OTA-Based Mod Collaboration thread - Page 6

OTA-Based Mod Collaboration thread

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
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Joined: 21 Feb 2005, 03:38

Re: OTA-Based Mod Collaboration thread

Post by Argh »

You can't mess with scale without reworking everything in a game. And most RTS games don't really respect scale in any serious way, so it's not that big of a deal, tbh. I mean... your Gundams would be bigger than my houses, but smaller than my skyscrapers.

Your average player wouldn't even care.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: OTA-Based Mod Collaboration thread

Post by smoth »

but some of us do, like those of us making the projects. Which is why if you want it to be a more universal tool it needs to take that into consideration.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: OTA-Based Mod Collaboration thread

Post by Argh »

Well, if you wish to spend time porting World Builder stuff to Gundam's current scale, go right ahead. It'll be a bit of a moving target for awhile, but that's the whole point of it being GPL in the first place.

But no, I won't be reconsidering the current scale. It's about the same scale as IW and S'44, and it works surprisingly well with CA, tbh.
Last edited by Argh on 12 May 2009, 00:00, edited 1 time in total.
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Pxtl
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Re: OTA-Based Mod Collaboration thread

Post by Pxtl »

By "RTS Construction Kit" I meant something like the Arcade Game Construction Kit or Racing Destruction Set or any of those kiddie game-builders, but for RTS games... not the all-singing all-dancing RTS-in-a-box. Flexibility means more complicated interface and more complicated implementation. There are places that you have to apply constraints in order to KISS. I can't fault Argh for having other priorities.
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Pressure Line
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Re: OTA-Based Mod Collaboration thread

Post by Pressure Line »

Argh wrote:Er... Battletech's IP is owned by Wizkids. The EULA on the MCII source forbids redistribution of that content, because Microsoft doesn't own the IP. It's why none of the buildings made it into World Builder- I figured that, being Microsoft, if they ever found out, they'd kill my project.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, Microsoft grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce the software, prepare derivative works of the software and distribute the software or any derivative works that you create.
3. Conditions and Limitations
(A) Limitation on Commercial Distribution- Notwithstanding the rights granted in section 2(A) above, you are not granted any rights to commercially distribute any artwork from the software (ÔÇ£Art AssetsÔÇØ) in any derivative work or otherwise. Microsoft grants you a limited, non-exclusive, worldwide, royalty-free copyright license to use, reproduce and distribute the Art Assets on a non-commercial basis only.
U R RONG. (Not that that helps you Argh, since you have decided to go commercial.) In any case, most of the buildings in MC2 have nothing to do with Battletech IP, they are just generic near-future buildings.

And KDR, I only PD'd my tank, the one that I designed, modeled and textured.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: OTA-Based Mod Collaboration thread

Post by Argh »

Yeah, I mis-stated their license. You're entirely right, it doesn't forbid re-distribution.

I always think in terms of whether it can be used in World Builder, is all. I suppose that they could be ported to a quasi-legal World Builder-compatible content module, or something, but I can't touch them, unfortunately.
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