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Old 09-04-2012, 03:59 AM   #41
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Do the class similarities cause this mod to be infringing of copyrighted material?
What other parts of the game are infringing? Surely all official FF maps were completely remade, not ports. Has the FF dev team checked with Valve to see if it is or not? Other than a list of reasons for denial on the Steamworks application with copyright infringement only being one of those possible reasons, do the devs know for sure if this game is in any way in the wrong, legally speaking?
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Old 09-04-2012, 06:44 AM   #42
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No, that's not the issue (although it could be an issue if we actually did try to sell the game). Source mods by definition do not have the right to be sold. Ever. We'd need to license the Source engine to have that right (which costs many, many moneys, and would make FF a stand-alone game instead of a mod).

This is explicitly stated in the Steam user agreement:
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C. Mods and Derivative Works.

Your Subscription(s) may include access to the Valve software development kit (the "SDK") for a version of the computer game engine known as “Source” (the "Source Engine"), or other editing tools through which you can edit or create derivative works of a Valve game or Valve game content (such as, for example, content editors included in Steam Workshop-enabled Valve games, or The Source® Filmmaker Software). Unless otherwise provided in applicable Subscription Terms, you may use the SDK or such other tools only on a non-commercial basis, and solely to develop a modified game for Valve products compatible with and using the Source Engine (a "Mod") or to create derivative works of Valve game content (such as new levels for games, virtual items, or audio-visual content) based on Valve game assets (“Derivative Works”). Except as expressly set forth in any applicable Subscription Terms, (i) you may reproduce and distribute Mods in object code form, solely to licensed end users of Valve games that are compatible with and using the Source Engine; and (ii) you may reproduce and distribute Derivative Works in object code form, solely to licensed end users of the Valve game from which the Valve Derivative Works were derived. In each case, except as otherwise expressly set forth in any applicable Subscription Terms, such reproduction and distribution right is conditioned upon your making the Mod or Derivative Work publicly available without charge on a non-commercial basis.

If you would like to use the Source SDK or other Valve-provided editing tool, or a Mod or Derivative Work, for a commercial purpose or activity, please contact Valve at sourceengine@valvesoftware.com.
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Old 09-04-2012, 07:22 AM   #43
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Old 09-04-2012, 08:02 PM   #44
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Actually Alex, this seems like a situation where we all lose . . .
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Old 09-04-2012, 09:56 PM   #45
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If that's the case then how is Neotokyo in the listing?
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Old 09-04-2012, 10:23 PM   #46
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Quote:
Originally Posted by the_cake View Post
If that's the case then how is Neotokyo in the listing?
Put bluntly, they most likely lied when submitting their mod (they checked that box when it wasn't true for them [unless they have some special relationship with Valve or have licensed the engine, which I'm not sure about]). Not sure how Valve will handle it, but it seems clear to me that this Greenlight stuff is simply not for mods.
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Last edited by squeek.; 09-04-2012 at 10:28 PM.
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Old 09-05-2012, 12:03 AM   #47
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From: squeek
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Dear Steam,

Blahdy blahdy blah greenlight sourcemods eula blahdy blah Neotokyo did it blahdy are sourcemods ok for greenlight?

love squeek
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Old 09-05-2012, 12:04 AM   #48
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Old 09-05-2012, 04:18 AM   #49
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Old 09-05-2012, 08:44 AM   #50
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http://store.steampowered.com/app/219820

We missed out. It costs $100 now.
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Old 09-05-2012, 11:58 AM   #51
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Giveashit. Start this over on a superior engine.
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Old 09-05-2012, 12:56 PM   #52
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http://steamcommunity.com/sharedfile...s/?id=94128543

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Old 09-05-2012, 04:07 PM   #53
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Quote:
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Giveashit. Start this over on a superior engine.
Darkplaces! \o/

Seriously though, $100 to put it up on Greenlight? And how the hell did Neotokyo get on there? I sincerely doubt they licensed their game on the Source engine or whatever. Good game, but how? Lying heathens!

Also, NS2 was just released I think, if anyone cares.

Also, baguettes are amazing.
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Old 09-05-2012, 04:29 PM   #54
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The $100 fee goes to charity, and was added to stop people from putting up false or bad listings.
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Old 09-05-2012, 07:19 PM   #55
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I'll donate some cash to this if needed.
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Old 09-05-2012, 08:00 PM   #56
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The $100 fee goes to charity, and was added to stop people from putting up false or bad listings.
Whoa, that's actually really cool.
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Old 09-05-2012, 10:51 PM   #57
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Unreal engine please. Or ID Tech 4 (quake 4 engine, also FOSS) if 10 more devs who know how to do everything with only code and no dev tools rise from the mist. This would however mean FF owns FF and everything involved, aside from possibly the IP infringing graphics and maps and what not. If it was free I doubt anyone would care. Darkplaces is better and FOSS, but still quake 1 with high-res textures and better lighting.

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Old 09-05-2012, 11:16 PM   #58
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UDK is frustratingly movement game unfriendly as far as I could tell in messing around with it briefly. A lot of fundamental movement code is uneditable (not included in the SDK) and needs weird hacky workarounds to customize. It's possible (see
, they used a pretty clever workaround), but the SDK certainly doesn't help you out at all; it pretty much works against you.
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Old 09-05-2012, 11:54 PM   #59
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That's probably why Tribes Ascend is so clunky.

It seems like Source SDK is a stronger motivation for using Source than Source is.

Last edited by the_cake; 09-05-2012 at 11:59 PM.
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Old 09-06-2012, 01:04 AM   #60
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Quote:
Originally Posted by the_cake View Post


That's probably why Tribes Ascend is so clunky.

It seems like Source SDK is a stronger motivation for using Source than Source is.
comparing a licensee to UDK doesn't make sense because they're accessing the native classes (bulk of movement stuff)
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