Looking for the folders, commercial Q's...oh, & Hi!
Posted: October 18th, 2009, 4:07 pm
Hello all. My name is Robert, and as you can see, I am new here. (So please excuse me if I ask any obvious questions. )
Okay, so I've been playing around with PAS for a couple days now, and I have a few questions to ask.
The first one being: Where was the directory installed?
I tried finding this out for myself by reading the Wiki (which is a little barren, but that's okay), but the Wiki assumes that I compiled it myself in the home folder. Oh right, guess I should've stated my OS. I'm running Ubuntu 9.04. I didn't download the "usual" way I suppose. I actually found out about this program when browsing http://www.playdeb.net for a new game I could play. So yeah, the Wiki doesn't explain where everything was installed on my system since it doesn't take this into account. If anyone knows the playdeb.net guys, or whoever is keeping up with PAS on the site, I'm sure they would know. This is important, as I cannot access any of the configuration files to get my hands dirty with. This also inhibits my ability to put in my own models into the right folders for them to be seen by the application itself. Which essentially defeats the purpose of making my own game...if I cannot use my own assets.
Speaking of models and other resources, that leads me to my second question: What are the licenses applied to the standard resources that came with PAS?
By this, I'm talking commercial availability. Are any of the resources included free to use in a finished commercial (sold) application? Or are all of them merely stand-in resources until I replace them with my own? Which resources, if any, could be included in a commercial project?
Since we're talking commercial products, allow me to bring up my third question: When everything is said and done, the game/application is complete, art, scripting/gameplay etc. is done, how do I go about boxing all of this up into a distributable package, that others who do not have PAS installed, can use? That is possible, yes?
I would like to create a completely cross-platform application, which can be played on all major platforms - Linux, Mac, and Windows, and possibly a certain handheld device. (I'm planning on developing for the Pandora video game console soon. Don't worry too much about this one, as since PAS is open source, it should be simple for me to make a port for Pandora, as it runs on Linux itself.)
What I'm asking here is, is it possible to make a cross-platform, stand-alone application, that users can run? If this isn't possible, than I'm afraid PAS just isn't for me at this time. If this is possible, could you perhaps explain to me the process of doing so?
While using PAS I realized that it is based off the Cube 2 engine. This is ironic, as I play Sauerbraten (which is essentially Cube 2) a lot. (I love Multiplayer FPS's in my spare time. ) But as I recall, maps that people make using Cube 2, can only be played if the user downloads Sauerbraten as well! Which sort of eliminates the whole commercial aspect of it, does it not?
Realizing this, it kind of made me worried. But I remember reading something on this very board from Mike, saying he was planning on creating commercial games using PAS. If this is so, I would appreciate it very much to know how this can be done.
Thank you for your time, and thanks in advance for those that respond,
Robert B. Healy III
P.S. If you've climbed this far down my gigantic wall of text, allow me to thank you as well! My first posts on forum boards aren't usually this long, but I thought it'd be a good idea to hit a few birds with one stone while I can.
Okay, so I've been playing around with PAS for a couple days now, and I have a few questions to ask.
The first one being: Where was the directory installed?
I tried finding this out for myself by reading the Wiki (which is a little barren, but that's okay), but the Wiki assumes that I compiled it myself in the home folder. Oh right, guess I should've stated my OS. I'm running Ubuntu 9.04. I didn't download the "usual" way I suppose. I actually found out about this program when browsing http://www.playdeb.net for a new game I could play. So yeah, the Wiki doesn't explain where everything was installed on my system since it doesn't take this into account. If anyone knows the playdeb.net guys, or whoever is keeping up with PAS on the site, I'm sure they would know. This is important, as I cannot access any of the configuration files to get my hands dirty with. This also inhibits my ability to put in my own models into the right folders for them to be seen by the application itself. Which essentially defeats the purpose of making my own game...if I cannot use my own assets.
Speaking of models and other resources, that leads me to my second question: What are the licenses applied to the standard resources that came with PAS?
By this, I'm talking commercial availability. Are any of the resources included free to use in a finished commercial (sold) application? Or are all of them merely stand-in resources until I replace them with my own? Which resources, if any, could be included in a commercial project?
Since we're talking commercial products, allow me to bring up my third question: When everything is said and done, the game/application is complete, art, scripting/gameplay etc. is done, how do I go about boxing all of this up into a distributable package, that others who do not have PAS installed, can use? That is possible, yes?
I would like to create a completely cross-platform application, which can be played on all major platforms - Linux, Mac, and Windows, and possibly a certain handheld device. (I'm planning on developing for the Pandora video game console soon. Don't worry too much about this one, as since PAS is open source, it should be simple for me to make a port for Pandora, as it runs on Linux itself.)
What I'm asking here is, is it possible to make a cross-platform, stand-alone application, that users can run? If this isn't possible, than I'm afraid PAS just isn't for me at this time. If this is possible, could you perhaps explain to me the process of doing so?
While using PAS I realized that it is based off the Cube 2 engine. This is ironic, as I play Sauerbraten (which is essentially Cube 2) a lot. (I love Multiplayer FPS's in my spare time. ) But as I recall, maps that people make using Cube 2, can only be played if the user downloads Sauerbraten as well! Which sort of eliminates the whole commercial aspect of it, does it not?
Realizing this, it kind of made me worried. But I remember reading something on this very board from Mike, saying he was planning on creating commercial games using PAS. If this is so, I would appreciate it very much to know how this can be done.
Thank you for your time, and thanks in advance for those that respond,
Robert B. Healy III
P.S. If you've climbed this far down my gigantic wall of text, allow me to thank you as well! My first posts on forum boards aren't usually this long, but I thought it'd be a good idea to hit a few birds with one stone while I can.