Clarification on TechA branding and mutators policy
Posted: 22 Jan 2016, 09:57
Supercedeed on 13/12/2016 by community wide guidelines - https://springrts.com/wiki/Licenses_Forking_Mutators
Kept for reference only.
Just thought i'd post some official guidelines on TechA's "Branding" use for in map/mod mutators & forks:
Some model/texture/images are now copyrighted please ask for permission to use this content.
Mutators and forks should contain some significant difference to the usual TechA gameplay.
Map mutators are best for small changes that are map specific (e.g. Duck Fusions).
Mod mutators are best for small unit/game changes (e.g. King of the Hill)
Substantial changes should be made with a fork & an entirely new mod file with new naming scheme.
Naming conventions
Mutator names should make it explicitly clear that the map/mod is a mutator which has a TechAx.x dependence or will modify content from TechA.x.x; e.g.
Something (TechAx.xx)
TechA Something (TechAx.x)
Names and version numbers of forks should clearly distinguish the fork from TechA.
Not Acceptable
Names designed to impersonate e.g. "Tech Annihilation Vx.(x+1)" or "Tech Annihilation Improved Edition".
Anything which has a file based dependency on some particular lobby or engine version. (Forcing dependency on a particular TechA version is allowed.)
Any smartass work around of the above
If in doubt - ask! The Spring Mods have been supportive so far on the subject of Mod Hijacking so I'd appreciate everyone's cooperation on this :)
Kept for reference only.
Just thought i'd post some official guidelines on TechA's "Branding" use for in map/mod mutators & forks:
Some model/texture/images are now copyrighted please ask for permission to use this content.
Mutators and forks should contain some significant difference to the usual TechA gameplay.
Map mutators are best for small changes that are map specific (e.g. Duck Fusions).
Mod mutators are best for small unit/game changes (e.g. King of the Hill)
Substantial changes should be made with a fork & an entirely new mod file with new naming scheme.
Naming conventions
Mutator names should make it explicitly clear that the map/mod is a mutator which has a TechAx.x dependence or will modify content from TechA.x.x; e.g.
Something (TechAx.xx)
TechA Something (TechAx.x)
Names and version numbers of forks should clearly distinguish the fork from TechA.
Not Acceptable
Names designed to impersonate e.g. "Tech Annihilation Vx.(x+1)" or "Tech Annihilation Improved Edition".
Anything which has a file based dependency on some particular lobby or engine version. (Forcing dependency on a particular TechA version is allowed.)
Any smartass work around of the above
If in doubt - ask! The Spring Mods have been supportive so far on the subject of Mod Hijacking so I'd appreciate everyone's cooperation on this :)