I agree with what Gregoory says to some extent. However, while the executables are destination code, and not source at all, if the data files are clean (all the .infs and such) and not based on the original, they
could then possibly be considered open source.
Imposing any kind of OSS licence upon them would require them to be "closed book" reverse engineered. Which would require you to delete all existing files and recreate them by playing the official game and making files which
act the same but are based solely on your intuition of what is happening, not by looking at any data sets already produced from the original file set.
See ReactOS and Wine for ways OSS has been produced from closed source equivalents in the past. ReactOS got in trouble because some people didn't strictly follow the rules and introduced code into the source tree that was created by actually "looking" at the original commercial code. You can't do that, you can only guess at what the code might be like by the responses it gives to various inputs.
If you are confident that all your monster, npc, items and maybe even field data is unrelated to the original work (a reworked replica, not a copy, or modification of existing sources) then you can (I think) release an open source archive of those data files, separately from your closed source hacked server and client executables.
Any binary files you have not managed to create again from scratch will also have to be part of the closed source archive.
It would be nice to start like this, and work towards getting a completely open source version.
To get the executables available as OSS, would probably require at least two persons, one looking at the code and producing pseudo code for each routine making sure that they never go into any depth about how the results are achieved while still making sure that the relations between the input and output remain the same. The second working solely from the pseudo code, and swearing that they have never looked at the original code, and will never reference it while they work.
Even that approach is only semi-closed (half closed) book.
The PTU project was the last I heard of a truly OSS PT server, and that never implemented an OSS client.
In short... this release contains closed source files, so it
is not an open source project. The idea of open sourcing as much as possible is still appealing though.
EDIT ~~~~~~~~~~~~~
Okay, so I'm using this as a test source for my tablularisation code. 1.75 Sec to process the whole lot (255 Monsters) into a single coherent table file... I don't think that's bad.
Additionally, the CSV file is 183K compared to 583K for all the separate files. Zipped it's only 35K, where all the infs zipped up are 388K! That's the kind of improvement I'm looking for.
While doing this, I found an error... It may not lead to anything in-game, but it's not how the file should be.
Extract from "Deadhopy.inf"
Code:
//몬스터의 그림자 크기 소형, 중형, 중대형, 대형, 없음
*크기 淪