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    #16
    Hi guys,
    couple of questions about this:

    In made a Terms of Use post for my Custom Vehicles mod, and it's linked in the OP.
    Right now the Terms of Use talks about the 2 assets that I purchased, and links to the Terms of Use section of my mod on github.
    It also mentions that I am not sure yet how the Sketchfab licensing for those assets applies to us, modders.
    I am still waiting for an answer from sketchfab about that...

    So my questions are:
    - If I add more purchased vehicles in the mod latter. I don't necessarily want to edit that post, because then it means the actual effectiveness date will be changed to the day of my edit.
    How do we deal with that?
    Could my Terms of Use post be more generic and not detail which assets have been purchased, and then the details would just be in my github Terms of Use?

    - Whenever I receive more info from sketchfab, I will want to edit that post to add the new info. Is there another way to do that without changing the effectiveness date of my Terms of Use.
    Could I actually make a 2nd Terms of Use post, that would contain the latest info, and link both Terms of Use posts in the OP?

    Thanks!
    Last edited by manux; 11-07-2018, 10:06 PM.

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      #17
      Originally posted by manux View Post
      Hi guys,
      couple of questions about this:

      In made a Terms of Use post for my Custom Vehicles mod, and it's linked in the OP.
      Right now the Terms of Use talks about the 2 assets that I purchased, and links to the Terms of Use section of my mod on github.
      It also mentions that I am not sure yet how the Sketchfab licensing for those assets applies to us, modders.
      I am still waiting for an answer from sketchfab about that...

      So my questions are:
      - If I add more purchased vehicles in the mod latter. I don't necessarily want to edit that post, because then it means the actual effectiveness date will be changed to the day of my edit.
      How do we deal with that?
      Could my Terms of Use post be more generic and not detail which assets have been purchased, and then the details would just be in my github Terms of Use?

      - Whenever I receive more info from sketchfab, I will want to edit that post to add the new info. Is there another way to do that without changing the effectiveness date of my Terms of Use.
      Could I actually make a 2nd Terms of Use post, that would contain the latest info, and link both Terms of Use posts in the OP?

      Thanks!
      Ok, so I received answers from Sketchfab, and it looks like they are fine with the idea of a modder including in his mod, another mod that has sketchfab purchased assets in it.
      - As long has the original assets are not directly available in the mod, meaning that they need to be in a binary format, like they always are in our mods.
      - And as long as the second modder does not extract the assets from the binary files, to modify them more, before inserting them in his mod.
      - And as long as the mod is distributed for free.

      So I will modify my original Terms of Use, since it doesn't really matter anymore, other modders can just include my mod in theirs, without having to re-pay for those assets...

      This is how Sketchfab perceives this problem. It does not mean that Unity or other stores will have the same point of view...

      Here's my new Terms of Use post.
      Please let me know if you see a problem with it...
      Last edited by manux; 11-10-2018, 06:34 AM.

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        #18
        Installing mods for clients

        Hello TFP. I administer a public server in Switzerland for a French speaking community.

        I tried to maintain a community on a server with mods (the beautiful vehicles manux, among others) but I have now deleted because the players are not necessarily able to install or have laziness (a lounge " installation of mods "with tutorial and download link and everything needed at the support level was available).

        After a while, the players were not renewed, we were only a handful to play.

        It's really a drag on new players.

        Now I have again a correct influx without the mods (12-15 players on average, 28 max yesterday).

        Do you plan to download the mods directly by connecting to the server as for Ark: Survival ? Or an official launcher ?
        You offer a game completely moddable but people do not have access.

        Thank you for your work.

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          #19
          Steam workshop support will be added at a late date. Until then, the 7D2D Mod Launcher or Nexus is what is used by clients to download and install mods.

          Comment


            #20
            Question about modified versions of original 7D2D assets.

            I am creating a modlet that adds Xyth's excellent NPCs to POI spawn groups. To see them in action, I am taking some of the original 7D2D prefabs, and altering them (slightly) to spawn NPCs instead of zombies. Other than the spawn groups, the POIs are not modified (or at least not much).

            Here is the question: Can I distribute this modlet through GitLab or similar?

            I would imagine the XML/Xpath is not an issue, but the prefab files might be.

            Comment


              #21
              Originally posted by khzmusik View Post
              Question about modified versions of original 7D2D assets.

              I am creating a modlet that adds Xyth's excellent NPCs to POI spawn groups. To see them in action, I am taking some of the original 7D2D prefabs, and altering them (slightly) to spawn NPCs instead of zombies. Other than the spawn groups, the POIs are not modified (or at least not much).

              Here is the question: Can I distribute this modlet through GitLab or similar?

              I would imagine the XML/Xpath is not an issue, but the prefab files might be.
              As long as they need a copy of the game to use them then it is fine. Providing modified versions of the POIs is no different than providing modified versions of other xml files.

              POIs do not have to be wholly original in order to create a prefab pack and distribute it. Good luck with your project!

              Comment


                #22
                Originally posted by Roland View Post
                As long as they need a copy of the game to use them then it is fine. Providing modified versions of the POIs is no different than providing modified versions of other xml files.

                POIs do not have to be wholly original in order to create a prefab pack and distribute it. Good luck with your project!
                That's good news, thanks!

                (As an aside - this likely won't be ready for a while, for technical reasons which aren't relevant here. It's just good to know that if/when I can get them to work, I can distribute them.)

                Comment


                  #23
                  Just thinking... and I have 0 legal sense

                  Question: For mod[lets] where the creator doesn't care about what happens to the mod[let] (in terms of other non-TFP people taking their personal work, graphics, etc) and also do not contain any externally licensed content (that they would need to declare), is there a good "default license/ToA" they should/could use if they want to throw one in the mod[let] source code or link to their own ToA post?

                  There's a link above to https://creativecommons.org/licenses/ and for someone who may not be used to adding a license, but for one who wants to "do the right thing" it may not be obvious what one to choose. I've been picking "The Unlicense" for all my github modlets as its basically wide open usage and a simple drop down choice in github, and was thinking of also linking back to this forum thread just for the sake of it. I believe if someone (**who met the conditions above**) picked "the wrong license/ToA" it wouldn't really matter as TFP policy would override it, but it might help to be guided to choose a correct-er one by default than one that's obviously not enforceable/applicable.

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