galsiah said:
And releasing what results from that without permission would be a breach of copyright - if the script in question is entirely/substantially the work of another modder. The modder can't claim ownership of the resulting files which incorporate his scripts - if they're created using some game tool (so couldn't e.g. sell those files under those circumstances). The modder absolutely can claim ownership of the content of those scripts (i.e. the text), making the resulting files derivative works - and giving you no moreright to alter and re-release them than you have to do the same with a Mickey-Mouse model.
Whether the scripts in question could be useful without the game is irrelevant (and in any case they could - they could be used by any application with a similar scripting language). You don't have the right to alter and re-release them without permission.
Of course no-one is likely to sue you - but you don't get to take the moral high ground. Copying, altering and re-distributing original work - whether a script/model or anything else - is a breach of copyright unless you have permission. That the derivatives of such original work happen to be in a form to be used in a game is irrelevant.
You only get to "copy" someone else's stuff when you can argue that it's trivial/obvious enough that you could easily have produced it independently. That probably applies to most patch fixes - since there's often a clear correct fix. It's still good manners to obtain permission if you're directly re-using a load of fixes though.
You can't compare modding a game to actual programming where you are starting from
scratch, they are apples and oranges.
In the model example I gave, there is
only one way to get the model into the game.
The reason for this is that it was hard coded by the developers that wrote the game.
Unless you are talking about somebody that decompiled/hex edited the exe
and then you open up a whole new can of worms.
From other posts of yours that I've read, I assume that you know quite a bit about
actual programming but that's not what I'm talking about.
There are only so many ways to say "the sky is blue", just as you cannot copyright
the phrase "the sky is blue" you cannot copyright a script using a simplified system
which is hard coded into the games exe/dev tools in which there may only be one or
two ways to say "the sky is blue". If you were able to copyright something like that
then the only person who could legally use it would be the first person that figured it
out, in this case the first person that figured it out was the programmer(s) that
wrote the game in the first place, but since they give permission already to use
the system that they created, it's all good.
I am in complete agreement that they should have honored what they told Wesp5
they would do. I'm just pointing out that it's not theft.
Code:
// blood pack
WeaponData
{
"printname" "Werewolf Blood"
"description" "Blood allegedly taken from of a werewolf."
"item_worth" "0"
"playermodel" "models/items/bloodpack/ground/bloodpack.mdl"
"infomodel" "models/items/bloodpack/info/info_bloodpack.mdl"
"anim_prefix" " "
"camera_class" "noswitch"
"is_wieldable" "0"
"weight" "3"
"item_flags" "0"
"item_type" "powerup"
}
The above is a portion of an actual script from bloodlines, I pulled it out of the zip for
Wesp5's mod/patch.
If I were to create a new model for " Werewolf Blood", and paste the path to the model
into this script, no one could accuse me of stealing from Wesp5 even though I pulled the
script out of his zip. The reason for this is that Wesp5 did not create the flags like
"is_wieldable" etc. Troika did.