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Eluna Lua Engine ©, Finally approved!

Foereaper

Founder
That's right people, we finally received our Copyright Certification! After waiting almost a year for the US Copyright Office, we have finally been approved!

Very excited about this, as it secures all the work we've put into the engine and project so far.

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Some sensitive information has obviously been removed, wouldn't necessarily want everyone to know where we live ;)

Note: Some of you might think "wtf do you need a copyright for?" Well. The answer is really simple. This is to be able to defend our project legally. In the past we have had several individuals who've renamed the engine, and attempted to sell it. This engine is made open source and free to use for a reason. We are VERY much against people trying to make a quick buck off of something that should be available for everyone. While our license (GPL v3) also prohibits that, it is not really enough to defend your cause in a court of law.

Thank you everyone for your continued support and use of Eluna! I greatly appreciate every single one of you, and a huge thanks from everyone at Eluna, EmuDevs and Nomsoft!
 
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Tommy

Founder
Finally, finally and finally. I remember those people trying to sell Eluna or claim it as their own, /spit! Time to get even more serious about it, but yeah, thanks for the support everyone!
 

frost

Banned
now instead of using eluna in wow emulation you should use it in your own game software and make a fucking game!!!!!!!!!!!
 

Rochet2

Moderator / Eluna Dev
It's designed for WoW Emulators, would be useless without it :p

I was actually thinking about how we could make it easier to use as a general implementation.
The system is already using templates and is rather general in the way it works in many places.
There is actually very little "wow" and harcoded stuff in the implementation, excluding the lua functions and hooks.

Could use the implementation we now have if:
It gets all the functions scrapped (the method headers taken out and the luafunctions.cpp basically cleared)
It gets all the hooks removed (just clear the contents mostly from hookmgr and then from LuaEngine.h the function declarations)
The event mgr would need to be removed or tweaked a little to suit the new implementation (its using WorldObject)
It gets some kind of file loader written maybe for the target system, if it doesnt use boost or ace
The logging macros are changed .. to printf? or whatever target uses
Utilities are cleared of wow stuff

So shortly just replace existing wow hooks and functions and implement file loader, logging.
We could make it more possible by altering a bit more general approach to the register function(s), make the file loader independent of an external library like ace and boost.
 

Tommy

Founder
Awhile ago I did put Eluna into another C++ project. I thought about using it for games, but on some level it would be somewhat a waste of time unless you really want Lua as your game's main language. Regardless, I might do it one day. Eluna can still be used to work with other game emulators, not just WoW.
 

jackpoz

Emulation Addict
I wonder if parts of the design and implementation of a Lua engine for TC/MaNGOS were inspired/copied by existing open source implementations of a Lua engine for a WoW server application. If that's the case (even for just 1 line of code), then it should be added copyright to that project too for the affected parts.
 

Foereaper

Founder
I wonder if parts of the design and implementation of a Lua engine for TC/MaNGOS were inspired/copied by existing open source implementations of a Lua engine for a WoW server application. If that's the case (even for just 1 line of code), then it should be added copyright to that project too for the affected parts.

The file loader was initially based on LuaHypArc's file loader, this has however since been rewritten a long long time ago :)
 
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Rochet2

Moderator / Eluna Dev
I wonder if parts of the design and implementation of a Lua engine for TC/MaNGOS were inspired/copied by existing open source implementations of a Lua engine for a WoW server application. If that's the case (even for just 1 line of code), then it should be added copyright to that project too for the affected parts.

The engine was originally based on the work of dan and then completely rewritten by us.
I have not looked through the arcemu source, but now that I do, some parts that do look similar.

The similarities in general come from using naming and designs from the examples given by lua.org, lua-users and other general sources as well as known implementation styles.
If you think something may have passed to the current implementation, send a message to our way about it and we will look it through and add copyright if needed.
It should also be noted that the creator of LuaHypArc was helping dan with the original base code.
 
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