Your extract in post #3 is the clarification.
Sorry, I still do not understand, as I've already said previously that the extracts were hard for me to understand. That's the reason why I'm asking for clearer clarification. You told me to look at post #3 and sure, I can re-read that whole segment but I won't understand anything because I couldn't understand it in the first place which is why I asked for further clarification. Hopefully you guys can render further assistance or if I'm bothering you too much then just don't and I apologize if I'm being annoying.
In that case, wouldn't this mean that all mods currently existing are NOT ALLOWED in the first place? Since according to this, every mod fits the description of a derivative work. Then in this case, no one is supposed (or allowed) to be making mods in the first place, and that those people who have already made mods are breaching the Terms and Conditions and are subject to lawsuits?
What exactly defines a 'derivative work' in the context of modding? Am I correct to say that as long as I make a mod its a derivative work (whether it be non-fictional based or fictional based) ?
(sorry my English understanding is not that good)
Yes, they own all mods in the workshop.
Thank you RagnarTheGamer for the concise and easy to understand reply, this has answered one of my questions |
A derivative would be anything that changes the original product, or anything that is based on the original product, right? I would have to agree with the Major in his interpretation.
If this is true, then all mods would also be co-owned by the creator of the original work (Relic). Im not sure where Sega is in all this.
In that case, wouldn't this mean that all mods currently existing are NOT ALLOWED in the first place? Since according to this, every mod fits the description of a derivative work. Then in this case, no one is supposed (or allowed) to be making mods in the first place, and that those people who have already made mods are breaching the Terms and Conditions and are subject to lawsuits?
I really think this needs clarification. |
This opinion is given to you as a friend, and not for reward. I am not taking responsibility if anything I write here is wrong.
http://modding.companyofheroes.com/legal:eula
The extract states that derivative works are as defined under US law. This is important, because the definition of derivative works seems to vary from country to country.
Therefore, this may assist you:
Explanation of derivative works in US law
Thanks MajorBloodnok for the assistance. I read through the document and understood a little bit. What didn't clarify for me is how 'Derivative Works' are identified in terms of Game Modding.
Maybe as an example scenario - If a person makes a quick edit by making a new squad_unit and renaming it to "Sci-Fi Soldier Squad", as a Tuning Pack mod, does that count as a 'Derivative Work'? And if we escalate from that example; by making the Tuning Pack mod be filled with units w/ similar naming, is that a derivative work?
Also, while reading over again, I wanted to query on this section -
MOD COMMUNITY
We all have songs whose remixes we prefer to the original. Similarly, great ideas – and games – are often borne out of an iterative process and of people building upon each other’s ideas. Therefore, We encourage you to think of the content you will be building as something that will not just belong to you (and Relic), but also to the overall community. If someone approaches you with a suggestion or a request for collaboration, We encourage you to consider sharing your own knowledge and files. We’d love to see Our modding community continue to strive towards furthering collective knowledge – something that everyone will benefit from!
Is the part (in bold) indicating that any mod we make belongs to the 'creator' and also Relic? Again, my English understanding isn't that good (not as good as native English speakers), so I apologize I'm being too pestering (also, thank you for your help so far ). |
LIMITATIONS ON USE AND DISTRIBUTION
Unless We specifically provide prior written authorization, you must not:
Give copies of the Game to anyone else.
Make commercial use of anything We have made.
Try to make money off of anything We have made.
Try to make money off of any Mods in the Game.
Use or allow others to use Mods separate from the Game or as a stand-alone product.
Sell, rent, lease, license, distribute, assign or otherwise transfer ownership of the Game or Mods.
Let other people get access to the Game, Mods or anything We have made (including the client or the server software in the Game) in a way that is illegal, unfair or unreasonable.
Create Mods for use with the Game if you have illegally obtained a copy of the Game or if you use a hacked version of the Game or server.
Reverse engineer, derive source code, modify, decompile, disassemble, copy, or create derivate works of the Game (except where permitted under this EULA).
What exactly defines a 'derivative work' in the context of modding? Am I correct to say that as long as I make a mod its a derivative work (whether it be non-fictional based or fictional based) ?
(sorry my English understanding is not that good) |
What if someone were to use CoH 2 Mod Tools and use it to make a fictional-based Tuning Pack gamemode? Will that be automatically owned by Relic and Sega, and any other mods for that matter? |
Speed multipliers are set to cover types. A few years ago water did slow down soldiers, but they changed the speed_multiplier of water for each soldier entity.
All roads are negative cover, so you can edit the cover_ext in your ebps vehicle:
<template_reference name="exts" value="ebpextensions\cover_ext">
<group name="tp_negative">
<group name="posture">
<bool name="prevent_prone" value="False" />
<bool name="prevent_standing" value="False" />
</group>
<float name="safety_value" value="0" />
<float name="speed_multiplier" value="1.5" />
<list name="actions">
<template_reference name="action" value="action\animator_set_action">
<string name="action_name" value="UI\Cover\Negative_Cover" />
<float name="duration" value="0" />
<bool name="fire_and_forget" value="True" />
<bool name="is_terrain_only" value="False" />
<bool name="allies_only" value="False" />
<uniqueid name="id" value="1073745852" />
</template_reference>
</list>
</group>
</template_reference>
Thanks SneakEye |
So when a vehicle in this game touches the road and starts moving on it, it'll move much faster (driving speed increases).
I have a vehicle_unit in my mod, which I don't want that bonus to apply to it when it touches road terrain. How do I disable it for this unit? I tried looking into its _moving but I couldn't find anything that matches what I'm looking for. |
You may have a referenceID that's hanging from when you 'completely' removed that change.
What was the one change you made and then removed?
The patch could have changed the rifle grenade in some way, and that could be interfering with your changes. Did you clone/copy the ability without changing the name or directory? If so, you might want to clone it again, give it a different name, and see if that works.
God I swear this Tools is botched.
I decided to just do a new one, cloning from the Rifle Grenade ability as a 1:1 copy w/ just the changes in the slot_item. Thanks for the help 2 of u. |
I have an ability that behaves like the Grenadier Rifle Grenade ability. It works, well, worked is the better word to use, because now it doesn't work for some reason. Whenever I would try to use it in-game the ability will be 'Ability Is Active' and the soldier will equip the accessory_weapon, but the soldier won't fire it. He'll just stand there and do nothing.
I've only made one change to the ability, and I removed that change completely. For all I know, the ability is in the same state as it is before I made that one change (and removed it). But now it looks like there's something phantom going on that's not allowing the ability to work (because it's supposed to work)? Did the game itself update something in or is it just me that's having this problem?
Please help. I've been at this for hours trying to get an ability that used to work, to work. |
??? What defines a cost effective unit in CoH 2 ??? |