Re: OverdriveGDX
Posted: Sat May 23, 2015 2:14 pm
Just thought I would say that I'm pushing for a comment from Justin over this and Clonebay, Ill say more when he responds again.
Official Forum for FTL: Faster Than Light and Into the Breach
https://subsetgames.com/forum/
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Sorry for the delayed reply. We appreciate that these mod-focused versions of FTL are being made out of love for the game, but we hope that you can understand that it's an awkward situation from our perspective. You're asking for permission to clone our game. A strange aspect of the US copyright system is that if we don't actively protect our copyright, it is no longer valid. So we have to stick to a few rules regardless of the situation.
1) FTL fan inspired projects (fan art, fiction, mods, etc.) are mostly acceptable as long as they are non-commercial.
2) You cannot distribute any of our copyrighted assets. That means any art, music, sound effects, event texts, or any other sort of data from the game's xml files.
Overdrive, as we understand it, is acceptable because it will rely on any user having a valid version of FTL already on their system. It is, at its core, an extremely advanced mod.
Operation Clonebay seeks to clone FTL and distribute it freely. You can see why we might not be in love with that idea. But as long as it really uses none of our copyrighted assets, as previously described, then that is acceptable as game design cannot be copyrighted.
Does that answer your question? Are you the creator of Clonebay or just an interested fan.
Thanks,
-justin
If I understand what you're trying to say correctly, you propose the client-side handling whether or not a ship should receive damage before telling the server "hey, I need to be damaged". That's generally not a very good idea. You want the server to be the one to decide whether or not players get damaged, or players get what-evered in general, to reduce complications with slow/faulty network connections and (even worse) client-side hacking.Vhati wrote:Events are posted to an outbound queue where veto listeners can cancel any action they don't like (undamageable ship). Any events that make it through are shipped to the server via serialization. The server ships the events back (in the order received) to each player's inbound queue.
Can I interject here that, instead, you could have a dynamic icon? If a system occupies only one square, then yes, its icon only overlays that one square. But if multiple adjacent squares are assigned to a system, then the icon could sit in the average space in the centre of those adjacent squares.Vhati wrote:Each station's system icon would be rendered on the station's square. Not great from a usability standpoint, since crew would often obscure it... but traditional icon placement could still be used for rectangular rooms with one station.
If necessary, another requested feature "Ship foreground image" could help (I think referring to a togglable overlay to bring up as a reference diagram for things like teleport door pairs). Cover the area with a picture of an empty room with just the icon.
Shrooblord wrote:Is this still being worked on?
Shrooblord wrote:I'm an avid programmer myself and although I'm absolutely deterred by the thought of even looking at Java (I hate that language so much for some reason)...
Shrooblord wrote:...this project's making me excited enough to maybe pick it up and give it a whizz! I'll let you know if I can buckle down and join you in this awesome project if University life permits. I start back next Monday...!
Shrooblord wrote:@kartoFlane:
You seem to be making some progress! Inspiring. Hope I can help you out but like I said - I hate Java with all my guts. I'll be skimming through your code regardless.
(An interesting thing to note is that I'm a Mac user so any and all files you'll be getting for me will be sure to work on OS X... lol.)
Lol I guess I'll try if I can find some time.kartoFlane wrote:Anyway, good luck! It took me almost two weeks to wrap my head around the code base and start adding code of my own, hopefully you'll do better