Time Nick Message 01:43 crabycowman123 Sheriff_U3: It doesn't seem that unreasonable to me to require every SSCSM to declare what license it is under, and then clients could be configured to only allow certain licenses. Just like how by default the client doesn't download nonfree packages from ContentDB, the client could be configured by default to not download nonfree SSCSMs. The main difference is that if someone takes a third-party proprietary library and marks it 01:43 crabycowman123 software, ContentDB can reject it but a client cannot do that automatically. 01:46 crabycowman123 Oh wait I think I misread your message 01:48 crabycowman123 I thought you were saying requiring SSCSMs to declare a license would be unreasonable, but you didn't actually say that 02:23 Sheriff_U3 I could see it easily getting bypassed though, cause how will you know for sure if it's not under a OSI License? 02:25 Sheriff_U3 If it's just a field in some form of mod.conf then I could see people falsely marking their SSCSM's as an OSI License, just so that they get more players to play. 02:45 crabycowman123 If someone writes code and then marks it with a free license, doesn't that make the code actually free? Assuming they don't go out of their way to obfuscate it 03:27 MTDiscord Let's say that they list their mod as CC0, but put a proprietary license in the License file. The mod is proprietary, but the engine doesn't know that, and the player would never find out if the server mods/game aren't published. 03:35 crabycowman123 If someone releases something as CC0 and a proprietary license, then I don't think I actually have to follow the proprietary license, since CC0 gives permission on its own 03:36 crabycowman123 I guess it depends on the exact format of the metadata field 03:41 MTDiscord Or what if part of it is CC0 and another part proprietary? 03:45 MTDiscord It'd just be a huge mess it looks like to me potential, without some form of overhead authority. But then it becomes centralized and that's some thing most of us want to avoid to some extent. 03:57 crabycowman123 yeah I realized now it's a bit more complicated than I thought 04:04 crabycowman123 Maybe it's best to just have a field to list all licenses and hope servers aren't dishonest 04:37 pgimeno to me it's more concerning if someone takes copyrighted material from others and declares it as CC0 or similar with that mechanism 06:03 MinetestBot 02[git] 04nerzhul -> 03luanti-org/luanti: Add inmemory database support for authentication (#17240) 13c3a8cca https://github.com/luanti-org/luanti/commit/c3a8cca5555d02a932673c5f69ba1a45e2c58d51 (152026-06-09T06:01:29Z) 06:07 MinetestBot 02[git] 04nerzhul -> 03luanti-org/luanti: fix(LuaLocalPlayer): client can crash in l_get_armor_groups (#17244) 1360ab1dd https://github.com/luanti-org/luanti/commit/60ab1dd95a897d60a6913d7fc6bb18318ec9c688 (152026-06-09T06:06:26Z) 13:18 MTDiscord if someone takes a proprietary sscsm and marks it free software, then that's basically them telling the clients that it's free software which means it's free software, there's nothing complicated about this 13:32 pgimeno Not if the original author did not give permission, which was my point - imagine that someone takes an AGPL (which is not exactly free) SSCSM from someone else and publishes it on their server announcing it as CC0. That's similar to distributing a third party non-free program with a claim that it's free, when it actually isn't. Users might be inadvertently violating the license. 13:34 Ingar they can claim to act in good faith 13:34 Ingar evidently, IANAL 14:14 MTDiscord pgimeno: then it's the server administration's problem, I don't think a deceived person can be held responsible for acting on false info in good faith 14:15 MTDiscord IANAL too though 14:17 MTDiscord _ s/too/either/ 14:51 rubenwardy You can still be sued for copyright infringement if acting on false information 14:51 rubenwardy Copyright infringement doesn't require intent 14:52 rubenwardy Unlikely situation though 16:38 crabycowman123 I am building a game that calls for set_velocity() calls on players, and in the process of building a function that attempts to do that with get_velocity() then add_velocity(), I think I'm realizing why set_velocity() doesn't work on players in the first place :) 18:35 crabycowman123 Does anyone know of a hack that might be usable to make a block that you fall through but can also jump off of? Checking if the player is holding spacebar and setting velocity works okayish in singleplayer, but it does not work well with high latency. 18:37 crabycowman123 The block should have no effect on the player if spacebar is not held but should allow the player to jump off of it if it is held. I'm trying to re-create "Trap" blocks from Sandbox (a Roblox game)