Login | Register 

Build to .exe // no client-side license

Send us your requests for enhancements (RFEs)

Build to .exe // no client-side license

Postby devy » Wed Apr 24, 2019 8:23 pm

Recently as my clients getting more projects delivered to them with Unreal and Unity they fall in love with idea of them getting just a standard .exe file that just works as expected and they don't need to worry about anything else.

Here's how it works now: as a developer I either have to tell all my clients "oh, yes you also need to buy td license and register it under your email account" which sounds uncool because we are trying to deliver full turn-key system (and clients hate the fact that they need additionally to pay for a license on top of everything). So the second option is to activate client's license under your account. Which gives you a headache in the future in situations like client want to switch machines, or they reinstalled windows and didn't know that they need to deactivate license prior to that etc.

I already have one major client that I delivered 6-7 td installations to said to me "I want you to switch for UE for upcomings projects because I love the idea of simply having an exe and don't need to pay extra and maintain any licenses"

Also, formally you can't buy a license under your account and have your client use it. Since formally it is your company who has the license for the software and playback not cloent's company. I also had one major client turn me down because of this issue (they didn't want to maintain and buy licenses on their own but they had legal problems with me owning their license)

Soooo. What I propose is for derivative to make some kind of enterprise license and all projects made with this license are:
1. Delivered as a toe file for enterprise touchPlayer - which requires absolutely no registration steps, just download and use
2. (Ideally) delivered as an .exe file
Denis Akopov,
User avatar
Posts: 102
Joined: Fri Feb 24, 2012 5:10 pm
Location: Moscow, Russia

Re: Build to .exe // no client-side license

Postby nettoyeur » Thu Apr 25, 2019 7:46 am

+1 for enterprise license idea. If you look at Notch price range there could be room for some more expensive TD licenses, which could maybe pay for some more c++ coders to push development forward, to keep up with render engines of Notch/Godot/Unity/Unreal.
Idzard Kwadijk | freelance TouchDesigner consultant | IdzArd.com
Checkout ChopChopChop.org - the TouchDesigner marketplace!
Posts: 1150
Joined: Mon Oct 15, 2012 12:00 pm
Location: Amsterdam, The Netherlands

Re: Build to .exe // no client-side license

Postby django » Thu Apr 25, 2019 7:53 am

Posts: 177
Joined: Fri Aug 30, 2013 3:26 am
Location: Switzerland

Re: Build to .exe // no client-side license

Postby Achim » Thu Apr 25, 2019 7:55 am


Cologne area TD artists? Let’s get in touch

Posts: 1706
Joined: Wed Nov 14, 2007 1:52 pm
Location: Cologne

Re: Build to .exe // no client-side license

Postby nomcycle » Thu Apr 25, 2019 10:50 am


Love TD over game engines, but this is one of the main reasons why I recommend to my clients Unity if they need to build a permanent installation. Licensing breaks our development/deployment processes and it is difficult to convince the client to maintain a license.
Posts: 3
Joined: Fri Jan 23, 2015 3:21 pm

Re: Build to .exe // no client-side license

Postby t0mekk » Thu Apr 25, 2019 4:53 pm

Posts: 6
Joined: Mon Jan 16, 2017 6:09 am

Re: Build to .exe // no client-side license

Postby studiophile » Thu Apr 25, 2019 5:58 pm

Posts: 5
Joined: Mon Mar 13, 2017 4:50 pm

Re: Build to .exe // no client-side license

Postby alphamoonbase » Thu Apr 25, 2019 8:07 pm

+1 for exe and i like the enterprise-idea.

But for most of your problems I actually do not see a big problem.
First of all, you can use more then 1 version of TD on the same machine. So just keep one standalone installation per project separate and only use them to work on the specific project for the client. You can use all builds before the 1 year-limit of you activation. So even if you upgrade, you do not need your client to update also.

Second, just get a dongle for your client and sell it to them. They can change PC's, reinstall as they want. The dongle belongs to them and no trace of the licence in your books. Easy enough. For multi-system-setups you can even load more then one licence onto a dongle and supply the activation for the other machines from on master running via network.

There CM sticks with up to 64GB available which don't even need to install the software. You can create your portable version of, put it on the stick and create an auto-start file on the stick. So client gets the stick, puts it in an TD launches (in theory).

Sure, it's 200 Bucks for a stick, but when you are selling 7 to 8 installations to them, it should not be a problem to also put this in.
Also keep in mind that for the clients, a TouchPlayer is often more then enough!
Posts: 33
Joined: Fri Jun 26, 2015 3:54 pm

Re: Build to .exe // no client-side license

Postby pixelux » Fri Apr 26, 2019 3:44 am

+1 //
an enterprise licence would be great.
delivering .exe file would be perfect ( and no need to care about the TD version installed on the client machine :-)
But hopefully more in the unreal / unity licencing scheme than notch.
You need to pay either 2500£/year or 6250£/perpetual to run notch on a single install. I don't think my client are willing to pay such a high price.
Notch price range is fine for rental company doing live event but doesn't fit most fixed installation budget.
Xavier G.
User avatar
Posts: 124
Joined: Tue Jan 11, 2011 2:10 pm
Location: Digne les bains

Re: Build to .exe // no client-side license

Postby nettoyeur » Fri Apr 26, 2019 4:06 am

I would like to add in my opinion it's not fair to compare TD features (such as .exe creating) & license prices to current unreal/unity, as those last two both make millions from their asset stores ( and for Unreal also billions for microtransactions in Fortnite), so they can afford to give away their engine for free as a marketing tool, and at the same time hire hundreds of developers so they keep pumping out new features. This was not always the case - for instance Unity Pro used to cost 125 dollars per machine per month before they had a blossoming asset store.

So I would rather see Derivative earn enough money to enable them to be a healthy competition to other players in the market, and that will not happen if all the current commercial license buyers will switch to a single license in the same price range, while we also demand TD gets the same features as those other players who either a)ask a much higher license fee (all pro media servers) or b) make their millions on another way.(unreal/unity).
Idzard Kwadijk | freelance TouchDesigner consultant | IdzArd.com
Checkout ChopChopChop.org - the TouchDesigner marketplace!
Posts: 1150
Joined: Mon Oct 15, 2012 12:00 pm
Location: Amsterdam, The Netherlands


Return to Wishlist and RFEs

Who is online

Users browsing this forum: No registered users and 5 guests