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With the aplha release of Dota 2 Workshop Tools you can make custom mods in dota 2. Just like you can in wc3, now will you guys make dota 2 maps ? Got any ideas perhaps? Share everything here!
C. Representations and Warranties
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You furthermore represent and warrant that the User Generated Content, your submission of that Content, and your granting of rights in that Content does not violate any applicable contract, law or regulation.
Remakes are inadvisable. It depends on how aggressive Blizzard will be and how defensive and careful Valve will handle it. I know with certainty that Valve does not want another legal issue with Blizzard (after that last one that was debated for over a year which ultimately ended in various restrictions on Valve's side).
IP and DMCA is a serious issue and I wouldn't toy around with that. If anything, Valve has shown how serious these things are for them and the previous incidents (such as the recent CS:GO DMCA takedown or faceless' mace in 2012) are just showing their attitude towards intellectual property. These actions end with career-ending consequences, including a permanent ban and discontinuation of revenue share as well as collaboration. Sorry for being the spoilsport here but I highly doubt that Valve would approve any mod with stolen/imported models/assets from another IP.
Now before people start with the infamous "as long as it's not monetized, we're fine" argument that I've been hearing recently; No, this isn't how it works. There's a figure in law called lucrum cessans, essentially saying that you can sue for using illegal methods (like using an IP that doesn't belong to you) to stop others from profiting from their normal operations. Basically missed/lost potential profit. Any company could sue based on these grounds if they wanted to.
The reason why I'm bringing this up is because the majority assumes that we're going to get all of the oldies back in the workshop and approved by Valve. The nostalgia trip is strong right now, people are expecting quality remakes of their childhood games but this is not how it works. I feel like there will be quite some disappointment in the future because a lot of people have this misconception of how all of this works.
You can still make them, especially in the Alpha stage but don't expect to go big with these things. Valve is a big fan of original content and I highly doubt that they will risk approving something that is in a grey area. A lot of these things are grey area.
It gets even worse when it comes to Starcraft 2 and their EULA which is basically saying "all your base are belong to us" in every single way possible.
Oh, well, I've said more than enough. I'm not stopping anyone from remaking the classics since I'm a wc3 veteran myself and had a few ... preferences. I wanted to bring in a lot of high quality remakes to Dota 2 (with all the resources available to me) but I chose to keep it at 2-3 for now (which is for example Element TD with the original author Karawasa).
Source: I've been around in the Beta before the first waves were sent, participated in the current live workshop (cosmetic) and work with various successful artists. I have also been with Dota 2 modding from the moment of its birth and released Fight or Flight, the first Dota 2 standalone mod in March,. I've also founded M.O.D. which works on several projects which also launched D2moddin - the custom mod platform.
Edit: Let me elaborate with another source
Whenever you upload content, you guarantee that it was made by you and it's not IP infringement. I highly doubt that Valve would risk another fight with any company. That's why I'm sure that they'll only be looking at original content and new IPs.
Blizzard settled it up, in my opinion, in very good matters with Valve. As the final agreement gives full rights to Valves but allows modders of Wc3 and sc2 to use the term DOTA, anyway they want within their mods.
I will have to disagree again. It seems like you don't have a lot of experience with the Tools (or Hammer) yet. I have worked with Star Editor, World Editor, Galaxy Editor and Hammer (which is now inside the Tools).It's harder than the Wc3 Editor but easier than the Sc2 editor for making certain simple maps. However, when it comes to complex maps, Sc2 Editor beats DOTA's editor since it provides better tools for managing complex data, complex triggers and custom interfaces, not to mention the AI and cutscene editors. Also DOTA 2 lacks assets and modelling for it is as hard as modelling for Sc2, the models are also a bit more lacking when it comes to effects and simplifications for low machine users.
I did read WC3's Eula, it's not as specific and clear about the rights as SC2.That's also inside wc3's EULA if you read it up.
Speed? Is LUA closer to Galaxy or to JASS?I don't see how the Galaxy Editor is superior to Lua and AS3.
This is valve so we can assume that the alpha, beta and release will be approximately as buggy, usable and stable. If it causes you any grief they will probably give you a free TF2 (or was it 3 now?) hat.Complex Triggers? How so? You can combine hammer and Lua together and make all the complex triggers you want. But even here again; Alpha. Not even Beta.
SC2 Interface is also pretty much fully customizable.Custom Interfaces? Not quite sure if you're serious. How is it hard to make a custom interface with AS3/Scaleform in Dota 2? You can make ANY interface you like, remove the default and override it completely. If anything, this feature is more advanced than Starcraft's.
I doubt DotA 2 has anywhere near the RTS AI SC2 has seeing how it is an AoS. Equally well SC2 will have nowhere near the tactical AI DotA 2 has because its an RTS. That said SC2 AI is dramatically improved over WC3 since now it is standard trigger script as opposed to some alternative JASS AI script that few people ever touched. The only issue with SC2 AI is that some functionality (mostly the AI actuator and sensor engine configuration as well as tactical filter operations) are only available through custom script as it appears that Blizzard was too lazy or forgot to declare all the GUI declarations for it. That said it is easy to fix with some inline script.AI? We're working with AI in one of our commissioned projects and it works just fine. You'd have to elaborate here.
Not everyone has fibre-optic broadband. To most of us in-game cutsecnes are worth the huge decrease in download time. Also with modern graphic cards the quality is such that only really silly people would get outraged. I mean compare the pre-rendered cutscenes of Final Fantasy 7 with the in-game intermission environment rendered in real time in SC2 and you will see that pre-rendered is not always best.but I prefer SFM over cheap cutscenes in the game.
4 Layers for surfaces. I forget what they all are but they include normal, emissive and diffuse. SC2's engine is HDR (high settings only) so bloom is obviously included. It also includes non-deterministic physics for clutter interaction.If anything, the amount of detail and polygons are higher than Galaxy Editor. I can't remember how detailed Starcraft's masks were
They are D3D10 dds surfaces so are subject to the limits and restrictions placed by dds surfaces.I believe that 1024 (if not 512) was the maximum for Starcraft 2 models, correct me if I'm wrong.
Speed? Is LUA closer to Galaxy or to JASS?
I doubt DotA 2 has anywhere near the RTS AI SC2 has seeing how it is an AoS.
Not everyone has fibre-optic broadband. To most of us in-game cutsecnes are worth the huge decrease in download time. Also with modern graphic cards the quality is such that only really silly people would get outraged. I mean compare the pre-rendered cutscenes of Final Fantasy 7 with the in-game intermission environment rendered in real time in SC2 and you will see that pre-rendered is not always best.
One would expect the models of a game where you command 1 hero to look a lot better than a game where you command 400 zerglings against 200 marines.
Dota 2 was officially released on 10th July, 2013 and is currently in the transitioning phase from Source 1 to Source 2 which should be finished around Christmas (Valve-time). Furthermore; I don't see how SC2 being 3 years old matter. It would matter in a static game which is released once and that is the end of it. But Starcraft 2 is an organic game which is constantly updated and patched (HotS brought a lot of new things to the table, I expect LotV to do the same). Therefore; both SC2 and Dota 2 are pretty much on the same level of "aging".Also SC2 is over 3 years old now where as DotA 2 I do not think is even released.
Which is something that Dota 2 uses as well.You can also use animated textures if you want.
I highly doubt either side has the time to crack down on issues of copyright.
On a side note, does anyone know how much of the DotA copyright struggle was due to it being a wc3 mod, and how much was due to warcraft lore characters being in said mod?
Yes, I answered it in this thread.
Im sorry, I cant find it >.<
Wrong. Blizzard did not simply give Valve full rights and let them make Alleria Windrunner and the likes. That's already where it begins: Names and design.
Valve is not free to do whatever they want. The hero you mentioned is neither Alleria, nor a Windrunner. Valve was forced to rename both name and title (It's Lyralei, the Windranger). This wasn't at the same moment as well. First they renamed only the hero name since it was obviously Blizzard's property and only after a year, they were forced to rename titles as well. There were multiple other difficulties, Obsidian Destroyer was renamed to Outworld Destroyer and then renamed again to Outworld Devourer. Necrolyte and Doombringer also come to mind.
It's also not only names. Blizzard also pressed Valve to (e.g.) remake Axe's design (such as cutting the ponytail since it was apparently too close to Mogul Khan).
Valve had was obliged before and they will answer to Blizzard again if Blizzard chooses to request another change.
Wrong. Blizzard did not simply give Valve full rights and let them make Alleria Windrunner and the likes. That's already where it begins: Names and design.
Execution performance I was referring to. Galaxy script is executed by a virtual machine so actually performs pretty well (much faster than JASS). Maybe LUA also compiles to virtual machine code however if it does any dynamic name resolution then it will start to perform closer to JASS.Speed? In what way? If anything; I believe that Starcraft 2 was capped at 16 ticks, Dota 2 allows 30 ticks so far (which is up to change afaik). Which means that we can check something 30 times a second which allows us to have smoother operations.
About 3-4 minutes to download. It is also a large fraction of the data allowance to many people. The storage space itself was also non-trivial 10 years ago. Is it also fully 1080p at 60 fps? Since that is what in game is rendered at.and I don't see how 100 MB make a big difference
I have no idea why people keep doing that. That is wasting a huge number of pixels that could otherwise be used to show off your cinematic. In the old days it was to convert from 3:4 to wide screen however now with pretty much all displays being wide screen there is no longer a need for such. As far as I am aware it is only used as an interface queue to tell the user "hay, its a cinematic so sit back and watch" since there is no practical reason for it anymore. This is why most modern console games now do full screen 1080p cut scenes.add 2 small bars on top and bottom of the screen
For 1v1 it is, however in 4v4 or some massive 12 player mess not really.which is still an extreme case but I get your point
SC2's core code is much older than its release date. It still supports Direct3D 9 and has no or little use of Direct3D 11. SC2 was in development long before Valve started DotA 2.Therefore; both SC2 and Dota 2 are pretty much on the same level of "aging".
Yes, Lua is Vscript which is is a virtual machine for scripting that acts as an abstract binding layer between the Source engine and external scripts. Valve has properly introduce Lua to Vscript with Dota 2. Before Dota 2, they have mostly been using Squirrel for Vscript in Alien Swarm, CS:GO, Portal 2 and Left 4 Dead.Maybe LUA also compiles to virtual machine code however if it does any dynamic name resolution then it will start to perform closer to JASS.
Yes, that is indeed the only reason. I'm not a fan of it either but it's kind of a tradition by now in the game industry.As far as I am aware it is only used as an interface queue to tell the user "hay, its a cinematic so sit back and watch" since there is no practical reason for it anymore.
1080? Yeah. 60 fps? Not necessarily. We animate our SFMs in 60 FPS but it can be played at 30 fps and no one complains. But as I said; I am just aiming for high quality. We're currently working on a 2-3 minute trailer with SFM. Script, custom assets, custom composed music, the works. That's simply an atmosphere I cannot achieve with simple ingame cutscenes.Is it also fully 1080p at 60 fps? Since that is what in game is rendered at.
That's fucking stupid, the money grubbing kikes in Blizzard will have to be pretty damn hard pressed to sue me for remaking things they've not only never heard of, but don't even get paid for in the first place. The issue with DOTA 2 was because it was highly associated with warcraft 3, it was extremely lucrative, and the models and lore of the characters were similar enough to their wc3 counter parts that they thought they could get paid.Remakes are inadvisable. It depends on how aggressive Blizzard will be and how defensive and careful Valve will handle it. I know with certainty that Valve does not want another legal issue with Blizzard (after that last one that was debated for over a year which ultimately ended in various restrictions on Valve's side).
IP and DMCA is a serious issue and I wouldn't toy around with that. If anything, Valve has shown how serious these things are for them and the previous incidents (such as the recent CS:GO DMCA takedown or faceless' mace in 2012) are just showing their attitude towards intellectual property. These actions end with career-ending consequences, including a permanent ban and discontinuation of revenue share as well as collaboration. Sorry for being the spoilsport here but I highly doubt that Valve would approve any mod with stolen/imported models/assets from another IP.
Now before people start with the infamous "as long as it's not monetized, we're fine" argument that I've been hearing recently; No, this isn't how it works. There's a figure in law called lucrum cessans, essentially saying that you can sue for using illegal methods (like using an IP that doesn't belong to you) to stop others from profiting from their normal operations. Basically missed/lost potential profit. Any company could sue based on these grounds if they wanted to.
The reason why I'm bringing this up is because the majority assumes that we're going to get all of the oldies back in the workshop and approved by Valve. The nostalgia trip is strong right now, people are expecting quality remakes of their childhood games but this is not how it works. I feel like there will be quite some disappointment in the future because a lot of people have this misconception of how all of this works.
You can still make them, especially in the Alpha stage but don't expect to go big with these things. Valve is a big fan of original content and I highly doubt that they will risk approving something that is in a grey area. A lot of these things are grey area.
It gets even worse when it comes to Starcraft 2 and their EULA which is basically saying "all your base are belong to us" in every single way possible.
Oh, well, I've said more than enough. I'm not stopping anyone from remaking the classics since I'm a wc3 veteran myself and had a few ... preferences. I wanted to bring in a lot of high quality remakes to Dota 2 (with all the resources available to me) but I chose to keep it at 2-3 for now (which is for example Element TD with the original author Karawasa).
Source: I've been around in the Beta before the first waves were sent, participated in the current live workshop (cosmetic) and work with various successful artists. I have also been with Dota 2 modding from the moment of its birth and released Fight or Flight, the first Dota 2 standalone mod in March,. I've also founded M.O.D. which works on several projects which also launched D2moddin - the custom mod platform.
Edit: Let me elaborate with another source
Whenever you upload content, you guarantee that it was made by you and it's not IP infringement. I highly doubt that Valve would risk another fight with any company. That's why I'm sure that they'll only be looking at original content and new IPs.