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Author Topic: Code of Ethics  (Read 10810 times)
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lonnyl
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« on: February 16, 2004, 06:18:07 AM »

Also we should be working on a code of ethics that we expect from ourselves and others.  First thing I can think of is not removing comments from the igms we have downloaded.  I have looked at the voodoo priestess on a great number of sites with the commenting removed.   Not that it bothers me, but some it may, any hey giving credit where credit is due is what made this site come to life.  (or the lack of giving credit where credit is due).  And of course that we all post only our own stuff and submit the changes we have made back to the original author for inclusion.  

What else?
Comments, Questions, Flames welcome! Tongue
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strider
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« Reply #1 on: February 16, 2004, 07:34:26 AM »

I absolutely agree with you LonnyL. . . I think this little incident on Sourceforge will be one of the lessons that we'll have to absorb for the game to grow as a developer community AND an Open Source project.

NOT allowing any anonymous uploads will let the admins here (and the users) know who is taking responsibility for what code.

I don't mind seeing modifications of other files posted, but it's courtesy to submit back to the orginal author if you can. Since it's no longer possible to submit to Sourceforge, we'll have to essentially start over as far as building a network of patches and peoples.

As far as removing tags, if I see it, I'll remove the offending script. Essentially, if you just change a few names, that's not enough to claim the piece. Just add to the tags your modification.

Changing the functionality and rebuilding a mod, once it's more than 80% changed and starts to no longer resemble the original. that's when you can actually fork it off into its own thing. But at that point, it's essentially a new piece. Even with mods that aren't even remotely like their originals, I'll tend to give a nod back to the original file for those script historians out there that want to track my versions.

Some scripts I don't even bother to tag and I don't mind seeing any of them distributed, but it irks me to see tags removed or scripts claimed without even a nod back to the original. That's just something best avoided.
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lonnyl
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« Reply #2 on: February 16, 2004, 07:42:20 AM »

I too did not always bother to comment my files, but will in the future and will be updating the files I have here to the new standards once they are set in stone.  And even at a 80% change, I still think it a courtesy to comment in where the original code came from... it takes just a few seconds to comment that.  Let's avoid upsetting anyone this time around (I know it's inevitable).  I think we all want to work together and keep things friendly.
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robert
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« Reply #3 on: February 16, 2004, 09:27:32 AM »

Lonestrider - You know I have several hacks of your Fairy1 made into other specials. Should I add some of these to the specials area and how should they be labled? They were hacked before I realized the Fairy1 was yours. Huh

Robert
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strider
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« Reply #4 on: February 16, 2004, 09:32:45 AM »

Ironically, only one version of the fairy scripts is mine, and it's SO basic I never claimed credit on it. I know your stuff is based on my script, but you've changed the story all around on them and added so many different features, most of your scripts don't even look like that original fairy script anymore.

I appreciate your asking mate, but I think you should just tag it with your notes, give a "based on fairy1.php" if you really want to , but a lot of the specials I've seen of yours are so different it's a essentially a complete rewrite. You've my blessing for what it's worth. Enjoy.

I think we're really trying to find the balance between courtesy and being far too anal. Tis a delicate balance to be sure.
« Last Edit: February 16, 2004, 09:34:50 AM by strider » Logged
lonnyl
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« Reply #5 on: February 29, 2004, 05:17:46 AM »

I read another post on sourceforge where a member was upset about the names being changed in the giftshop mod that created all the mess over there.  I think we need to point out in the code of ethics that it is OK to modify Mods/IGMs etc. to fit the storyline/feel of each particular game.  I also believe that we should comment into the files what we do NOT want changed or removed.  
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Voratus
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« Reply #6 on: February 29, 2004, 10:13:48 AM »

I think the best thing to do to keep everyone as happy as possible, is just for the writer of a "whatever" to comment in the top. Version, created by, current version found at:
And then people who modify it for themselves add under that: modified by Me (changed names, refined the ultimate-death code, gave away flowers instead of gems).

Quite simply, people can not expect their codes they submit to not be changed. Before I am content on my own server, pretty much everything there will be changed, at least a little.
If they don't want one of their "personal" codes released to the general public, edit the script for viewing the source, so thats not available for viewing.
I haven't looked at that page, but I'm sure its not difficult to do.

I do feel we (as the modding community) should come up with a "use this syntax for credit in every page" rule that everyone should follow, just so no questions arise as to who got it from where, and who the original author was.
There will always be people who will take credit for themselves, and with open-source, there's nothing we can do to stop that. Unless the code gets out everywhere else, so people who do care about that sort of thing may notice person X claiming a certain piece of code, but on 20 other servers, the credit is given to person Y for the same exact thing, because X wants to claim creatorship.
« Last Edit: February 29, 2004, 10:18:11 AM by Voratus » Logged
strider
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« Reply #7 on: February 29, 2004, 12:25:59 PM »

The great thing about being active in a community like Dragonprime and Sourceforge is it eliminates a lot of public doubt on ownership. When you're actively putting things up, people can see where it came from and later on when variants arise, there's already a record of dates when the file was first being talked about to its distribution.

There are more than enough idiots that'll deny that, but for those of us who are constantly pushing the community forward, I think we'll be able to identify them quickly enough.

If you take a look at my new generation of scripts (thieves.php, druid.php), those are the header formats that I'm going to use.

I try to keep the full history w/modifications back 5 versions then have a contibutor/original build section just below the history as a credits area. Granted, we're still discovering what works for us, but I think this is a good guideline thus far.
« Last Edit: March 16, 2004, 06:04:56 PM by strider » Logged
Zanzaras
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« Reply #8 on: March 01, 2004, 08:16:25 PM »

What I normally do when I download a mod and then modify it to fit my game is to add an alpha character to the version number and note why.

For example I changed the first few lines of code in LoneStrider's "Brambles" forest event  to this:

/**ss**********************ss*********************
/ Brambles v0.2a
/ (modified slightly by Zanzaras for Zan's World)
/ Written by Strider for Legendgard
/ 2.29.04  (2nd revision) -scs-

That way, anyone who decides to copy the source from my site knows that Lonestrider wrote the original code, but that I have modified it a bit for my game.
       
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"Intelligence is like a river, the deeper it is the less noise it makes."
strider
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« Reply #9 on: March 03, 2004, 08:37:28 AM »

That's certainly a fine way to go... For me, I'm probably going to keep the system I'm using. . . Whenever you fork a version for your site you should probably keep track of the changes so the author can bring it all back together for a release version.

For example, here's an header from Robert that just doesn't have enough information for me:


********************
Wannabe Knight #1
Wannabe Knight script with option to give chase.
Written by Robert for Maddnets LoGD
*********************



And now, here's what my new headers look like when I add my modifications and history track:



***************************************
Wannabe Knight
Wannabe Knight script with option to give chase.
Written by Robert for Maddnets LoGD

Version #1 (b)
/ Modifications by Strider
/ 3.1.04  (1st Legengard revision) -scs-

 Additions for ver. 1 (b) - (strider)
 -Added some debugging logs
 -Added the Legendgard Race Array (see special note below)
 -Added Race Specific interaction

/ Version History:
Ver "Alpha" by Robert (of Maddnet)
- File Created

**ss**************************ss************
// -Originally by: Robert of Maddnet
// -Contributors: Strider
// Mar 2004 [I'll put a release here if it's a released script]



The contributors and the "Originally by" should never change, just add to the contributors if you're "contributing" to that version. Remember, it's entirely possible to see two or three versions fork off with different approaches from different contributors, but the origin doesn't change unless it turns into a new script (i.e. 80% or more change), even then there should be a "based on" credit to fork from.

Your thoughts?
« Last Edit: March 03, 2004, 08:45:58 AM by strider » Logged
strider
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« Reply #10 on: March 03, 2004, 08:47:57 AM »

I think we should keep the history of at least 5 versions back for these files, what says the users of Dragonprime?
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strider
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« Reply #11 on: March 03, 2004, 08:49:27 AM »

What I normally do when I download a mod and then modify it to fit my game is to add an alpha character to the version number and note why.

For example I changed the first few lines of code in LoneStrider's "Brambles" forest event  to this:

/**ss**********************ss*********************
/ Brambles v0.2a
/ (modified slightly by Zanzaras for Zan's World)
/ Written by Strider for Legendgard
/ 2.29.04  (2nd revision) -scs-

That way, anyone who decides to copy the source from my site knows that Lonestrider wrote the original code, but that I have modified it a bit for my game.

I really like the idea of adding the alpha character, I'll probably start doing that as well. Unconciously, I just did it in my example. Good Call Zanzaras.
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Zanzaras
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« Reply #12 on: March 03, 2004, 11:09:52 AM »

Thanks, I also like the idea of adding what your changes do. I need to start doing that myself. Most of the changes I make involve the wording of the event. Although I have had to modify some of the files I've gotten lately because they are not checking for certain conditions that can occur... like a player dying. That's a big thing to not check for!
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"Intelligence is like a river, the deeper it is the less noise it makes."
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