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Re: Interested in a Homeworld Mod?
I might be able to do a bit of 3D work if someone can provide me with some artwork, my time is limited though, I got some exams in a few months
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Re: Interested in a Homeworld Mod?
These links might help for tools and info.
http://forums.relicnews.com/archive/...hp/t-3024.html <a href="http://www.csh.rit.edu/~seubanks/homeworld " target="_blank">http://www.csh.rit.edu/~seubanks/homeworld </a> I have not found a valid link for the WinBig binaries. This utility is essential in order to unpack the *.big files that keep all the game data. I do have the VB source code for WinBig and after dinner/after LOST/after a visit to the fitness center tonight ( :-P ), I plan to compile and test it. If I get it working, I'll post a link for you. -- TAZ |
Re: Interested in a Homeworld Mod?
Have you tried the Relic Developers Network? I'm wandering around in there now.
Looks a little sparse, but some interesting stuff. This might be helpfull: http://forums.relicnews.com/showthread.php?t=25632 |
Re: Interested in a Homeworld Mod?
Good links, I did get WinBig to compile so I'm playing with that. When I get HW2, I'll definately need those other tools.
-- TAZ |
Re: Interested in a Homeworld Mod?
Could you post it someplace, please?
Multi-gun corvets(sp?) with ion-cannons sounds fun right now...:D |
Re: Interested in a Homeworld Mod?
Of course! I just needed to test it first.
http://www.fire-on-the-suns.com/WinBig.zip I grabbed the first ship that I saw and converted it to .X so I could do quick view in my DarkBasic Pro model viewer. Assuming the link works... one advanced support frigate. :-) http://www.fire-on-the-suns.com/hw_asf.png -- TAZ |
Re: Interested in a Homeworld Mod?
Yeah, I'm rather pleased with myself. Not only can people export the models from HW and render them into ship sets. You can in theory export those models and textures to SE V when it is released. [insert real big grin]
I doubt that I'll have the time to actually build the shipsets for SE IV. I'm more of a tools guy this time around. But, I hope this will convince some folks that a HW mod is very easy to achieve. The most creative part will be where it comes to units that are not part of the original game such as ground troops. It will be interesting to see what Akula and others can achieve there. Of course, if anyone needs to pick my brain on this, go for it. I'll try to do my best to help given the time I have available. -- TAZ |
Re: Interested in a Homeworld Mod?
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Re: Interested in a Homeworld Mod?
What about copyright? I don't think they'll allow us to use their images in another game.
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Re: Interested in a Homeworld Mod?
I saw a shipset once with ships that looked very Homeworldish..... It's on the Gold CD, I forgot its name, but it is a Gas Giant floater race of nautilus-like cephlapods. The race image is a nautilus with an eye of red and yellow. I believe it's an actual Homeworld Taiidan shipset, since I've seen very similar pictures on the Homeworld Shipyards site Zircher linked to. (Please note: I've visited this page last about two days ago, so I missed that at first.....)
Edit: Seen more ships and yup, the race I meant is CERTAINLY a Homeworld 1 race. |
Re: Interested in a Homeworld Mod?
Looked through (almost) all ships on that site. MAN I really must get back to playing the game, I can't wait to see Sajuuk in action, or the Balcora Gate, apparently leading to the supermassive black hole Sajuuk rested in.
One more thing tho..... the Megastation outtake. Is anyone here familiar with Homeworld2 modding? It has been done, I've seen screens of a Star Wars mod (watching a wing of TIE Fighters doing a flyby of an Imperial Star Destroyer is always fun) but noone has as of yet done work on the outtakes, or at least for as far as I know. I would most certainly appreciate it greatly if someone would make the Megastation available ingame..... or more. In conjunction with the people responsible for the SW Mod for HW2, there are interesting possibilities - Death Star anyone? (Man, can't WAIT to follow the Millenium Falcon as it goes through the Death Star.....) |
Re: Interested in a Homeworld Mod?
Akula, the copyrights are in still in place. This would be a fan mod and for personal use only. So, it would never see the inside of a CD, it should never be sold for profit, and it wouldn't hurt to say that you should be an owner/licensee of Homeworld as well.
I'm pretty sure everyone who is helping on this knows that we're not making anything official for Relic or any of its parent companies. -- TAZ |
Re: Interested in a Homeworld Mod?
I know it's not taking anything away from Relic, but they might see it different, the only reason that I say it is to avoid any possible problems with Relic, perhaps asking for permission
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Re: Interested in a Homeworld Mod?
Technically, based on the license you have to agree to in order to install Homeworld, you already have permission for personal use. Distribution is another animal. But, I would not worry unless they came down with a cease and desist order.
Paramount has not jumped down Atrocities' neck for his ship sets and they're much more agressive than Relic. For that matter, Relic even gives away the source code for Homeworld. So, I don't think there is any need for concern as long as the project stays at the fandom level and we do nothing to defame the Homeworld name. -- TAZ |
Re: Interested in a Homeworld Mod?
No, we're actually giving the Relic people *free marketing*..... Think about it; if you have never heard of HW but you have played the HWM, and you see HW somewhere, you're more likely to click the "buy" button (or take out your wallet if you go to *actual* stores) than when you haven't played HWM.
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Re: Interested in a Homeworld Mod?
Some licenses only allow you to install it, not modify any content or really do anything else but install it, I don't know about the Homeworld license that's mainly why I ask.
Also yes there's the free marketing, but some companies don't care the slightest about this. After all you're also giving material free marketing by putting it up on peer to peer, but I hardly think any companies like that, and some companies don't see the difference. Some companies pretty much states that they won't allow people to post material, modified or not, sometimes not even for their own game. I don't think it matters if it's just a picture and such, but some will react really harsh if you convert their material for another game, especially if you don't ask for permission first. |
Re: Interested in a Homeworld Mod?
Fair enough, paranoia has its place. Does anyone want to try their hand at writing up a letter and contacting Relic and/or their parent company for permission? Of course, since Relic was bought by a competitor to Sierra, there is probably a snowball in hell chance that it will work. Did I forget to mention that there are some... complications in getting official permission?
-- TAZ Just for fun, I posted a general request for contacts message in the official Sierra HW forum. We'll see what that reveals over the next few days. |
Re: Interested in a Homeworld Mod?
To continue... I got pointed to a VUGames forum admin and I'm now coresponding with him on the subject as I work my way up the food chain. Of course, at some point they might tell us to stop all activity and abandon the project, but that's the dice you roll when you ask for permission. As I'm going along, I am also making some distinctions between SE IV and SE V since they may allow one and not the other.
More info when I have it... -- TAZ |
Re: Interested in a Homeworld Mod?
-----DATAFILE UPDATE-----
Putting weapons on holdfor the time being, starting on ship sizes now. Got an idea that would make the HWM more Hoemworld realistic, but also much bigger and harder to make, but I'm doing it anyway; I'm making Kiith-specific ships. The HW1 Mothership(what's that ship's name, btw?) will only be availvable to the race with the racial trait that defines them as Kushan, while the Pride of Hiigara (HW2 Mothership) is only available to the race with the racial trait Hiigarans (i.e. the united Hiigaran fleet, with multiple Kiiths working together in it, like in HW2). Also working on colonizing. Currently I've got Motherships at 5MT, and a Colony Module-ish thing at 4.5MT, to make colonizing more difficult. However, the module (called the Cryo-Storage, thank you very much Homeworld Shipyards) DOES generate ample shielding, so any Mothership with the Cryo Trays will be very hard to destroy, even for capital ship killers. Currently, I'm making all frigate/capital ship components generate a modicum of shielding, while the fighters and corvettes can use free, 0kT armor. (It does have damageresistance though.) The Mothership components generate the largest amounf of shields of course. The Mothership Construction Bay (oh, btw, got an issue with that too; the Mothership can't build Battlecruisers (well, in HW2at least), but the mobile Shipyard can. Should we enable the Mothership to produce Battlecruisers or should we allow the Shipyard to produce Motherships? Dilemma, dilemma.....) generates 10K shielding IIRC, which does provide good protection but can be worn down with relentless fire from capitalship killer weapons. The Cryo-Trays generate a massive 1M shielding, yetare prohibitively expensive, making colonizing a very very very costly arrangement that will take a lot of time but once you have your colonizer Mothership it's just about impossible to destroy it..... only "drawback" is that it can mount only a few weapons and other systems. However, I'm also currently planning to change colonization again. I'm going to create a ship class available to everyone (will probably be the ONLY ship size available to everyone) called the Khar-Tobarha, a refitted Khar-Toba prison ship at approx. 6MT, the only ship capable of mounting the soon-to-be 5MT Cryo-Storage bays. Mod status --- .002% complete. Sorry Rudy! |
Re: Interested in a Homeworld Mod?
Uh...Homeworld ships rarely have shields.
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Re: Interested in a Homeworld Mod?
Whoops, sorry, forgot to mention that. I'm reworking all shields and armor to make a division between anti-strike craft (i.e. fighters and corvettes) and anti-warship (i.e. frigates and capital ships) weapons. Anti-strike craft weapons will have a moderate amount of damage, but their damage suffers when they're used against frigates and capital ships. Anti-warship weapons have low to moderate damage, but an attack bonus versus larger ships.
It's like this: Strike craft has tough armor, while all warship components generate shields. Weapons will generate less shields than, say, fighter bays, so a heavy warship will be easier to destroy than a ship of the same size but crammed full of fighter bays. Colony ships will be virtually impossible to destroy; there is only one colony module type component available, and it generates 1M(!) shields, which is enormous. |
Re: Interested in a Homeworld Mod?
Ah. Now it makes sense.
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Re: Interested in a Homeworld Mod?
If only you could add a damage modifier for weapons in the sense of "Tenth Damage To Shields", or "Double Damage To Armor". And if only you could add multiple damage types - so a medium weapon powerful against both Corvettes and Frigates (think along the lines of the Pulsar) could have both Double Damage To Armor and Double Damage To Shields. Oh well.
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Re: Interested in a Homeworld Mod?
Rudy, when you have HW2, could you please screencap all of the Progenitor ships? (icluding the Progenitor Mothership where you find the Dreadnaught) That way, we could make a "Progenitor Relics" race, similar to Space Monsters; their ships would be extremely strong when compared to similar ships of the "normal" races, but t'hey'd produce them very slowly, so every ship is precious, and every Keeper lost is a small disaster. Also, would it be possible to make their "homeworld" either the mobile Progenitor Mothership (an intact one) or a rather large piece of debris of the Mothership (like the Dreadnaught Berth or the Foundry)?
Oh, and as for troops, it would be simple (I think); On the HW Shipyards they say that the "Blade" interceptor from HW1 was originally meant for atmospheric travel. You could take this, and using the models of some of the anti-fighter fighters (Interceptors and Assault Craft and the like) you could make troops, simply put wings or other atmospheric flight assistants on them (like antigrav units (for the Bentusi, for example), helicopter rotors, lift jets, etc.) and there you have it, ready-made troops. |
Re: Interested in a Homeworld Mod?
Bit OT.....
Been thinking for a while, and I can only come to one conclusion: the Hiigarans are direct descendants of the Progenitors. All the evidence points in that direction; I mean, just look at the Dreadnaught: -It is over ten thousand years old. -Its control matrix and crew interface is compatible with the Hiigarans'. Now I don't know about you, but I don't think that in ten thousand years or more, their computers (i.e. control matrix) are compatible with our current ones. And the crew interface is even more astounding; -It has to be more than ten thousand years old. -It was built by a race from another galaxy. -(Assuming Hiigarans have a human physique) It has been designed for people approx. 1.80m tall, with two arms and two hands. It does not operate chemically or telepathically. One more conclusion, this one even more radical than the last: the Progenitors are human. It fits; we're obviously not from the same galaxy as the Hiigarans; in the cutscenes, a diagram of their Galaxy reveals only one spiral, which goes fully around the core at least two times. Our galaxy has multiple spirals, which do not go fully around the core IIRC. At best, they go around one time, nothing more. Think about it; in an unknown amount of time (possibly millions of years) we discover Hyperspace and start manufacturing hyperdrives to travel around the galaxy. We eventually manage to build a massively powerful hyperdrive which we place in an exploration vessel - called NAGGAROK. The NAGGAROK is never heard from again. It remains dormant for a million years. Meanwhile, less powerful hyperdrives are installed on other starships which are sent to the same galaxy at much slower speed. The NAGGAROK is presumed lost, probably as a result of its hyperdrive. So, we send a colony fleet. We arrive. We build a network of wormgates, which we call (for some reason) the Eye of Arran. We install the activation mechanism in a powerful warship we call Sajuuk. What happen next is not clear, perhaps other aliens exist in the Galaxy or perhaps a part of the humans revolt, but we are at war. We are about to lose the key to the Eye network, so we maroon it at the edge of a supermassive black hole, then we build a single gigantic wormgate to its location. The activation mechanism for the wormgate is installed in a small but powerful warship, which is then berthed on a massive mothership, perhaps a command ship, perhaps a last hope of escape. (Note that the Dreadnaught cannot get out of the Berth while the Mothership is intact; it cannot move out of it vertically, and the horizontal way is blocked by the Foundry engineering section, where the Hyperspace Cores were created to power the Sajuuk key. The Dreadnaught can only launch if the Mothership breaks apart, which could happen in two situations; either the Dreadnaught is cut loose, be it because of threat or because Sajuuk can be reactivated safely, or the Mothership is destroyed, in which case it could very well hold its own against a medium-sized attack force. History tells us it is the last thing that happened, only the Dreadnaught did not fight.) The Mothership is attacked by the enemy, perhaps bent on acquiring the Gatekeeper key, probably not, but the Mothership is destroyed. The Mothership wreckage becomes the Karos Graveyard. In HW1 we see the Graveyard littered with wreckage from the old (four thousand years - leaves a six thousand year gap) Hiigaran fleet. In HW2 we learn that the Graveyard (part of it, at least) is the wreckage from the Progenitor Mothership. Coincidence or not? |
Re: Interested in a Homeworld Mod?
'Elementary, my dear Watson!'
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Re: Interested in a Homeworld Mod?
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Re: Interested in a Homeworld Mod?
Who? The Hiigarans or the Vaygr?
In the case of the Hiigarans, well, they'd probably fight it like Kiith Somtaaw did. In the case of the Vaygr, I honestly have no idea - the Taiidan allied with the Beast in exchange for half the galaxy, because they wanted their power to be restored. Makaan also wants power, but he also wants to acquire Sajuul, and I don't think the Beast would surrender any Hyperspace Cores it acquires when it destroys the Pride of Hiigara or Bentus. In fact, I think Makaan would most likely attack it as well - he wants the entire galaxy, he doesn't want simply to gain a power base in part of it, he wants the whole thing. |
Re: Interested in a Homeworld Mod?
The Vaygr, i've no idea who the Makaan are or what Sajuul is (i ship i think don't?), damn, i think i'll buy HW2 anyways, someday i'll upgrade my computer i hope http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Interested in a Homeworld Mod?
Makaan is the Vaygr leader. Sajuuk was worshipped as a god by the Kiiths on Kharak (and the Taiidan named their Ion Cannon Frigate Sajuuk-Cor, "God's Wrath") but turns out to be.....
a starship. LOL the irony! For four thousand years or more the Exiles - and perhaps others too - worshipped a spaceship! LOL! edit: Oh, Sajuul was a typo, it was 'sposed to be Sajuuk. |
Re: Interested in a Homeworld Mod?
funny i love ironies http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Interested in a Homeworld Mod?
Yes, when I first read Sajuuk was a ship it really made me laugh..... Oh dear, those poor Hiigarans, worshipping a derelict ship for millennia.....
But, back to business. Two more ideas for HWM: -Warp points. Could be represented by "Hyperspace Gate Complexes". Perhaps when you've received HW2, Rudy, we could start a multiplayer match simply to make some nice screenies without worrying about the possibility of a sudden attack that would ruin your photo session. And, when that is done of course, we can..... well, test our skills against each other..... You, who knows the Hiigarans from HW1 and Cataclysm, and probably uses good tactics, versus me, specialized in HW2 combat, a firm believer in the "tank rush" tactic..... -Storms. The Progenitor wreckage in mission 7 emits harmful radiation clouds which damage ships and can be utterly lethal to non-capital ships. Even Frigates can be severely damaged. Also, in at least one skirmish/MP map (Terah, I think it was), there is a large cloud of radiation dividing the map into two sections. Perhaps this could be a plausible explanation for the storms from a HW perspective? |
Re: Interested in a Homeworld Mod?
I think there's a fenomenom in Cataclysm called slipgates or something similar, the Cal Stooh (not sure about the spelling) uses one of those for a far jump, those could propably serve as some sort of warppoints, it's not a great explanaition, but it's not entirely away from the HW universe, without having to rely solely on the Eye of Arran
Also about constructed gates, I think a large part of the Bentusi escaped through some sort of massive gate a good way into the cataclysm storyline Actually radiation fields might be a very good explanaition ofr storms, don't they also affect sensors? A thing to note though, the Dreadnaught isn't a unique ship, Makaan also has one he uses to open Balcora gate, this raises some questions, are there more than one mothership? Or are/was Dreadnaughts generally used as progenitor warships. Also one might think that the Vaygr somehow has some sort of compatible matrix, after all Makaan is so bend on getting a hold on Sajuuk I really doubdt that he'd waste the time trying to get things like it's weapons systems operational, also as mentioned before the Taiidan also know the word Sajuuk, if I remember correctly they're the only ones that uses it in HW 1, thus there are also some things that point to the Vaygr having some relations to the progenitor |
Re: Interested in a Homeworld Mod?
To continue my earlier rant about us being the Progenitors being the Hiigarans:
It could very well be that the colonization fleet found no other (intelligent) life at all in the HW galaxy, and that the splinter factions that destroyed the Mothership (as I said before) completely broke away from each other and became the Hiigarans, Taiidan, Vaygr, Bentusi etc. |
Re: Interested in a Homeworld Mod?
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I've been thinking about how you could implement hyperspace in SEIV and I came up with this idea:
While it is not possible to set a time limit on how long a warp point lasts, it is possible to create an environment in which warp points are inherently unstable and would eventually collapse. This can done using events, by making a low severity event that immediately closes a warp point. You could then adjust the "Event Percent Chance" values in the setting.txt file to control how often a event occurs. I have attached a zip file with a settings.txt and events.txt that demonstrate this effect. After a certain amount of turns after a game starts, in which I believe no events can occur and appears to be hard coded, a warp point will be closed somewhere in the galaxy each turn. This would allow you to place warp-openers on say your mothership and use it to open a hyperspace gate that will close in a few turns. I think this is as close to the Homeworld system as SEIV will allow. |
Re: Interested in a Homeworld Mod?
Yes, however the Vaygr use Hyperspace Gates which can be deployed anywhere. Ships up to Frigate size can warp through them. HS Gates remain active indefinitely, perhaps it'd be a better idea to make the warp points "HS Gate Complexes" since they'd remain active no matter what. It saves a whole lot of fussing about, and Hyperspace never truly remains open in HW, the ships simply jump and the hyperspace "window" disappears. Also, one WP per turn could be a bit..... well, slow, especially in a larger quadrant. And you'd make "first contact" with the same empire over and over again.
However, to increase the speed of WP closing, you could make a lot - and I mean a lot, several pages perhaps - of entries for the same event. However, then the problem still remains that you'd make first contact with another empire over and over again. And Hyperspacing would be too difficult, since you'd have to open a new WP every time, but the HS modules are very expensive to make Hyperspacing more difficult. It's like that in the HW universe too. |
Re: Interested in a Homeworld Mod?
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Re: Interested in a Homeworld Mod?
Hmmm, don't shoot the messenger, but here's the result of my quest to get something official ruled on concerning the mod. It you don't like the answer, you can always shoot Akula for asking the question about copyrights in the first place. [That's supposed to be humorous, btw.] If you all want to proceed, it would be wise to use sufficently different images and names so as to not raise a conflict.
-- TAZ -------------------------------------------------------- Response from VUG with a little text formatting added... -------------------------------------------------------- Hi Todd, Sorry for the long wait time on a response, but I wanted to take this issue to our legal team to make sure you were protected. We really appreciate the enthusiasm for the product. The response if that this would not be something that we would condone. The mod would take Intellectual Property (IP) that we own and modify it to support IP that we don not own. This would harm our own IP and provide us with no benefit. If you were to proceed with the mod it is possible that our legal team might take action. There have been similar issues in the past. Therefore I can’t grant you the clearance and assurance you are requesting. I wish I could give you a positive response. I think you did a really good job presenting your case and you were very wish to ask for permission ahead of time. Best regards, Gregory Agius Interactive Marketing Vivendi Universal Games -------------------------------------------------------- From: Todd Zircher [mailto:tzircher@yahoo.com] Sent: Friday, April 15, 2005 12:02 PM To: Agius, Greg Subject: RE: Getting permission to make a mod about Homeworld... Well, the mod group itself is a loose collection of friends and forum dwellers that are fans of Space Empires and the Homeworld series. The idea is to create a fan mod for Space Empires IV (and V when it is released this fall) that is based on Homeworld. SE is a strategic space empire 4x game that is very mod friendly. The project is strictly non-profit with zero intent for commercial distribution. It's something that we want to do as a labor of love for both games. As you can tell, it's not a very tightly knit organization. People can come and go on the project since it is a fan effort and not done by a game studio or anything like that. I've kind of nominated myself to do some leg work on issues such as permission because I have a knack for 3D graphics. I've shown the other forum members that it is possible to use the ship models in the Homeworld files and render 2D graphics or convert models into a 3D format that SE V should be able to read. [SE IV uses 2D graphics, but SE V should be capable of a combination of 2D graphics and 3D models.] My general take on it is that it a personal use thing more or less covered under the Homeworld license. And, we're not out to challenge any copyrights or trademarks of the Homeworld series. However some members of the group would like to see some level of permission so that we don't have to worry about a cease-n-desist order two thirds of the way through the mod. Of course, if there are any restrictions, disclaimers, or other such verbiage that we need to post, the group would be glad to comply with that. Even if that means zero permission and we're asked to stop immediately, it is better to know that up front than months later. -- Todd A. Zircher "Agius, Greg" <gregory.agius@vugames.com> wrote: What we’d need to do for starters is get an exact idea of what you are trying to do. Are you physically altering the source code? Are you selling the game? Etc etc Gregory Agius Interactive Marketing Vivendi Universal Games -------------------------------------------------------- From: Todd Zircher [mailto:tzircher@yahoo.com] Sent: Friday, April 15, 2005 8:14 AM To: forumadmin Subject: Getting permission to make a mod about Homeworld... Good morning. Nocturnus, a moderator on the Homeworld forum, suggested that I drop you a line and perhaps you can point me in the right direction. I have some friends over on the Shrapnel game forum that are interested in making a Space Empires mod using images and models from HW/HW:C/HW2. The idea being to make a mod for strategic gaming. Some of them asked about getting permission to do this, just in case Relic/Sierra/VUG wanted to stomp on a fan mod for some reason. Given that info, do you have a ideas as to who I can contact so I can get permission to make a Homeworld mod for Space Empires? -- TAZ ---------------------------------------------------- |
Re: Interested in a Homeworld Mod?
I'm the one that did the Commonwealth shipset a few years back. http://forum.shrapnelgames.com/images/smilies/happy.gif I might still have it somewhere despite my HD crash a year or two ago. However, in light of the above letter, maybe I shouldn't go looking for it...
*cough* Anyway, there are no live links left it would seem...any sites that were hosting it are pretty much defunct. zen |
Re: Interested in a Homeworld Mod?
I just went back and actually beat HW2. I can now see how the Hyperspace gates could fit in. The Age of Sjet is a perfect time setting for a mod. After they find the Progenitor gate network at the end the galaxy would look just like a SEIV galaxy with links running all over the place. They even show such a picture in the final movie.
A pity that the mod was quashed before it even really got off the ground. |
Re: Interested in a Homeworld Mod?
Not exactly quashed. The mod-makers can make a HW2-esque mod; they just can't make a HW2-copy mod.
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Re: Interested in a Homeworld Mod?
It did get off the ground. I've already started on the basic data files and Rudy said he was taking screenshots for the graphic files.
I think we can create a HW Mod without it actually being HW..... Perhaps in the First Time, before, during and immediately after the Great Hiigaran War after which the Hiigarans were exiled to Kharak? It'd be sufficiently different from the games to be legal, yet it'd be HW without a doubt..... |
Re: Interested in a Homeworld Mod?
Still involves copyrighted material. I think the best you could do would be one based on HW, much like Space Empires is based in part on Starfire? Some boardgame.
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Re: Interested in a Homeworld Mod?
Akula said:
What about copyright? I don't think they'll allow us to use their images in another game. zircher said: Hmmm, don't shoot the messenger, but here's the result of my quest to get something official ruled on concerning the mod... Thanks guys for effectively killing off (or at least severely maiming) a potentially great mod for no good reason at all... |
Re: Interested in a Homeworld Mod?
Mods to make one game look/act like another are common. Using images from other sources is also common. It's also non-commercial. I say, damn the lawyers and full speed ahead.
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Re: Interested in a Homeworld Mod?
i agree.
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Re: Interested in a Homeworld Mod?
Ooh dear. We could get into trouble for this.....
moves to his own PC again and resumes modding http://forum.shrapnelgames.com/images/smilies/wink.gif Looks like it's going to arrive after all..... |
Re: Interested in a Homeworld Mod?
Yea seriously. Who asked anyone to contact the lawyers? I'm sure Atrocities didn't give Paramount a call prior to creating his mod. And thus they still probably have no clue it's available. NOW, the Homeworld Mod is on the radar.
I believe there is a swahili word that fits perfectly in this situation: Morons. |
Re: Interested in a Homeworld Mod?
Call the mod Homeplanet and change a few pixels on the ship images and keep working and no one will be the wiser.
Edit: Or don't release it to the "public" and keep going the way you are and then you can share you project with us your private group of friends. See how that works? |
Re: Interested in a Homeworld Mod?
That's a great idea. Anyone want to sign up, give Rudy and me a PM with your email adress and we'll send you the finished version once it's..... well, finished.
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