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flywlyx

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Posts posted by flywlyx

  1. On 9/14/2020 at 9:41 PM, BuzzFeed4Lief said:

    Looks like your game is heavily modded, and some MOD is reporting ERR too. Since I couldn't recreate this bug, I assume it is from one of the old MOD file you fail to clean up or something.

    Please reinstall KSP ,reinstall your MODs and properly arrange your MOD folder structure, if it happens again, let me know which is the conflict MOD.

  2. On 9/6/2020 at 8:13 PM, Riku_Anita said:

    @flywlyx

    will you be adding other versions of the engines?
    all the master grade model kits seem to have slightly different looks compared with each other, i.e. Dynames has a stubbier GN drive compared to the twin drive Gundam

    will you be adding sounds?
    are the visual effects going to be enhanced in any way?

    love the work you've done, these are awesome, stupid fun, and mostly why I watched Gundam 00 in the first place

    hyped to see where you take this mod and any other mods you make in the future!

    Nope, GN drive will mostly stay what it looks like ,I might update the texture later.

    Sound is there already, it is just too low to notice, I will tune it louder latter.

    Visual will probably stay the same, I will add trans-arm and quantum burst effect latter.

    This mod is actually for robot design, so it is still missing the uniform torque function. Once the quantum burst function is stable, I will work on it as the last functional update.

  3. 56 minutes ago, steve_v said:

    SpannerMonkey may well have updated things more recently, but regardless of what the EULA claims, he almost certainly cannot have signed over the rights to T2 because he didn't own all the rights to begin with.

    Technically speaking, it is SM's fault for updating a mod violating either one of the licenses, not the "thief". "Thief" doesn't necessarily need to know and agree to anyone's claim that he is infringing copyright  until a precedent is there. This is the way how T2 covers them.

    1 hour ago, steve_v said:

    Also liable to spontaneously evaporate if ever competently challenged in a court of law.

    I hope that day will come. But before that day comes, "Thieves" holds no responsibility.

    1 hour ago, steve_v said:

    Many, many KSP mods incorporate code from multiple contributors, and/or code from generic C#/Unity resources completely unrelated to KSP.  A good number contain assets whose original authors are unreachable or even unknown.
    T2's claim that all rights somehow magically transfer to them because they say so, without bothering to examine the original licence or contact the authors involved, is pure fantasy.


    Anyway, it's clear we're not going to come to any kind of agreement here. If you want to take that ridiculous, illogical, unenforceable monstrosity of an EULA unchallenged and at face-value, I'm not about to stop you.

    It is not T2 take the the copyright, it is modder grant it to them. So again, you misunderstood why I said "this is a disgusting fact that modder has to take", it is always modders' fault for uploading mods violating either one of the licenses.

    All the "ridiculous, illogical, unenforceable monstrosity" is just the fact sitting there. As I said, until any judge makes a decision, anyone could use it to cover any disgusting excrements as they want to.

  4. 13 minutes ago, steve_v said:

    Given we're talking about a mod released well before the EULA change, and the conspicuous lack of proof that the author(s) agreed to or even saw said EULA, I'm not buying even "slightly lawful".

    The latest updated of SM armory is after 1.4 release, so as far as the "thief" is spreading latest update, they are covered by T2.

    17 minutes ago, steve_v said:

    T2 granting "permission" regarding material they have no claim to or control over means exactly nothing at all, and if they can't prove the author handed over their rights, that's exactly what they're doing.

    Using the game and creating a mod base on the game means "constitutes your acceptance of its terms". It is the disgusting fact that modder has to take. 

  5. 29 minutes ago, steve_v said:

    There is no "forum licence", there is only the licence the material is distributed under and the forum requirement to state it if you provide download links here.

    Technically speaking, T2 licence is the only license you could use to obey the EULA, so what I said as "forum licence" is the license requested in the forum which is basically spitting on T2's face.

    Although I am totally fine with spitting on T2's face, the "thief" could still use T2 license to defense what they did, until any judge makes a decision.

    Just like what you said:

    33 minutes ago, steve_v said:

    without precedent there's probably no way to be sure.

     

    44 minutes ago, steve_v said:

    If you want to get into semantics regarding the word "stolen" that's your call, but I'm not going to play.  Someone redistributing a work in contravention of licence terms is still copyright infringement regardless of the language used...
    And yes, people do get emotional when they see someone passing off another's work as their own. They should probably get equally emotional about T2's ham-fisted attempts to do the same.

    I don't think accuse other's probably totally lawful activities under an active EULA license as "stolen" is appropriate language, but as I said emotional disrespect for this kind of activities is definitely acceptable, just don't forget who made this kind of activities "totally lawful".

  6. 16 hours ago, steve_v said:

    A great many mods have licences that long predate the introducton of that EULA. Take Two asserting that they retroactively own any and all material related to KSP doesn't change that in the slightest.

    Many mods have, and have had for many years, licences that explicitly forbid such unilateral transfer of copyright.

    Copyright law will trump an EULA any day of the week in any court you like.

    This is only true if the MOD is created/updated before Mar 6 2018. After that data, claiming a separate license on MOD update violate EULA, and claiming T2 license violate any other irrevocable license if modder claimed previously.

    I believe the mod we discussed here is way newer than that miserable day.

    As I said, forum license is more for showing our respect to the modder, "Stolen" is describing the emotion not about the rules.

  7. 18 hours ago, steve_v said:

    T2 EULA is irrelevant for original material they have no claim to, and that includes most KSP mods. Licencing of mod code and assets is largely at the discretion of the author.

    "Original material" had been modified to a mod which directly connect to the KSP, so as cited in EULA "You hereby waive and agree never to assert any moral rights of paternity, publication, reputation, or attribution with respect to Licensor's and other players' use and enjoyment of such assets in connection with the Software and related goods and services under applicable law." And "use of assets" are described as "use your contributions in any way and for any purpose in connection with the Software and related goods and services, including, but not limited to, the rights to reproduce, copy, adapt, modify, perform, display, publish, broadcast, transmit, or otherwise communicate to the public by any means whether now known or unknown".

    18 hours ago, steve_v said:

    "Stolen" is an emotional translation of "copyright infringement".

    If the mods licence allows redistribution and that redistribution happens in compliance with the licence terms, then there's no problem. If it doesn't then it's copyright infringement, plain and simple.

    The exclusive copyright is in T2's hand now. Unless T2 said so, there is no "mods license" could compete this "exclusive, perpetual, irrevocable, fully transferable, and sub-licensable worldwide right and license".

    18 hours ago, steve_v said:

    There are apparently special extra "rules" restricting perfectly-legal redistribution and forking on this forum, but those don't matter whatsoever anywhere else.

    Since T2's exclusive copyright is worldwide, for sure you could have some special extra "license" on this forum (which obviously violates the EULA since T2's license should be exclusive), but those don't matter whatsoever anywhere else.

    As I said, this is more for showing our respect to the modder, "Stolen" is describing the emotion not about the rules.

  8. On 8/1/2020 at 7:50 PM, goldenpsp said:

    One thing to keep in mind is that depending on the license, someone re-uploading a mod is not "stealing".  Some might consider it in poor taste but it is allowed depending on the license.  Using them for nefarious things is a problem.

    It may be better to try and classify them less as "stolen" and more as "unsafe".

    I don't know anything about SM armory or what its license was, but just pointing out that stolen may not apply to all cases.

    Technically speaking, T2 EULA allows almost any form of MOD spreading. So most of the cases should not be considered as "stolen".

    I would say, this is showing our respect to the modder. "Stolen" is describing the emotion not about the rules.

  9. On 8/19/2020 at 9:16 PM, xEvilReeperx said:

    Don't mess with the original models in GameDatabase. Instantiate a new GameObject using them instead or you'll blow things up later. I would be surprised if your first log was working; GetComponentInChildren only returns a component on active GameObjects (unless you use one of its overloads) and none of the model stuff should be active

    Yeah, I noticed later, if the GO is not active, then GetComponentInChildren still give you result, but if child is not active GetComponentInChildren will return nothing.

  10. On 8/21/2020 at 8:13 PM, Komander Faul said:

    i have a question for @flywlyx - it is  about the fleet of fog mod.....i am wondering if there's a way to add different colors to them? currently, i am using the mod, and loved it, tho it has 1 color to it- it is reddish pink, iirc, and was hoping to add an input to add, lets say, blue, green, yellow, purple, white and black (and reverse pattern), etc....would it be possible? and if so, would  it be a slider in which you can select from 0 to 255 for rgb on 2-3 different values , or just multiple versions, with different ones different color and patterns?

    im hoping to have a torpedo's colors to represent-

    I think the explosioin color is not related to the sigil color and it should have some reaction if hit the Wave-Force armor. Since the orginal material already include the color, I don't have plan to change it.

    Next update plan is a reloadable torpedo launcher, which could be used to create scenes like this one.

    Spoiler

    MdrKdJq.jpg

    Since I am working on the orbital laser for now, the plan will stay as a plan until I have time.

  11. Advanced Tactical Weapon

    This Mod includes derived BDAc classes to extend the function and provide different game play experience.

    ReasonableIdealFoxterrier-size_restricte.

    Orbital laser

    Fire laser at the unloaded vessel, laser travels in the speed of light, destroy the target vessel if the vessel stayed unloaded, if player load vessel before laser arrives, run laser-shooting dmg calculation.

    Planed feature:

    Evaporation thrust

    Laser visible in map view

    Unloaded vessel damage estimation

    EveryOrdinaryHorseshoecrab-size_restrictDismalLoneBorderterrier-size_restricted.

    Funnel

    Hovering turret drone, remotely attack an enemy from all directions.

    Planed feature:

    Funnel shield

    Better flight control

    Funnel is detached as separate vessel instead of hovering part

     

     

    Download: SpaceDock

    Source included in download.

     

    Dependencies:

    Latest BDArmory Continued

  12. I am trying to add a model to a gameobject A, my plan is to create a new gameobject B with the model and attach B to A as child.

    But the KSPparticleemitter in B could not be got by GetComponentInChildren<KSPParticleEmitter>() after attachment. 

     

    GameObject DebObj = GameDatabase.Instance.GetModel(SunbeamFXPath);
    KSPParticleEmitter pe = DebObj.GetComponentInChildren<KSPParticleEmitter>();
    Debug.Log("<color=green>[RayMonitor] </color>Deb PE = "+ pe.name);//This log will return the name 
    DebObj.transform.SetParent(RayObj.transform);
    KSPParticleEmitter rpe = RayObj.GetComponentInChildren<KSPParticleEmitter>();
    Debug.Log("<color=green>[RayMonitor] </color>Ray PE = " + rpe.name);//This log will return NRE

    Is there better solutions?

  13. 3 hours ago, LF_Ion said:

    If I may, I have a question. Do you have any plans to make the carrier more functional in the future? Such as working Blast shields and Lifts. It would be a great addition to an already amazing mod. Just a suggestion though, thanks.

    Blast shield will limite the plane size, and lift is the same.

    Also, blast shield is only visual effect, it can't deflect particles. And lift is the door to the hanger which I prefer achieved by other MOD.

    So, no, I dont plan on doing any of these.

  14. 56 minutes ago, panarchist said:

    Since there doesn't seem to be a forum thread for that mod, and you mentioned it, I'll ask here - is BDAc a hard dependency for that mod, or can you use it without BDAc with reduced functionality? Thanks.

    Fighters need BDA to auto pilot and fire, but u dont need BDA the drive the ship and fly the plane.

  15. On 6/3/2020 at 8:37 AM, LF_Ion said:

    Oh there is? Sorry I didnt know, I only recently got a pc. Anyways though, thanks for your work, and I look forward to the future of this mod.

    No need to sorry, that is only a small mod for fun anyway. It is designed to play as fleet battle which you are able to launch dozens of fighters and fight AI.

    You are always welcome.

  16. 9 hours ago, LF_Ion said:

    I found a fix for the Liaoning, turns out it's due to advanced tweakables. Rip autostrut

    It's a great mod though. I'd love to see more carriers such as the Charles De Gaulle, Nimitz or maybe even older carriers like the WW2 ones. These are just some suggestions, and thank you for your work on this amazing mod.

     

    There is a MOD called WWII carriers. If u are interested.

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