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Posted: 2007-06-30 21:31
by eggman
SSMs are "server side mods".

So stuff like vehicles that respawn in 10 seconds, player respawn timers at 5 seconds, etc, etc. Stuff that can have a dramatic impact on how the mod plays and, as a result, on the type of player the mod attracts.

We clarified our position that we don't support server side modding with v0.6. But these jokers are insisting that they will prop up a modded server if they feel like it.

So I have to develop a licence agreement and a new method of distributing server side code to ensure that folks are aware of the licence agreement. That agreement effectively "loans" the code to administrators and gives us the right to revoke the loan at any time and for any reason and to use whatever means necessary to prevent use of the code by organizations who do not have express permission to run the code.

Posted: 2007-06-30 21:39
by Outlawz7
Will the community be able to make unofficial maps for 0.6 with all the content locked or we'll just have to stick with 0.5? :o

Posted: 2007-06-30 21:40
by danthemanbuddy
Then you can sue them if they break it, get big money, and donate $2000 computers for everyone !!!

*runs by like Jim Carrey in Bruce Almighty with the milk pouring it for the kids*

Posted: 2007-06-30 21:41
by Rhino
Outlawz wrote:Will the community be able to make unofficial maps for 0.6 with all the content locked or we'll just have to stick with 0.5? :o
nothing is going to stop custom maps, we encourage custom maps 100%!

Posted: 2007-06-30 21:45
by Outlawz7
Off topic,
I was wondering, how do you set up teams and kits with 0.6, tried a map for 0.607rc1 and there was no army/kits to choose from...

Posted: 2007-06-30 21:47
by Rhino
Outlawz wrote:Off topic,
I was wondering, how do you set up teams and kits with 0.6, tried a map for 0.607rc1 and there was no army/kits to choose from...
look at the init.con files for the maps in 607

Posted: 2007-06-30 22:16
by Spearhead
'[R-DEV wrote:eggman']So I have to develop a licence agreement and a new method of distributing server side code to ensure that folks are aware of the licence agreement. That agreement effectively "loans" the code to administrators and gives us the right to revoke the loan at any time and for any reason and to use whatever means necessary to prevent use of the code by organizations who do not have express permission to run the code.
Sounds like legal stuff... I really hate that... the only part of modding/game design I would never touch.

Posted: 2007-06-30 22:16
by Herb-in-Fighter
Why are you worried about some asshats in a server where 99.75% of the PR population wont play anyway? :roll:

Oh well, its your mod, Good luck getting all the loose ends tied up.

Posted: 2007-06-30 22:31
by eggman
Herb-in-Fighter wrote:Why are you worried about some asshats in a server where 99.75% of the PR population wont play anyway? :roll:

Oh well, its your mod, Good luck getting all the loose ends tied up.
I've got a pretty good handle on what we need to worry about and what we dont need to worry about.

We absolutely DO need to worry about people who think they can take PR and modify it in any way they feel like (client or server side) and not respect our requests that they don't do that on publicly available servers.

The release of v0.5 saw a proliferation of modded servers. In particular "short spawn" servers and in some cases servers modded so heavily that PR ended up playing like BF2 with more deadly weapons.

And those servers gained in popularity because there are enough lemmings to flock to servers like that and people tend to glom to the populated servers.

As a result we had thousands of players trying PR that thought it was BF2 with more deadly weapons. Game play quality was awful for weeks.

Normally after a PR release there are some window shoppers. They play the mod and decide they hate it because everything takes so long. Our design is inteded to be unappealing to those folks. They either adapt to how PR needs to be played, or play a different mod. We absolutely do NOT want the mod altered to meet the needs of those kinds of players, nor do we want to be a "popular" mod and have mass mainstream appeal.

So we're going to change how we distribute the server code and dilligently enforce the licence agreement we are creating.

Posted: 2007-06-30 22:33
by danthemanbuddy
Lemme take a stab in the Dark, Is TG tweaking the AAS making you mad?

I like Tg's setup though with the 90 seconds to join a squad.

Posted: 2007-06-30 22:36
by eggman
No the TG guys are completely reasonable and an asset to the PR community.

Posted: 2007-06-30 22:36
by Rhino
we are not on about TG.

Posted: 2007-06-30 22:48
by BetterDeadThanRed
That 90 second join squad or kick thing has been on all of their BF2 servers.

Posted: 2007-06-30 23:29
by Apheirox
I fully understand your reasoning. It must be very frustrating to hear people turning down your mod because of bad SSM settings. However, I also think it is wrong not to let that clan mod PR to their liking. I want to suggest a compromise.

What if you made anybody wanting to run a modded server make it very clear that their PR server is not running default settings? This would include noting that their server is running settings not sanctioned by the developers in both in the server browser, on the loading screen and through in-game messages. Any player with half a brain would then know to try a default settings server before turning the mod down - and if they do not, they are not really a loss to the PR community, right?

Posted: 2007-06-30 23:40
by eggman
The particular issue has, unfortunately, gone beyond being reasonable. So we will be implementing a ridiculously one sided licence agreement and distribution terms that effectively will give us the ability to prevent an organization from running the code if they are in licence agreement violation. And that those in violation will bear all liability and responsibility for our actions in pursuit of licence revocation.

Posted: 2007-06-30 23:44
by .:iGi:. Eggenberg4Ever
F*ck me..... legal issues?

Good luck guys: and to whoever the "Other Server" owners are: come on FFS. Play the damn game here. If you want to mod the mod at least do the decent thing & code your own mod from scratch.

For goodness sake.

Posted: 2007-06-30 23:56
by 3===SPECTER===3
Eggman. "I've got a pretty good handle on what we need to worry about and what we dont need to worry about.

We absolutely DO need to worry about people who think they can take PR and modify it in any way they feel like (client or server side) and not respect our requests that they don't do that on publicly available servers.

The release of v0.5 saw a proliferation of modded servers. In particular "short spawn" servers and in some cases servers modded so heavily that PR ended up playing like BF2 with more deadly weapons.

And those servers gained in popularity because there are enough lemmings to flock to servers like that and people tend to glom to the populated servers.

As a result we had thousands of players trying PR that thought it was BF2 with more deadly weapons. Game play quality was awful for weeks.

Normally after a PR release there are some window shoppers. They play the mod and decide they hate it because everything takes so long. Our design is inteded to be unappealing to those folks. They either adapt to how PR needs to be played, or play a different mod. We absolutely do NOT want the mod altered to meet the needs of those kinds of players, nor do we want to be a "popular" mod and have mass mainstream appeal.

So we're going to change how we distribute the server code and dilligently enforce the licence agreement we are creating."

I agree with this completly... .5 did play really crappy for those few weeks and I HATED it. PR should be kept exclusivly for those individuals that want to play it the way it was meant to be played, by the DEVs. I don't care how long it takes, I'm an FH fan I can wait :)

Posted: 2007-07-01 00:00
by ReaperMAC
Upon the release of v.6, can we expect a movie similar to v.5's release? Detailing the new features and the like?