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Topic: Can I use a different coding platform under the UQM2 Name (Read 7698 times)
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CommanderShepard
*Many bubbles*
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Posts: 111
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I don't care about SCO, I'm strictly focused on UQM and a supposed UQM 2. However, since it seems that SCO plays a role in determining who has the rights to what, I should know more about it.
If all of the art and coding for a..."proxy SC3" was created entirely from scratch, but the designs of the races and ships bared an exact resemblance and the title had some similarity to UQM, is that still acceptable under the GNU license? If anything it would only be intellectual aspect would be carried over, as in the inspiration is derived from UQM, but the actual content of the game wouldn't include anything from original UQM at all, it would all be new.
Perhaps an entirely different title is used like Star Explorer or Star Battle which are cliche, but if it's just a proxy it's not as important.
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« Last Edit: July 17, 2018, 12:19:34 am by CommanderShepard »
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CommanderShepard
*Many bubbles*
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Posts: 111
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Like if I were to start inserting SCO ships or aliens into the MegaMod, then Brad would have words to say to me.
But see, some of the SCO ships and races probably coincide with some of the UQM ships and races. Stardock supposedly claims they own the rights to everything UQM when they bought content at Atari's bankruptcy auction, and that affects any kind of UQM sequel. Safest way to go about it is if you have a UQM alien in your fan sequel, say, a Supox. Just slap the Creative Commons license in a text file and keep it with the game.
So again that seems to contradict what was stated earlier. You're saying by choosing to put *more* UQM races in will decrease the likelihood it infringes on the license? If it has to do with UQM as it pertains to P&F, slap a GNU license on it. Simple. Alright well I hope you're right. I'll see if others agree.
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« Last Edit: July 17, 2018, 01:27:48 am by CommanderShepard »
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JHGuitarFreak
Enlightened
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Posts: 1374
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Well, again, it depends on exactly what you're doing.
You'd have to tell us exactly what you're planning to do in regards to alien art, ships, music, voices, etc. If any of it relates back to UQM then you have to slap the appropriate license.
If you want to make money off of it then you'd have to license whatever you need directly from the original owners or license holders. For the music it would be the individual artists. (Riku Nuottajärvi, Dan Nicholson, Eric Berge, etc, etc.) The artwork is now under assignment to P&F as of April The 3DO assets ¯\_(ツ)_/¯
I've done some considerable footwork to find out who controls the SC2 3DO assets and have not received a single response from any of the individuals involved.
Paul definitely owns most of the voices since he and his family voiced a good chunk of them, as did Erol Otus and Greg Johnson. It might be another case of the individual owning their specific part or, like the art, is under assignment to P&F.
And as you've said, you wouldn't be using any of the old code so you wouldn't have to worry about the GPL2 license at all.
Making a fan-sequel to UQM shouldn't need any licenses involved from Stardock unless you plan to use their licenses.
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The artist once again known as Kohr-Ah Death 213. Get your MegaMod HERE
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Elestan
*Smell* controller
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Posts: 431
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Now, if P&F wanted to be vindictive they could say that they'll allow mods like Seven Deadly Sins but won't allow a UQM reboot in SCO. If I was in your position, I would ask P&F how they felt about it, and respect their decision. I would give them that courtesy because they certainly could have chosen to use a more restrictive license, or to not open-source the game at all. But they did, and that's why we're all here. Obviously, you also have the option of deciding that you don't care what they think, and then seeing if they object enough to try to force the issue. But if it were me, I just wouldn't feel right doing that.
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« Last Edit: July 19, 2018, 09:01:38 am by Elestan »
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