Morrowind at this time, but like another package we
include, Stratagus, it can do more.
Upstream's website: https://openmw.org/
Next, I want to pre-emptively explain some of the decisions made in the build
process. I am statically linking three libraries, and for good reason.
First, I am statically linking bullet3, a library we do provide. This is
because openMW requires bullet to be built with Double Precision, and our own
package is built with float precision. I was advised by the bullet3 Fedora
maintainers that statically linking would be appropriate in this use-case.
Second, I am statically linking OpenSceneGraph, a package we do provide.
Upstream (openMW) has their own fork of OpenSceneGraph, which provides
optimizations and improved framerate for openMW specifically. Statically
linking their version of OSG simply made sense to me. The repo is here:
https://github.com/OpenMW/osg
Finally, RecastNavigation is something we do not package; Godot Engine, a
package we do provide, seems to statically link RecastNavigation as well, so
there is precedent. In addition, by default OpenMW statically links Recast
rather than dynamically, which implies to me that this is preferred by
upstream.
Let me know if there are further questions and feedback!
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