"Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to do
so."

I highly doubt this.

The modifications do not touch the mod code at all. IE, the mods original
binaries are "stock".

On top of this, you are not distributing modified copies of their mod, if
you released your mod, you would be releasing an add-on dll that changes the
behavior of the mod, but does not modify it.

I can understand being sued for releasing a modified binary of your mod, but
since I'm not, I don't think that would go too far in court.

- voogru.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Monday, February 14, 2005 2:01 PM
To: [email protected]
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?

Lance, just some things...

first, there is a difference between adding plugins and changing base
features a mod has.
Plugins or add-ons are changes that are all made of stuff you have written
on your own and do not use any content of the mod below.
Changing features of a mod is actually illegal due to copyright laws and
someone would even be able to sue you if they have the time and money to do
so.
What you run on your server is up to you, right, but if you run stuff that
modifies something that falls under a copyright then you can get in trouble
pretty fast ... again if the original authors have the time and money to sue
you. If your server runs not on your own machine at home, then a little
email to the company that you hired it from is enough to get your server
locked down.

But enough of this chit-chat... you have your opinion and I have mine...
just remember that there are several different things that automatically
have a copyright just by creating it (even your plug-in or add-on will have
this)...
no need to get a registered trademark going or stuff alike.

Anyway, if you mod mods or change their basic stuff then please add a
message presented on login or on startup of a round that tells the players
that this is a modified version of the mod... and not the original. That was
the main point here ... folks not being able to know or to notice that the
thing they play is the original or not.

--
Norbert Bogenrieder aka Beppo     Lead Programmer and Project Lead
[EMAIL PROTECTED]           Sentry Studios - Infiltration
[EMAIL PROTECTED]                  http://www.sentrystudios.net
             http://infiltration.sentrystudios.net



----- Original Message -----
From: "Lance Vorgin" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, February 14, 2005 7:28 PM
Subject: Re: [hlcoders] Re: [OT] [OT] "Safe way" of setting weapon damages?


> On Mon, 14 Feb 2005 15:45:02 +1000, Draco <[EMAIL PROTECTED]> wrote:
>> Jeez, all this over whether to use scripts or hard code to decide
>> weapon characteristics! It is a matter of preference, there is no need
>> to try and convince others that yours is best. It would be like me
>> saying my programming style 'pwns' yours and that your a 'stupid n00b'
>> for using a different one. You would most likely tell me to 'STFU' and
>> that my style should be crammed up whatever I traditionally cram
>> things.
> You wholly, entirely, completely miss the point of all this - where
> you got the wildly wrong idea that this was a debate on whether
> hardcoding or using a script interface was better is beyond me. The
> discussion is about the futility of his quest, and his reasons behind
> trying to do it. His last sentence makes this thread perfectly on
> topic.
>
> I do see, however, a similar futility in this argument. Some mod
> authors may want to stop all customization of their mod [and in all
> likelihood go down with their ship :p], and they will never be
> convinced to abandon that position. I'm just saying, to them, don't be
> surprised.
>
> Beyond that it's not like we're detracting from any other threads
> currently on the mailing list :P
>
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