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eezstreet

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Everything posted by eezstreet

  1. I made a very simple stance on this issue, one that worked perfectly, and now it seems it has been ignored without a real reason. Content which is 100% ported = disallowed Content which contains some ported content = allowed Instead we get this weird "oh porting is okay but only if the copyright holder doesn't say anything and its determined that you did most of the work and yeah it's cool and all that" etc which was the problem to begin with. Also, this is an international site, so citing one country's laws isn't really correct imo, especially since it varies wildly between UK and US.
  2. I'm not saying that the staff should be all-knowing and automatically take down any and all ports that they shall find with their all-knowing powers of deduction and search and time-bending. That's not what I'm implying at all and I think you all are missing the point entirely. I'm saying that there was absolutely no progress made on the stance on porting, which was really the key issue here. Instead of a detailed description of what's allowed, all we get is "Ported content is not allowed." Okay? But what about ripped content from the movies? What about sounds vs. models? What about retextures? Is ported content now not allowed period? See where I'm getting at here? All that was done was shift the burden of responsibility onto the uploader of the content, instead of enacting a specific set of rules as to what's allowed and what isn't. This accomplishes nothing, and these sort of policies (from my POV) were universally agreed upon.
  3. eezstreet

    Files Area Changes

    :/ That was exactly the problem with the old system. It was entirely subjective and up to the staff members. I disagree with this solution, it solves nothing. I like the credits section, but the rest of the changes aren't really anything new.
  4. nope @@Omicron, not working on anything JA-related for a good long while.
  5. so much this
  6. Base sounds should be okay. I don't see why you can't use them, unless you're going standalone of course.
  7. yaller f-in weird
  8. eezstreet

    Files Area Changes

    So all ported/ripped content isn't allowed now? (What about HapSlash etc models that rip from movies with their sounds)
  9. WEE WOO WEE WOO FUCK THE POH LEESE
  10. I believe I added support for MD5, MD4, MDR and IQM. The problem is that you have to rewrite player model code and handling.
  11. His head is physically tall. His forehead is gigantic. Other than that, the profile view looks weird to me. I think it's the nose and the ears.
  12. eezstreet

    New Background

    AA makes the game look toooons better. My two cents.
  13. his forehead is massive
  14. The ironic thing is that I'm willing to bet that a lot of these kids were like maybe 1 or 2 when JKA came out (I was 10, so I mean maybe not much better) i feel old. The old days of JKA were best. Back when people actually gave a damn. >_> I'm not sure what happened with BioWare. Ask Inyri about that, as she might know more. All I could dig up was something on their site: http://jediknight3.filefront.com/news/IMPORTANT_note_to_people_submitting_files;2037
  15. GPL is pretty clear cut. You derive from a GPL-licensed work, that derived work is then licensed under GPL. You use a library, then that library must be GPL compliant. There's loopholes and technicalities but you aren't going to be able to do that in this case. As far as assets are concerned, you are not allowed to redistribute assets from the original game with code. This is considered an intellectual property violation/piracy. The exceptions are the things that were distributed with the original code release. I believe this was a few .cfg files. As far as pay, yes, you can charge for productions which use this code. This adds one extra restriction: you may not use copyrighted content (such as trademarked stuff, stuff protected under copyright, etc), including any mention of Star Wars stuff. Regardless of whatever path you take (paid content or free download) you must provide either a link to the source code, or package the source code with the finished product. If its a paid product, you can choose to make the code only available to those who have purchased the software. This is optional; Quake 3 and others make the code available for free. It's pretty clear-cut.
  16. Any idea when that might happen?
  17. Where's the source code?
  18. I believe there's a SOF2 fork of OpenJK.
  19. make sure there's no .GLA at the end of the path. The code explicitly adds .GLA at the end, so you might be trying to load _humanoid.GLA.GLA for instance. note: you need to hex-edit the new GLA too, otherwise it won't bind correctly.
  20. That distortion...is it normal? It looks stretched.
  21. How the hell are you doing this and getting around the GPL exactly?
  22. Aha, you make a valid point about the engine thing. I just hope it doesn't confuse anybody is all. GitHub is actually probably easier on your bandwidth. The hosting services are entirely free, and instead of re-uploading all of your code, it simply uploads changes, and people are able to download a .zip from that. Also, you can revert to previous changes (in case you make a mistake) and you can accept outside changes to your code (pull requests). It's all pretty right-up-your-alley in terms of what it can provide for you. i understand where you're coming from, thanks for the clarity.
  23. Eh, call me skeptical..but I wouldn't exactly call this an engine. I mean sure, there's a few engine-related changes, but I wouldn't go out and call it a whole new engine based on that. Is the code for it on GitHub? (source code in .rar/.zip is sooo 2000 ) Plus, I wouldn't call it an "engine for modders" if it's got the saber system, as @@katanamaru mentioned. One thing I'd like to critique specifically: it's actually very easy from a code perspective to make the original scripts from JK2 work in JKA, all you need to do is change the script_targetname of the player from "player" (JKA) to "kyle" (JK2). I suggest cvaring this. This will cut down significantly on the file size of your SDK.
  24. Hmm, you raise good points ent. @@therfiles, you should probably hire someone who's knowledgeable in the field. That might help.
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