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slicer4ever

Member Since 02 Nov 2008
Online Last Active Today, 09:26 AM

#5225646 Steam's compensated modding policy

Posted by slicer4ever on 26 April 2015 - 09:24 AM

Read this a couple days ago from here: http://i.imgur.com/HkwFSPZ.png  felt it summed up some of my thoughts on this subject pretty well:

Modding was the last innocent corner of gaming, The one little socialist community island created by hobbyists in an industry ocean driven by greed, conflict of interest, risk aversion and opportunity cost, The one environment where creativity is not stifled and that allows niches to be filled regardless of their commercial viability, The one area of gaming that people treated as a hobby instead of a job, and everyone was happy living like that. But no, valve had to build an oil rig on it, and some people are dumb enough to cheer that on, because apparently a niche like modding is not allowed to exist, and it should be picked apart when there is money to be made, Because that is all that matters in this world, money,

What's especially baffling is the complete lack of foresight and the naivety of the people who are willing or even eager to let modding get monetized.

Why do more mods have to be made? why does it matter if some don't get made? What matters is the environment in which mods are made(a unique environment that no longer exists anywhere else in gaming). You're willing to throw the baby away with the bathwater and you don't even see it,
People saying ‘let the market sort it out‘ are
>naive as fuck , if they think modding is going to a better place once money and corporate interests become involved
>completely and utterly missing the point that modding has been something that exists OUTSIDE of market forces, and that that is what made it valuable

Somehow people are too short sighted to understand the second point, There is literally nothing to be gained from trying to make modding more like regular game development, You don't try to make cheese more like meat, there's already mountains of meat to choose from, Let cheese be cheese.




#5225419 Steam's compensated modding policy

Posted by slicer4ever on 25 April 2015 - 06:53 AM

I'm quite conflicted on this to be perfectly honest. Alot of mods are honestly crappy or don't work in conjunction with other mods.

Eh, it will work out just like Kickstarter. First there will be an influx of crappy (or outright scam) mods, then things will settle out with some time when the consumer becomes more savvy.

my biggest issue isn't that their will be alot of crap/scam stuff. unlike kickstarter, alot of this paid stuff sits ontop of existing mods for requirements. now what happens when skyrim script extender becomes paid, and because it's used in so many mods, they decide to make it a 20$ mod to buy. so yes, overall this is a wait and see scenario, but i'm not in the camp that sees this as good in the long term. 

 

How are you going to work on a mod for a game that doesn't exist yet? I mean sure, there's some subset of work you can do, but a lot of real production work would be difficult with the shipped game and tools -- there's a risk that you'll build content that can't be used, or at least not directly. There's no guarantee that mod tools for a game on a likely-similar engine won't be updated with new rules/features/data formats. In fact it's almost a certainty. Seems like a risky proposition for me, especially since (in general) you don't even know if or when the game will support paid mods.
 
Why is it their problem? It's the game developer who allows mods (paid or free) or not. Valve doesn't factor into that decision.

 
Engine versions between Bethesda games are typically pretty easy to port content through, especially if the releases are near each other.
 
So let's say I make a mod that includes new content (particles/models/maps/dialogue) in the Skyrim engine. I make a trailer for it (in the Skyrim engine), and fully flesh out the mod page. I have something like "Developed alongside fallout 4: Early Access Available on release day!" on my mod's steam page.
 
When fallout 4 comes out, I begin porting the mod to fallout 4, and release small patches every few hours, until it's done. Would valve allow that kind of early-access style stuff to occur? Would the potential hit to their reputation justify this model? I could see them stepping in to prevent cases like this.
 
Of course, the risk of the dev not enabling paid mods on release would suck. Maybe this could actually be brought up with the developer in advance, since it could be in their interest as well? Maybe the solution is to only allow community voted, or dev approved material to be sold?
 
Man, I wonder how much "whale" style people would pay if a game came out that had $400 worth of DLC on launch day.


alot of people are looking at this from the vantage point of if they would allow you to release the mod, or allow mods temporarily. what's to stop them from temporarily jacking up their cut to 100% so you don't even see a dime anyway(or maybe they can't do 100%, so they do 95%, you were already expecting to make only 25% of gross revenue, now it might be a meager 5%).


#5223936 FastCall Is Alll

Posted by slicer4ever on 17 April 2015 - 06:02 AM

Why...Why all the defines?


He's trying to force c to look like another language. I've seen a couple new c programmers back in college try to make c work like lua. The professor was not amused.


#5217546 Couple of questions regarding graphics API?

Posted by slicer4ever on 18 March 2015 - 09:26 PM

I can see what you guys are doing and can understand because the OP went straight to consoles and the big boy hardware interface, but are we discouraging the young from creating a software renderer like this and that our dads were fools as well?

Is that what this website is about?


Imo it is not about the question itself, but the way he is asking that is the problem. His posting history has shown a clear pattern of not researching the subject, and seems to indicate he has very little actual experience/knowledge with the subject at hand, rather than do the research, he comes here and asks for help with problems and/or questions on subjects that would have taken 2 seconds to google for the answer.  It'd be one thing if he were asking how to go about something after having read materials on the subject, demonstrated what he's tried, and wants to know where to go.  but that's not what's happening here, so yes, he's going to get discouraging answers if he doesn't put forth the effort to demonstrate he's attempted to come to an answer on the subject himself.




#5217357 Couple of questions regarding graphics API?

Posted by slicer4ever on 18 March 2015 - 09:10 AM

based on all of your previous questions you've asked, i advise you learn how to use this site. to be brief, you seem to have very little understanding how graphic cards and programming in general works, and i advise you actually do research on the subjects rather than asking these questions.


#5205177 GetMessage: true, false, filenotfound!

Posted by slicer4ever on 18 January 2015 - 07:13 PM

as stated in the comments on that page:
 

Do not confuse the Windows BOOL with the primitive type bool. In Windows, BOOL is a typedef'd int. It is called BOOL because the integer it stores is to be used for logical operations and not arithmetic operations. The primitive bool type remains for regular true/false logic.

 
A native bool is at least 8 bits wide, wasting 7 bits, does this mean that we should abuse it to hold other values than 0 or 1 too and place a sidenote in the C++ spec to say that this is expected behaviour? smile.png
 
</sarcasm>


not saying it's right, just what to expect =-P


#5205173 GetMessage: true, false, filenotfound!

Posted by slicer4ever on 18 January 2015 - 06:55 PM

as stated in the comments on that page:

Do not confuse the Windows BOOL with the primitive type bool. In Windows, BOOL is a typedef'd int. It is called BOOL because the integer it stores is to be used for logical operations and not arithmetic operations. The primitive bool type remains for regular true/false logic.




#5204040 When you realize how dumb a bug is...

Posted by slicer4ever on 13 January 2015 - 03:36 PM

 

You aren't a real programmer if you didn't have the AH! effect a few times.

 

It's once you find that nasty bug that has always eluded you.

 

In an older company I wrote a small tool that sat in the notification area. Once clicked it squealed like a pig and increased your personal score. It's quite relieving to hear a few squeaks every now and then smile.png

 

I read somewhere that the smaller the code change to fix a bug, the harder it is to find.  Seems true.

 

 

indeed, for example about a week ago, i discovered this bug:

size_t Len = strlen(Text+1);

instead of:

size_t Len = strlen(Text)+1;

the worse part is this wasn't caught for probably 3 or 4 weeks since the module was built because i just kept getting lucky, and the data past the new text buffer just happened to be null, and the searchs would terminate normally.




#5192648 iOS Submisssion: URL/Website required

Posted by slicer4ever on 13 November 2014 - 08:10 AM

As part of the process to submit an app, Apple states that "You will also need to provide a URL to a support site or to your main website."
 
Could we use our Twitter or Facebook page?


I've done this with PSM games.


#5188689 O(pow(N,12))

Posted by slicer4ever on 22 October 2014 - 10:38 PM

...so much indentation...


#5187227 max size for level using floats

Posted by slicer4ever on 15 October 2014 - 02:34 PM

slicer says 1,000,000 is too big... slicer: have you tried that?
 

by the way your talking, it sounds like you plan to setup a near/far plane with an absolute worse case ratio(i.e 1:1,000,000), this will likely mean you'll see a crap ton of z-fighting.




#5184113 This chat, apparently, is a gigantic coding horror

Posted by slicer4ever on 30 September 2014 - 01:30 PM

Yea when me+bact first discovered them(which was a complete accident, as bact was showing some code iirc, and it had ,A, in it) anyway me+him surmised it's some type custom encoding scheme, rather than using base64.

Also if you went through the source code did you try out the bad words?


#5183742 Making a shot harder to pull off.

Posted by slicer4ever on 29 September 2014 - 08:41 AM

Make the heart a smaller target internally? Have you acfually playtested that this would be the case to get heart kills?


#5180303 Why Do I Lose Data In a Char Pointer When Passed Into or Over a Function?

Posted by slicer4ever on 14 September 2014 - 02:10 PM

it's hard to tell since you didn't give an actual working example, but my guess is your returning stack memory from doLogic, and when you call doMoreMath that stack memory is being overwritten, because you never should return stack allocated memory.


#5176491 Welcome your new Visual Arts forum moderator

Posted by slicer4ever on 27 August 2014 - 01:26 PM

I believe in you riu! =-P




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