Max Angelo
Registered
It is back here now.
I'm hoping something comes up for rF2 that was similar to the old rF Central.. It was simple, easy to find what you wanted, now it's just all over the place..
Dude, your facts are skewed. We have many rules. We have many conversions from commercial games, true, but we demand a six month exclusion for new releases. So this alone does not place us above all rules as you state. We allow the use of modders work, but we DEMAND full credit be given, we also encourage permissions, but we all know some guys never give permission regardless of the skill or quality of the work. Lets not go down the semantics road again - it is a old and boring subject.
I ask you to find ANY link to GSC content, there has been none yet. To find that you have to go elsewhere. We all know that as soon as something is released to the public, someone will rip it and put it into something else. The entire modding world lives on hacking commercial software, the companies know this too. A disk check does not make a mod like Historix or Power & Glory "legal" as it is still a contravention of the UELA. The ripping, converting etc is tolerated by most developers simply because the costs associated with prosecuting everyone is prohibitive. Not just the monetary costs, but the community goodwill also.
Sorry to everyone for dragging this old chestnut out, but I hate it when someone tells false stories.
Hacking and modding are two different things even when the end result might be same. Hacking means of altering the closed game code, while modding is altering the open file system. Papyrus has been VERY strict with their policy of hacking their games, but they generally approve modding. I don't know GPL culture, but if there has been .EXE hacking it should be considered to be quite illegal. I remember some mod groups getting sued by Papyrus when they hacked NASCAR Racing 2003 executables.
Even if the dev does, there's usually still issues. All those licensing deals are only OK within ISIs release of rFactor2, this includes audio clips we licensed, audio plugins, any redists which require a license, logos, liveries, names, etc. The instant you release your own EXE, even with dev approval, you instantly become a software publisher. That's a far riskier side of modding. All it takes is one person savvy enough to know their brand (which in the GPL example, few are).Exactly, hacking an exe even on a game like rfactor or rfactor2 which is moddable is for me wrong. A modder should have the respect and decency to go to the developer and ask. Even if they know 100% they will say no, have the decency to ask and if they do say no, have the respect to not follow through with your plans. A developer of any product only wants to protect their work in a way that doesn't get them sued and doesn't degrade the view of their company's products in the eyes of the industry due to allowing such hacks. Developers aim for the utmost quality in their work regardless if we the target audience see their product as utmost quality or not. But what you said is exactly right, hacking the exe's is quite illegal even on a moddable game unless the developer says its ok.