In Memoriam: Tai'lahr
OpenUru.org, along with the rest of the Mystonline community, is mourning the loss of Tai'lahr on October 16th, 2019.
Rest in Peace, friend.
Difference between revisions of "User talk:Trekluver/sandbox"
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== Sub-section numbering == | == Sub-section numbering == | ||
Some sub-section numbering has gone wonky (mixed alpha and numerical numbering) as a result of pasting the original HTML formatted text into the wiki markup and not taking out some of the imported "bullets". --[[User:Mac Fife|Mac Fife]] 15:01, 19 July 2012 (MDT) | Some sub-section numbering has gone wonky (mixed alpha and numerical numbering) as a result of pasting the original HTML formatted text into the wiki markup and not taking out some of the imported "bullets". --[[User:Mac Fife|Mac Fife]] 15:01, 19 July 2012 (MDT) | ||
+ | :Yea, I was aware of it but haven't had the chance to go through and fix it. I figured that since it's my sandbox page, it's not that big of a deal until I have the time. :) --[[User:Trekluver|Trekluver]] 13:29, 25 July 2012 (MDT) | ||
== Premise of basing license on SFX files == | == Premise of basing license on SFX files == | ||
This offers no help to e.g. the Uru Localization folks who want to change/extend the text! Also, I think you're missing the point about PRPs: While a license to distribute the PRPs (and the SFX files) is necessary for a shard to be self-sufficient (i.e. not dependant on copy data from a MOULa install) you need to remember that the PRPs are a compiled product and '''not''' the source files (which are 3ds Max files by and large). So, a license to distribute the existing game content on shard is actually covering a different set of files compared to license that allows modification of the sources, although the former can be produced from the latter. Textures are probably the most valuable things to age creators aiming for a consistent D'ni look in their work (and they're probably the most jealously guarded of Cyan's assets). --[[User:Mac Fife|Mac Fife]] 15:01, 19 July 2012 (MDT) | This offers no help to e.g. the Uru Localization folks who want to change/extend the text! Also, I think you're missing the point about PRPs: While a license to distribute the PRPs (and the SFX files) is necessary for a shard to be self-sufficient (i.e. not dependant on copy data from a MOULa install) you need to remember that the PRPs are a compiled product and '''not''' the source files (which are 3ds Max files by and large). So, a license to distribute the existing game content on shard is actually covering a different set of files compared to license that allows modification of the sources, although the former can be produced from the latter. Textures are probably the most valuable things to age creators aiming for a consistent D'ni look in their work (and they're probably the most jealously guarded of Cyan's assets). --[[User:Mac Fife|Mac Fife]] 15:01, 19 July 2012 (MDT) | ||
+ | :While that was just a mockup (I'm far from done with the draft. ;) ) I'm not entirely sure what you're referring to. The file names, or the license terms? As far as the SFX file names go, we can't change those because it would require far to many exception changes for shard operators and become unnecessarily complicated. And as far as the license terms go, when it's done it will basically be a revokable version of a CC license that someone has to sign up for from Cyan (At least where this version is concerned. We'll talk more about the specifics in our meeting.). | ||
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+ | :As far as the PRP's go, maybe my wording was off. I realize everything you mentioned, which is exactly why it needs to be two separate licenses. Otherwise, what you create is the potential for Cyan to say they own any and all derivatives, rather than just the files that belong to them. The raw data files and textures will be the most difficult thing to convince Cyan to license. We need to discuss how to do this better during the meeting and, when we start to license, really get the input of Branan and Hoikas. (Their knowledge in this field will be highly valuable.). --[[User:Trekluver|Trekluver]] 13:29, 25 July 2012 (MDT) |
Revision as of 12:29, 25 July 2012
Sub-section numbering
Some sub-section numbering has gone wonky (mixed alpha and numerical numbering) as a result of pasting the original HTML formatted text into the wiki markup and not taking out some of the imported "bullets". --Mac Fife 15:01, 19 July 2012 (MDT)
- Yea, I was aware of it but haven't had the chance to go through and fix it. I figured that since it's my sandbox page, it's not that big of a deal until I have the time. :) --Trekluver 13:29, 25 July 2012 (MDT)
Premise of basing license on SFX files
This offers no help to e.g. the Uru Localization folks who want to change/extend the text! Also, I think you're missing the point about PRPs: While a license to distribute the PRPs (and the SFX files) is necessary for a shard to be self-sufficient (i.e. not dependant on copy data from a MOULa install) you need to remember that the PRPs are a compiled product and not the source files (which are 3ds Max files by and large). So, a license to distribute the existing game content on shard is actually covering a different set of files compared to license that allows modification of the sources, although the former can be produced from the latter. Textures are probably the most valuable things to age creators aiming for a consistent D'ni look in their work (and they're probably the most jealously guarded of Cyan's assets). --Mac Fife 15:01, 19 July 2012 (MDT)
- While that was just a mockup (I'm far from done with the draft. ;) ) I'm not entirely sure what you're referring to. The file names, or the license terms? As far as the SFX file names go, we can't change those because it would require far to many exception changes for shard operators and become unnecessarily complicated. And as far as the license terms go, when it's done it will basically be a revokable version of a CC license that someone has to sign up for from Cyan (At least where this version is concerned. We'll talk more about the specifics in our meeting.).
- As far as the PRP's go, maybe my wording was off. I realize everything you mentioned, which is exactly why it needs to be two separate licenses. Otherwise, what you create is the potential for Cyan to say they own any and all derivatives, rather than just the files that belong to them. The raw data files and textures will be the most difficult thing to convince Cyan to license. We need to discuss how to do this better during the meeting and, when we start to license, really get the input of Branan and Hoikas. (Their knowledge in this field will be highly valuable.). --Trekluver 13:29, 25 July 2012 (MDT)