Re: Re: Analysis of "Nikki and the Robots" dependencies
I try to take care of license issues on Nikki and the Robots. I'm also involved with many open source game projects in small ways, for example I helped replacing non-DFSG-compatible sounds in SuperTuxKart  amd I'm trying to clean out all license-unknown files from Trigger Rally .
On Wed, Mar 21, 2012 at 12:53 PM, Sönke Hahn <firstname.lastname@example.org>
---------- Forwarded message ----------
From: Paul Wise <email@example.com>
To: Sönke Hahn <firstname.lastname@example.org>, email@example.com, firstname.lastname@example.org
Date: Wed, 21 Mar 2012 12:17:44 +0800
Subject: Re: Analysis of "Nikki and the Robots" dependencies
On Wed, Mar 21, 2012 at 5:26 AM, Joachim Breitner wrote:
> Now the package compiles and runs, and audio and keyboard control works
> fine. Paul, is there anything left to do before uploading?
>From what I can see:
File an ITP
Run the test suite at build time (not sure how yet).
Update sfml-audio, I guess that is waiting on the Haskell transition though.
Do a full copyright/license audit and fill out debian/copyright.
Clean up any lintian warnings on the binary packages. I haven't been
able to look at these since it doesn't build yet.
Decide if the situation with the audio is DFSG-acceptable. Basically
the audio has been produced with a program (bxfr) that cannot be built
in Debian since it uses ActionScript 3 and only builds with non-free
Some sounds were made using bfxr, others are edited own sound recordings. One file that has been taken from another project (cc0/pd) is now noted in our data license file 
This means it is currently not possible to modify the
audio source files and rebuild them on Debian. Something like csound
might be more appropriate and more flexible.
Most projects in Debian that provide a kind of sources for sounds simply include loss-less wave files (which we also do, we use .wav in-game). We could settle on that the .wav files are the preferable form for making changes.
Rejecting bfxr-made audio files would however mean that using less flexible methods of sound creation (which would make 'providing the source' an unreasonable request) or hiding sources makes it easier to get their game data into Debian's repos easier, if sources are in an open format (bfxr's files are plaintext) which has no free and open source implementation.
Figure out how to build the images from source, currently there are no
scripts for that even though the source for (some of?) the images is
in the tarball.
All sources are there but the images were mouse/tablet-drawn as pixmaps (which is the common way of creating pixel art) and hand exported (cut and saved as png). Both sources and images used in-game are in binary format (.xcf/.png), with the exception of the icon file (.svg).
I am very interested in open source game licensing and would appreciate links to any Debian guidelines for anything related to game/audio/image/3d model data related on Debian's guidelines.
PS: Sönke mentioned I should ask to be CC'ed, as I'm on neither on games, nor on haskell Debian lists.