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Old 08-28-2011, 02:01 PM   #31
UK_Force
Retired Developer
Supporting Member

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Default Re: #15 Community Modding for PR: ARMA2

Some more Legal info for you:

I would suggest the Creative Commons Licence we have should explain it all fully and Legally:



Project Reality : Realistic Gaming Redefined - Licensing

Creative Commons — Attribution-NonCommercial-NoDerivs 3.0 Unported — CC BY-NC-ND 3.0

Quote:
No Derivative Works ? You may not alter, transform, or build upon this work.
Legal Licence for those that wish to read:

Creative Commons Legal Code

Who else uses Creative Commons Licences?

Al Jazeera
Flickr
Google
WikiPedia
whitehouse.gov


To name a few ??

.
UK_Force is offline
Old 08-28-2011, 02:03 PM   #32
Johncro
Default Re: #15 Community Modding for PR: ARMA2

I just have a quick question.

With Arma2 it is possible to create an internet server on your own PC.
Is that against PR's EULA.

If so, the only possible way to create your own server is via Hamachi correct?
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Old 08-28-2011, 02:03 PM   #33
IEDAmbush
Banned
Default Re: #15 Community Modding for PR: ARMA2

Quote:
Originally Posted by Feriluce View Post
Wait, I'm a bit confused here. I get that you're not supposed to use external addons with PR, and I support that.
However, from the OP it seems like we're not allowed to make custom missions for our chosen server without having to go through a potentially long and arduous bureaucratic process. I'm assuming you wouldn't even be able to play your own missions untill the next big release of PR, potentially months in the future either. Surely this cant be correct?

Also how are you supposed to test your custom mission if you are not allowed to put it on a server? In PR:BF2, you could do that on a passworded server, but here you wont even be able to test it before you have to submit it? That seems like a very odd system to me.


Personally I just started trying out mission making for arma a month or so ago, and was looking forward to making a few missions for the TG:PR server. However, I'm not very good at mission making yet, and I'm pretty sure I wouldn't be able to make anything that'll be approved to be an official part of the PR mod.
Pretty disappointed I wont be able to try my hand at mission making for PR:A2. :/
You summed up what I was thinking 99%
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Old 08-28-2011, 02:20 PM   #34
IEDAmbush
Banned
Default Re: #15 Community Modding for PR: ARMA2

Quote:
Originally Posted by [R-DEV]UK_Force View Post
Some more Legal info for you:

I would suggest the Creative Commons Licence we have should explain it all fully and Legally:



Project Reality : Realistic Gaming Redefined - Licensing

Creative Commons — Attribution-NonCommercial-NoDerivs 3.0 Unported — CC BY-NC-ND 3.0



Legal Licence for those that wish to read:

Creative Commons Legal Code

Who else uses Creative Commons Licences?

Al Jazeera
Flickr
Google
WikiPedia
whitehouse.gov


To name a few ??

.
I do not understand why other mod teams and developers do not share the same strict rules
Wikipedia has the same rules? Then why can you edit and build upon it?
IEDAmbush is offline
Old 08-28-2011, 02:23 PM   #35
[R-DEV]Deadfast
PR:A3 Lead Developer

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Default Re: #15 Community Modding for PR: ARMA2

Quote:
Originally Posted by |TG|PaintScratcher View Post
Ok, let me try and make this simple. This is what I have read and hopefully it will be correct but if not please call me out on it.

What you can do:
  • Use the editor as much as you please on your own machine
  • Create missions and content and submit them to the PR team for possible inclusion in a future update
  • Host an on-line server IF you have a server licence granted by the team.

What you can't do:
  • Host an on-line server without a licence
  • Distribute any part of PR unless it is the entire installer with nothing modified
  • Host an on-line server with any custom content
  • Modify PR or any of PR's files

All of this is included in the EULA in the manual, the team are not making this up as they go along. The terms of use are clearly outlined in the EULA...
Correct except for one point:

What you can do:
  • Host an on-line server (WAN) IF you have a server licence granted by the team.
  • Host a LAN server and do whatever you desire, including playing any custom missions and using extra addons of your choice.


Our goal is not to take over the world as some people seem to believe, we just want to make sure that a player can join a PR server and find exactly the kind of gameplay he would expect from PR and not have to download 50 other addons as well.



Quote:
Originally Posted by IEDAmbush View Post
I do not understand why other mod teams and developers do not share the same strict rules
Wikipedia has the same rules? Then why can you edit and build upon it?
Wikipedia uses the Creative Commons Attribution-ShareAlike License, PR uses Attribution-NonCommercial-NoDerivs.
[R-DEV]Deadfast is offline
Last edited by [R-DEV]Deadfast; 08-28-2011 at 02:37 PM.. Reason: Badly worded
Old 08-28-2011, 02:26 PM   #36
IEDAmbush
Banned
Default Re: #15 Community Modding for PR: ARMA2

Quote:
Originally Posted by [R-DEV]Deadfast View Post
Correct except for one point:

What you can do:
  • Host an on-line server (WAN) IF you have a server licence granted by the team.
  • Host a LAN server and do whatever you desire, including playing any custom missions and using extra addons of your choice.


Our goal is not to take over the world as some people seem to believe, we just want to make sure that a player can join a PR server and find exactly the kind of gameplay he would expect from PR without having to download 50 other addons.
Mission files are automatically downloaded and are usually very small... All we want is the ability to make our own PR-gameplay mission and host them on licensed servers without approval by the PR team. Why is this different in PR:BF2.
IEDAmbush is offline
Last edited by IEDAmbush; 08-28-2011 at 02:32 PM..
Old 08-28-2011, 02:31 PM   #37
UK_Force
Retired Developer
Supporting Member

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Default Re: #15 Community Modding for PR: ARMA2

Quote:
Originally Posted by Bumgie View Post
Many people with great already finished content like for example chill xl( I do not represent his views of PR mod or anything else for that matter. Just an example.) with his Tora Bora map dont want to contribute to PR. They do not want to contribute to a mod team who they consider is coming to their community that rather openly distributes content and then says that their mod cannot be freely further modded and distributed without the threat of legal action.
Quote:
I also observed that many do not want to contribute to Pr because they believe that if they contribute in anyway all that is made by them as a contributions to PR is no longer theirs,

That seems to totally contradict the fact that we currently have 5 ARMA2 Mod Teams with FULL Factions FROM the ARMA2 community who I have been discussing with for the last 6 months or so, who are all fully committed to embedding into PR .......... not to mention at least 6 single addon makers directly from the BI Forums who want to contribute post release

Personally I am happy with our progress so far, as are lot of others out there



.
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Old 08-28-2011, 02:35 PM   #38
The Iron Dreamer

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Default Re: #15 Community Modding for PR: ARMA2

Quote:
Originally Posted by IEDAmbush View Post
Mission files are automatically downloaded and are usually very small...
I'm going to make this as simple as possible for you:

YOU CANT DO IT!!! YOU CANT... That's it...

Why?

Because YOU CANT!

that's is it... nothing more you need to know... You just cant do it.

Its been said... DEVs wont let you and the law wont let you, so please just stop...



@ UKF, MODs and the other DEVs sorry about the flame post but I've been reading on the BIS thread for the pas few days and now this (and other) threads and I just lost my temper (also a bit tipsy right now)...
The Iron Dreamer is offline
Last edited by The Iron Dreamer; 08-28-2011 at 02:41 PM.. Reason: speling check
Old 08-28-2011, 02:38 PM   #39
Feriluce
Default Re: #15 Community Modding for PR: ARMA2

Quote:
Originally Posted by [R-DEV]Deadfast View Post
Correct except for one point:

What you can do:
  • Host an on-line server (WAN) IF you have a server licence granted by the team.
  • Host a LAN server and do whatever you desire, including playing any custom missions and using extra addons of your choice.


Our goal is not to take over the world as some people seem to believe, we just want to make sure that a player can join a PR server and find exactly the kind of gameplay he would expect from PR without having to download 50 other addons.
I'd kinda like to know why you're not able to do what you want on online passworded server as well, like it currently works in PR:BF2.
Also, if I decide to try and make a mission for PR:a2, how do I test it with multiple people before submitting it, if the only thing I can host it on is a LAN server?
Feriluce is offline
Old 08-28-2011, 02:42 PM   #40
pfhatoa
Default Re: #15 Community Modding for PR: ARMA2

Most likely through strictly organised testing events that have received OK from the team, similar to this event for example.

Quote:
That seems to totally contradict the fact that we currently have 5 ARMA2 Mod Teams with FULL Factions FROM the ARMA2 community who I have been discussing with for the last 6 months or so, who are all fully committed to embedding into PR .......... not to mention at least 6 single addon makers directly from the BI Forums who want to contribute post release
I'm amazed. I didn't know that PR had such a broad anchorage in the ARMA-community. I'm glad to hear it.
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