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Messages - val-gaav

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1
Mods / Re: Techtree Barillion
« on: 25 April 2018, 12:17:29 »
Well yes back in 2012 and earlier this forums were really spawning up one mod after another and the interest was strong... It's sad it is less active now... It was so fun to read and check on work of so many creative and talented people.

As for what I'm working on. It is a TBS game that will be a heroes of might and magic clone... well somewhat . There is a http://vcmi.eu open source engine project going on for years for homm3 and I plan of creating an open source game based on that engine and assets from MG (mg mods), 0 ad, and stuff available on opengame.art.  Of course with all credits for original authors and with cc-by-sa license for any game assets I end up releasing.

Some of my in progress work can be viewed here http://s42.photobucket.com/user/val-gaav/library/legends ... The speed for the project is slow. I started in 2012 and still have nothing working to show up.

From Barillion I would probably use buildings for an goblin/orc town and maybe some creatures like mantis, spider .


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Mods / Re: Techtree Barillion
« on: 24 April 2018, 12:23:16 »
Another unfinished gem. :(

Can I ask for license clarification on those models in github ? Are those cc-by-sa like megaglest assets ?

3
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 24 April 2018, 11:49:04 »
Hmm unfortunately I missed these updates. What we lack here is a license declaration. To make it distributable with MG it needs to be a compatible license.
there was a declaration from Gameboy a while ago:
https://forum.megaglest.org/index.php?topic=5351.msg77068#msg77068

cc-by-sa

4
Mods / Re: Goblin faction
« on: 24 April 2018, 11:44:27 »
The links are dead so I have uploaded the last version of goblins I had :
http://www.mediafire.com/file/q98o114fjnfnfzc/goblins_preview.zip
The faction is mostly finished so it is a pitty that it seems frozeen for now. Anyway the models are very nice. Great work.

BTW Wciow what is the license for your work ? Does this statement from 2011 still holds true also for goblin mod ?
Hmm, its been a while since I made the Undead mod. From what I can remember it is all made by me with just a few photos from burningwell which are Public Domain.

I like to release all of my works as Public Domain. Some mods such as Dwarves contain parts of magitech (mainly sounds) and the last "official" release by Archmage was marked with some CC license, which I don't mind.

I recently looked into helping the Planeshift RPG project and then recoiled in horror when i saw their licensing terms. Basically I get bored by licensing stuff so anything released by me will usually be Public Domain unless it contains someone else work which requires a certain license.

5
However, you'll have to make a separate post on the Feature Requests board, then.
I've done that... big thanks for help :)

6
Feature requests / "No team color" option in g3dviewer
« on: 5 August 2013, 10:30:42 »
G3dviewer adds team color to some of tree models. For example tane.g3d from autumn tileset:


It also happens with models from other tilesets from megapack ( for example new desert4 tileset adds color to palms too.)
While as I was informed this is not a bug but the models are faulty I think many moders will probably not be bothered by it to fix them, because those models look ok in game, and not many people view them in the viewer anyway. If it would be a trivial thing to implement then I propose to add a "No team color" option/mode to g3dviewer that would allow to view those faulty models.

If it isn't trivial to implement then maybe it is not worth it though.

7
Hi . Thanks for reply so the fault is in the models then.... Well I think there are quite a lot of that kind of faulty models in the current megaglest titlesets.

Maybe instead of a bug this should be a feature request to have an option to turn off teamcolor in g3dviewer  ? If this would be trivial to implement there...  If it is a lot of work it might be not worth it I guess...

8
G3dviewer adds team color to some of tree models. For example tane.g3d from autumn tileset:


But it also happens with models from other tilesets for example new desert4 tileset adds color to palms too.

Tested on Windows with versions 3.8 beta

9
Mods / Re: Art Credits
« on: 23 January 2013, 09:39:18 »
cool . Thank you  :thumbup:

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Mods / Re: Art Credits
« on: 18 January 2013, 20:33:58 »
https://forum.megaglest.org/index.php?topic=7061.msg78329#msg78329 here ....

AFAIK cc-by-sa allows someone to sell your work but the changes he makes are still cc-by-sa so you may take them and use in your work. So he might sell it but the license still stays and the changes are free to be ported/ used by anyone...

I think this isn't an issue normally who would pay for something he can get free elswhere?

Licensing is not grandfathered, so using media that was formerly declared as CC-BY-SA will remain so.
Thank you for clarification. I hope there is no hard feelings Eliminator but I stay with cc-by-sa for my project. If it is ever completed it's going to be a free open source tbs game . See the topic here http://forum.vcmi.eu/viewtopic.php?t=485. Task is big and I'm really happy about so much cool cc-by-sa material from glest mods. This community of moders rocks.

11
Mods / Re: Art Credits
« on: 18 January 2013, 12:53:21 »
Eliminator so what happens if I'm using your assets from vbros pack from time that those were CC-BY-SA ? Unfortunatelly I have not done a screenshot of the forum at that time (1 year ago I think) when it was still CC-BY-SA, and I'm pretty sure it was like that as I was looking on glest boards only for stuff in cc-by-sa. Please confirm if I am right or my mind play tricks on me

I don't really have much against cc-by-nc-sa, beside that most of the stuff here is cc-by-sa and combining stuff from both licenses (cc-by-sa and cc-by-nc-sa) seems a legal hassle or might be not possible at all ?. Generally licensing is much hassle I must say.

and please take no offense I like your work and am happy to play with it even if my own project might never get finished/public.

EDIT ...
Ok I found the post where I asked you about license and it was cc-by-sa... So since I'm sticking with older versions of your mods  I guess it is still cc-by-sa for my case because I have your old files downloaded.... BTW why the change to NC then ? Someone tried to make money on your work ?

12
Mods / Re: New Dinosaur Faction [updated!]
« on: 10 November 2011, 10:43:15 »
@ElimiNator:

Dinos are CC-BY-SA ? Just like vbros packs ? Really great models BTW.

13
Mods / Re: Woodsmen
« on: 20 October 2011, 07:07:41 »
I've emailed Madmantis but got no reply. Maybe someone else contacted him earlier and got a reply can tell me what is the license for this mod ?

I can see woodmsan are part of project green which is CC-BY-SA , I don't know however if I can assume that Woodsman are licensed like that since I don't see main author mentioning licensing terms.

14
Mods / Re: Undead faction [UPDATED!] WIP
« on: 8 September 2011, 12:02:19 »
I like to release all of my works as Public Domain. Some mods such as Dwarves contain parts of magitech (mainly sounds) and the last "official" release by Archmage was marked with some CC license, which I don't mind.

Thank you for reply, and thank you for using such generous license. I'll be sure to credit your great work even if license does not require it. 

15
Mods / Re: Elf Faction 0.9.6 Released
« on: 8 September 2011, 11:57:15 »
Hi

Thanks for your help John.d.h. I've emailed gAMeboy  and got a reply ... Elves are licensed CC-BY-SA.
See also this post:

https://forum.megaglest.org/index.php?topic=5351.msg77068#msg77068


16
Mods / Re: Undead faction [UPDATED!] WIP
« on: 7 September 2011, 07:14:01 »
@Wciow:

Is there some kind of license on which you publish your undead mod, for example some variant of creative commons ? CC BY-SA maybe ?

17
Mods / Re: Elf Faction 0.9.6 Released
« on: 7 September 2011, 06:50:08 »
Hi,
Quick question to the authors is there some kind of license for this mod ? Is it on CC BY-SA like most of other glest stuff ?

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