Any interest if I make ScenicCarriages open source?

Post » Tue Nov 20, 2012 5:26 am

Well, since this thread has gone thoroughly off-topic I might as well join in :).

I'm basically in agreement with amgepo. My personal opinion is that everything in a mod ought to be fair game for copying, modifying, learning from and being inspired by. Models, textures, sounds, dialogue, quest design, scripts, algorithms - the lot. By definition modders copy, modify, re-use and are inspired by Bethesda's content, so the content we create should have the same status as Bethesda's - so long as it's being re-used in a Skyrim mod, pretty much anything goes.

However, many people put a lot of effort and a bit of themselves into their creations, and it can be very upsetting for them to see their hard work pinched by other people who either take unfair credit for it or distort and misuse it. So there tends to be a feeling (held very strongly by many modders) that if a modder refuses permission for their work to be re-used, then that should be respected.

That should apply to scripts and algorithms just as much as to quest storylines, models and textures.

The only difference is that modders can deliberately withhold the source of their scripts, but they can't deliberately withhold any other part of the mod and still have it work, so they must put 'conditions of use' or 'permissions' statements in their read-me files, or just rely on the awareness of others as to what constitutes good manners in the community.

As I say, I personally don't agree with anything being withheld or forbidden, but if respect for a modder's work applies to any part of a mod it should apply to all of it.
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Eilidh Brian
 
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Post » Mon Nov 19, 2012 7:12 pm

What I'm saying, is that scripters should have the same status as modelers. The fact that you can use only the work of the first group for learning is circumstancial. I'm saying just that the same way, no one will say anithing about a modeler not giving universal permissions for her/his work. No one should say anything about a scripter not sharing his/her code.

I'm not going for or against the code sharing. I had been involved in mods where I shared the code and mods where I didn't (for different reassons than the expossed ones, by the way). It's only that I found that no one should be criticished for not sharing the code, while other aspects of modding seem to be perceived as intelectual property.
Well, since this thread has gone thoroughly off-topic I might as well join in :smile:.

I'm basically in agreement with amgepo. My personal opinion is that everything in a mod ought to be fair game for copying, modifying, learning from and being inspired by. Models, textures, sounds, dialogue, quest design, scripts, algorithms - the lot. By definition modders copy, modify, re-use and are inspired by Bethesda's content, so the content we create should have the same status as Bethesda's - so long as it's being re-used in a Skyrim mod, pretty much anything goes.

However, many people put a lot of effort and a bit of themselves into their creations, and it can be very upsetting for them to see their hard work pinched by other people who either take unfair credit for it or distort and misuse it. So there tends to be a feeling (held very strongly by many modders) that if a modder refuses permission for their work to be re-used, then that should be respected.

That should apply to scripts and algorithms just as much as to quest storylines, models and textures.

The only difference is that modders can deliberately withhold the source of their scripts, but they can't deliberately withhold any other part of the mod and still have it work, so they must put 'conditions of use' or 'permissions' statements in their read-me files, or just rely on the awareness of others as to what constitutes good manners in the community.

As I say, I personally don't agree with anything being withheld or forbidden, but if respect for a modder's work applies to any part of a mod it should apply to all of it.


Don't get me wrong, I think modders have rights for sure. I know it svcks to release work and not get credited for it. I've done stuff for other games that people won't ever know about because of what and how it was done, but it made a big (Good) impact on the community and company.


The thing is, I don't see why people want to do it. I look down on it because if I release a mod I expect people to copy stuff from it, that's how people are. Some people are complete jerks and straight copy your crap and not give you credit, but I mean what can you do? So instead of getting mad or protective of my stuff, I'd rather just give it out and let people learn from it - I learned a lot of stuff from people doing that with various different programs.

While I'll respect if an author doesn't want to give out his scripts or models, I don't really agree with it. This guy that made that spell reflect script could have helped me learn if I could see his script; But I can't, and he won't reply to my PMs and I'm not even asking for the source, but rather just his insight. So rather than getting first hand information from somebody who has actually been there and solved the problems, I have to go and relearn how to make the wheel. Don't get me wrong, I have no hard feelings to this guy, it's his right. But I think it would be much more beneficial to let the community see those scripts so they don't have to go through the same thing I am.
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Tiffany Castillo
 
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Post » Tue Nov 20, 2012 4:51 am

Don't get me wrong, I think modders have rights for sure. I know it svcks to release work and not get credited for it. I've done stuff for other games that people won't ever know about because of what and how it was done, but it made a big (Good) impact on the community and company.


The thing is, I don't see why people want to do it. I look down on it because if I release a mod I expect people to copy stuff from it, that's how people are. Some people are complete jerks and straight copy your crap and not give you credit, but I mean what can you do? So instead of getting mad or protective of my stuff, I'd rather just give it out and let people learn from it - I learned a lot of stuff from people doing that with various different programs.

While I'll respect if an author doesn't want to give out his scripts or models, I don't really agree with it. This guy that made that spell reflect script could have helped me learn if I could see his script; But I can't, and he won't reply to my PMs and I'm not even asking for the source, but rather just his insight. So rather than getting first hand information from somebody who has actually been there and solved the problems, I have to go and relearn how to make the wheel. Don't get me wrong, I have no hard feelings to this guy, it's his right. But I think it would be much more beneficial to let the community see those scripts so they don't have to go through the same thing I am.


Should I want to make a spell bounce on the caster, I would use a ward on the player or the NPC that is suppossed to reflect the spell.

Then, use a script on that NPC (use another spell or an alias to equip the script if the NPC is not part of your mod), contining a OnWardHit event. Now use the paramethers from the event this way:
Event OnWardHit(ObjectReference akCaster, Spell akSpell, int aiStatus)  akSpell.cast(self, akCaster)EndEvent

The spell will be returned to the caster without any animation on the deflecting NPC part, as it's supposed to work a spell reflection.

Hope this helps.
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ZzZz
 
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Post » Mon Nov 19, 2012 6:18 pm

Should I want to make a spell bounce on the caster, I would use a ward on the player or the NPC that is suppossed to reflect the spell.

Then, use a script on that NPC (use another spell or an alias to equip the script if the NPC is not part of your mod), contining a OnWardHit event. Now use the paramethers from the event this way:
Event OnWardHit(ObjectReference akCaster, Spell akSpell, int aiStatus)  akSpell.cast(self, akCaster)EndEvent

The spell will be returned to the caster without any animation on the deflecting NPC part, as it's supposed to work a spell reflection.

Hope this helps.

Hey.

He actually replied to me just the other day (Been pretty busy else I would have posted that here). I actually had something like that working before. The main thing I needed from him was how he got it to reflect arrows (Rather, deflect them - I don't really care if it reflects them), which he told me. The problem that comes up when using this method with either OnHit or OnWardHit is that doing akSpell.Cast won't actually focus the spell back at the person who cast it. Instead, it launches it where my first person reticle is pointing. I made a post about that here a little while back: http://www.gamesas.com/topic/1418028-trying-to-make-a-spell-reflect-script/ in which it was determined the best route is to use an invisible object spawned near me to RemoteCast the spell in my name at the AI. This was done OnHit using a magic effect applied by an ability (I wanted it 100% of the time to get it working), but I imagine it could be moved to OnWardHit easy enough.

Thanks for your reply, though.
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KIng James
 
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