@George: Are we allowed to mod Official (paid) Extensions?

Freeform discussion about anything related to modding Transcendence.
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pixelfck
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Are we allowed to modify Corporate Command entities? how far are we allowed to go in this? can I include a single changed item in a mod? can I include modified ships? can I take the a storyline element and give it a new twist? can I take the storyline and include substantial parts in a mod, can I, etc., etc.. at what point do I cross a line?

I ask because:
A: I've two mods lined up that would build on/change the entities as defined in Corporate Command.
B: If more paid extension are released, there are going to be more mods that will want to build on the ideas presented there in.

Looking forward to your answer,
Pixelfck
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george moromisato
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In general, the rules are:

1. If you use and require one of the paid libraries (e.g., the Corporate Hierarchy library included in CC) then you can do whatever you want in your mod. In that case, your mod will only work for players who have CC installed. [Also, in the future, I will add some functions that allow you do do run-time checks to see if CC is installed.]

2. If you want your mod to NOT require paid content, then I ask you to please be respectful of the economic ecosystem. I would like to create a culture in which players are happy and willing to pay for content. I appreciate anyone who helps to create and sustain such a community.

Some examples:

2a. I would be happy if people use the characters and storylines in paid content. For instance, if Anton Nasser comes up as a character in one of your missions, that's great. Similarly, if you come up with new chimera types (creating your own images and XML) then that's great.

2b. I would NOT be happy if people clone paid content. For instance, if you take images from CC and release them in your own (free) mod, then that is not helping to create a community that values creative work. Similarly, if you literally copy the code for auton bay and release it as a free mod, then again I would not be happy.

There are lots of gray areas, of course. If you are unsure, then I'd love to hash it out before you release the extension.

Let me try to answer your specific questions. In all cases I'm assuming that you are NOT requiring CC to be installed (again, if you require CC, then you can do anything you want).

Are we allowed to modify Corporate Command entities?
I prefer that you not do so (unless you require CC) since that would require presumably require cloning those entities.

Can I include a single changed item in a mod?
This is a gray area and it depends on the mod. If you want to include, for example, a changed version of the Mark VII howitzer, then that's probably OK, as long as it is the only item your taking from CC. If you include a clone of auton bay, however, that might be not be OK (depending on specifics).

Can I include modified ships?
I'd rather you not clone images from paid content. But if you create your own images, then that's OK. For instance, if you want to come up with additional Omnithor ships and stations (with your own images and XML) that's perfectly fine with me.

Can I take the a storyline element and give it a new twist?
Assuming you don't clone any images or code, yes, you can take a storyline element and/or specific names from paid content and use them in your own adventures. You can use character names, sovereign names, corporation names, system names, etc. You are also free to use plots, etc.

Let me know if that helps.

EDIT: One more point which you didn't ask about: If you want to create a "registered mod" (something distributed through the Multiverse) then I will ask for additional coordination to make sure we have a consistent storyline. If you're interested in that, let me know.
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pixelfck
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Thanks for the reply.

I intentionally phrased my question much broader than it needed to be for my specific two mods as to have your answer be helpful for other modders in the future as well.
I'm completely behind the idea of creating a community that values creative attributions while at the same time being happy to pay for some of the official extensions.

Very specifically for the two mods I've lined up:
1: I've changed the behaviour of the Novaya armor repairer (&itNanoRepairer;) so that it will not repair armor damaged for more than 75% of the hitpoints, except if it has the attribute 'novayaArmor.
2. I've created a version of Beyond the Mainline (dynamic system generation) which includes the (unchanged) Corporate Command topology.

for both mods, I check:

Code: Select all

(if (not (iserror (typGetStaticData 0x00800101 'sequence)))
    ...
    )
Which tells me if the Corporate Command extension is available and selected upon game creation.

Since mod 1. overwrites and entity, an entire (copy of the) Corporate Command entity is available in the source code of the mod. So, although I check for the paid extension to be available, I actually disclose/include (in minimal modified form) paid content.

In mod 2. I disclose the topology as used by Corporate Command, but it is 'useless' (won't work) on its own since it references/requires non-included paid content entities.

My guess is that mod 2 would be OK. I'm less sure about mod 1?


I'll PM you about my creating a registered mod and my thoughts on hooking into the existing storyline!

Cheers,
Pixelfck

[random thought: It would be beautiful if registered mods could be uploaded in several versions, so that a new corporate command aware edition could be automatically become available for download when the user pays for the official paid extensions.]
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george moromisato
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pixelfck wrote:Since mod 1. overwrites and entity, an entire (copy of the) Corporate Command entity is available in the source code of the mod. So, although I check for the paid extension to be available, I actually disclose/include (in minimal modified form) paid content.
I'm comfortable with this, since it only includes a single entity. Obviously, a mod that included everything in Corporate Command (even if it had runtime checks) might be somewhat problematic. Again, this is a gray area and depends on the value added by the mod. The more creative/interesting the mod, the more leeway there is.

Note also that this argues for greater abilities to modify entities without overwriting the whole thing. Something you and others have been advocating. The <ShipClassOverride> pattern is something that I plan on extending to other types.
shanejfilomena
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Personally, I only went as far as to have Corporate Command included in my copy of DySy for retaliations, it livens up the systems.

of Course: the Communications Array http://xelerus.de/index.php?s=mod&id=58 is very cool when you can hire up a squad of Troglav.
(( and I edited that Array to add a Patch Spider to the escorts so I do not loose them as fast :)
:)

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I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
Arkheias
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I'm currently in the process of creating a mod that includes an alternative version of the Novaya armor repairer, and in my efforts I found out that once you have referenced the Corporate Command library in your mod, you can just add this line to an item to replicate it in a way that makes it useless to anyone without Corporate Command.

Code: Select all

	<ItemType UNID="&itImitationNanoRepairer;"

		inherit=			"&itNanoRepairer;"

	</ItemType>
From my testing, this copies all of the fancy scripting of the Novaya armor repairer in the background so that someone can't just look in your mod's .xml file and copy its code to make their own version without buying Corporate Command. I haven't tested this with the auton bay yet (I am literally going to test this immediately after posting this) but I'm pretty sure that this could be used to include modified versions of it without giving away any of the code.

Edit (20 minutes later): Just checked, you only have to add the auton bay dockscreen from CC to a cargo hold (or any other item) for it to work (and you gotta mess with the attributes to get the full experience). Inheriting still seems like the best way to go for the repairer though.
Cabbage Corp, the only mod with cabbages!

Please feel free to submit bug reports or issues related to the Cabbage Corp mod on the GitHub page, the forum thread, in a private message or even on the Xelerus page. Suggestions are fine too.
shanejfilomena
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i think - tHEREFORE, IT IS PROBABLY NOT RIGHT-

I think it is AWESOMe that CC is so ....difficult to adjust for us because we see weaknesses in it and want to build stronger ships, sexier ships that can kill the player in seconds .......but we have always done stuff like that :)

I like the idea presented to use the Inherit code - if cc is not there , you get nothing - well, you would get something but you might not like it...

What I would LIKE is to see of CC - more content for the factions, I think it just leaves you hanging....

I WOULD like to see a path opened for Unid Holders to request permission to ( if they have CC ) to put together stuff and submit it for review ......such as more story line or missions.... twists on the factions that might be useful for CC V2 :)

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I would Quote but I aM hORRIBLE AT IT :
However, creating a community that is willing to PAY for content - check that off the list as of , like , years ago :)
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I STILL refuse to change my Corporate Transport to the New Corporate Cruiser Image.....
I think the New Cruiser is a Beefy Dinosaur that just looks far too powerful for my Hot Cocoa drinking Piloting skills....:)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
FourFire
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> stronger, sexier ships

> Beefy Dinosaur that just looks far too powerful
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