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Reintroducing Theodore Teah - Copyright and Licensing Associate

vendredi 5 mai 2017 à 21:12

I started with the Free Software Foundation (FSF) while completing my doctoral course work in Sociology at Boston University, back in the early 2000s. During those formative years, I learned the importance of freedom when it comes to talking about software as the FSF copyright assignment administrator and the Free Software Directory maintainer. Moreover, I was blown away with the manner in which copyleft inverts the copyright paradigm to ensure freedom when normally it builds fences. Motivated to not be a player in the tragedy of the commons, I became deeply interested in alternatives during law school. What interested me most about this component of the law was that it was set for rapid development, as well as its cyclic nature. Initial copyright rules stemmed from a technological shift, the printing press, and it seems that this was to be the case again.

Leaving the FSF, I trained as a trial lawyer. I worked at the Committee for Public Counsel Services, Children and Family Law Program (CAFL). At CAFL, I represented parents accused of, and children alleged to be suffering from, abuse and/or neglect. There are no higher stakes than the loss of one's child to the government, or the exodus from an abusive situation. During this period I came to see the complex family dynamics at play when issues pertaining to family are hotly contested. Following this, I entered private practice. Throughout this period I was in the courtroom nearly every day presenting evidence, examining witnesses, and making oral arguments.

Although I felt my work was important, something left me longing. When the opportunity presented itself to return to the FSF I jumped at it. My time away from the organization confirmed for me the importance of the mission and my passion for the work. I've returned to the FSF renewed and excited to continue to help cement the framework of free software by serving as the copyright and licensing associate.

As the copyright and licensing associate, I coordinate all of the software copyright documents for the FSF. Also, I work on analyzing discrepancies in copyright and generally working to ensure the protection necessary for the enforceability of FSF copyrights. In addition, I'm part of the Compliance Lab team and assist in advancing the FSF's free software licensing advocacy and compliance efforts, through such activities as background research on licensing policy and investigating license violations.

This is a very exciting time for free software and I am amped to be a part of it!

Seventeen new GNU releases in the month of April

mardi 2 mai 2017 à 23:15

(as of April 26, 2017)

For announcements of most new GNU releases, subscribe to the info-gnu mailing list: https://lists.gnu.org/mailman/listinfo/info-gnu.

To download: nearly all GNU software is available from https://ftp.gnu.org/gnu/, or preferably one of its mirrors from https://www.gnu.org/prep/ftp.html. You can use the URL https://ftpmirror.gnu.org/ to be automatically redirected to a (hopefully) nearby and up-to-date mirror.

This month, we welcome Hans Haberg as the maintainer of the new GNU package MLI (Metalogic Inference), David Pirotte as the maintainer of the new GNU package Guile CV, Adam Bilbrough as the new maintainer of GNU OrgaDoc, and David Sefert as a new co-maintainer of GNU a2ps.

A number of GNU packages, as well as the GNU operating system as a whole, are looking for maintainers and other assistance: please see https://www.gnu.org/server/takeaction.html#unmaint if you'd like to help. The general page on how to help GNU is at https://www.gnu.org/help/help.html.

If you have a working or partly working program that you'd like to offer to the GNU project as a GNU package, see https://www.gnu.org/help/evaluation.html.

As always, please feel free to write to us at maintainers@gnu.org with any GNUish questions or suggestions for future installments.

Friday Free Software Directory IRC meetup: May 5th starting at 12:00 p.m. EDT/16:00 UTC

mardi 2 mai 2017 à 21:53

Participate in supporting the Directory by adding new entries and updating existing ones. We will be on IRC in the #fsf channel on irc.freenode.org.

Tens of thousands of people visit directory.fsf.org each month to discover free software. Each entry in the Directory contains a wealth of useful information, from basic category and descriptions, to providing detailed info about version control, IRC channels, documentation, and licensing info that has been carefully checked by FSF staff and trained volunteers.

While the Directory has been and continues to be a great resource to the world over the past decade, it has the potential of being a resource of even greater value. But it needs your help!

This week we're going to look at system backup tools with the goal of adding new software as well as updating those older entries. Whether its incremental file archiving, differential backups or system snapshots its all fair game. Join us this Friday so we aren't left unattended as we run the backups!

If you are eager to help and you can't wait or are simply unable to make it onto IRC on Friday, our participation guide will provide you with all the information you need to get started on helping the Directory today! There are also weekly Directory Meetings pages that everyone is welcome to contribute to before, during, and after each meeting.

Free Software Directory meeting recap for April 28th, 2017

mardi 2 mai 2017 à 21:43

Every week free software activists from around the world come together in #fsf on irc.freenode.org to help improve the Free Software Directory. This recaps the work we accomplished at the Friday, April 28th, 2017 meeting.

This week was all about the new. We added many new entries, but also welcomed a newer version of the Directory itself. We had been using an older version of MediaWiki for quite some time now. But last week one of our great sysadmins, sudoman, upgraded us to a more recent version. This is going to unlock all kinds of new possibilities in improving our work and the Directory. This first week though there were some growing pains unfortunately. We ran into an issue where it wasn't so easy to edit new, unapproved entries with form. You can always edit the source for the page, but the form makes things much easier. Luckily sudoman was around to help sort out the issue.

The new update also highlighted some pages that had issues with their approval. But luckily those pages were for an aborted project, and could simply be removed. Thanks to jgay for helping to sort out that problem. tfisgnag was also back again learning and helping to improve the Directory.

Finally, we'd also like to highlight that we have dumps of Directory that users can take and use for analysis or other projects. Data from the Directory is available at http://static.fsf.org/nosvn/directory/directory.xml and in compressed form at http://static.fsf.org/nosvn/directory/directory.xml.bz2.

If you would like to help update the directory, meet with us every Friday in #fsf on irc.freenode.org from 12 p.m. to 3 p.m. EDT (16:00 to 19:00 UTC).

The Licensing and Compliance Lab interviews the MegaGlest Project

jeudi 27 avril 2017 à 18:50
MegaGlest logo

MegaGlest, currently at version 3.12, is a free software real-time strategy computer game set in a fantasy world, mixing elements of re-imagined past civilizations, magic, and steampunk. The world of MegaGlest has seven factions: Magic, Tech, Indian, Egyptian, Norsemen, Persian and Roman. Each faction comes with its own set of units, buildings, upgrades, advantages and disadvantages. This allows for variation in strategy, while keeping game play balanced.

What inspired the creation of MegaGlest?

MegaGlest started in January, 2010, as a vision from a long-time community member, Titus Tscharntke (Titi). Joining Titus as the project developer was Mark Vejvoda (SoftCoder). In late 2010, Tom Reynolds (tomreyn) joined the team in an IT and QA capacity. In early 2015, filux started with the team as a GNU/Linux scripting automation guru. While there are now numerous other contributors, the core team remains intact.

Titi's vision was to take the original game, Glest, and turn it into an addictively fun experience with a broader scope. Once Titi released the Megapack which consisted of four additional factions, it became clear that the game had massive potential. This was the inspiration for the Mega in MegaGlest.

"Glest was a raw diamond in the free software world and I was fascinated that I had full access to such a 3D game and its source code. I was so sad when I saw that the original developers stopped development because I already had put so much time into making more content for this game (the Megapack). There were some efforts to take on development by some others and I tried to help, but the results did not make me happy. After more than a year, I decided to try for myself and I forked the original Glest. This was the start of MegaGlest. For me it was always important to play the game and this always was and is my primary motivation to work on the game." -- Titi

How are people using it?

MegaGlest is more than just a game! While the core game ships with seven unique factions, the engine itself has been used to produce other stand alone spin-off games such as Annex: Conquer The World. A more complete list of mods can be found on the MegaGlest wiki mods list. A built in downloadable content (DLC) system provides access to additional community game art. MegaGlest also offers a 'scenario' mode where users can enjoy story driven adventures. Most importantly community members agree that the network play provides the most enjoyment - offering players a chance to join with up to seven others online and compete for bragging rights (the AI is nearly impossible to beat, especially at Ultra level and higher).

What features really set MegaGlest apart from other 3D real-time strategy games?

MegaGlest features a robust and complex opponent AI. This AI is unpredictable and dynamic in responding aggressively to players. An exciting feature of MegaGlest is that players can work cooperatively to battle against the AI, which allows for a powerful social component in the game. The game works across various operating systems so users can play one another regardless of their system.

A compelling component of the game is the ease at which the game files can be developed. The modification to the game occurs through XML files. This allows for the rapid creation of such work. Maps are also easily made with the built in map editor. Acquiring these new game publications is straight forward in MegaGlest due to the built-in DLC center.

Why did the project choose GNU GPLv3 as MegaGlest's license?

The original Glest developers used GNU GPLv2 or later. After we had some discussions with the Debian games team, we decided to change the license. As a result of those conversations, we decided to upgrade to GNU GPLv3 or later. Our game art is licensed under CC-BY-SA 3.0. Together they ensure that users are free to use, modify, and share all aspects of the game.

How can users (technical or otherwise) help contribute to MegaGlest?

The most fun way to contribute is to play the game, which is especially true when talking about multiplayer mode - maybe at your next LAN party? Related to this is that while playing the game report any bugs you find and if possible dedicate some time to testing out the software. We are set up to receive, and truly appreciate, donations to help defray the cost of the game servers and other infrastructure matters. We don't have a marketing budget so spreading the word is of great help.

Another major way that users can contribute is by helping develop new game art such as maps, tilesets, models, and factions. Translations and localizations are always a work in progress and could use assistance. Hacking on the game engine code is another great way to participate. We would welcome game engine contributions by OpenGL / SDL2 experienced C++ developers who can demonstrate earlier work in this area.

What's the next big thing for MegaGlest?

Some of our tentative plans for the coming year are to produce a lightweight headless server, roll out player accounts and increase our distribution outlets.

Enjoy this interview? Check out our previous entry in this series, featuring Defense Digital Service and eMCM.

MegaGlest logo is licensed under Creative Commons Attribution-ShareAlike 3.0 Unported.