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Re: Friday Facts #89 Timetables

Posted: Sat Jun 06, 2015 8:11 pm
by Peter34
DaveMcW wrote:I don't think they ever wrote a converter for different sized entities...

Probably the simplest way is to allow old turrets to still exist, but disable building new ones.
I think that would be the preferable solution. Unplaced Gun/Laser Turrets should remain in their Chests, so that Construction Robots can continue to replace destroyed Turrets for as long as supplies last, while the player (or players in coop MP) get around to setting up for switching over the newer larger 2x2 footprint Turrets.

Re: Friday Facts #89 Timetables

Posted: Sat Jun 06, 2015 8:34 pm
by Cordylus
ratchetfreak wrote: Except there is the issue of licensing; who owns the code of the mod and are the devs allowed to just grab the code and put it in the main game.

This has the danger that a disgruntled mod dev can issue a DMCA takedown and boom no more factorio.
It's impossible because the mods are written in lua, game is written in C++.

Furthermore I don't know how looks the copyright law in the Czech republic, but I guess it looks like in the Poland: nobody cares.

Re: Friday Facts #89 Timetables

Posted: Sat Jun 06, 2015 8:58 pm
by ratchetfreak
Cordylus wrote:
ratchetfreak wrote: Except there is the issue of licensing; who owns the code of the mod and are the devs allowed to just grab the code and put it in the main game.

This has the danger that a disgruntled mod dev can issue a DMCA takedown and boom no more factorio.
It's impossible because the mods are written in lua, game is written in C++.

Furthermore I don't know how looks the copyright law in the Czech republic, but I guess it looks like in the Poland: nobody cares.
And nothing in the vanilla game is in lua?

Also a quick google shows hints that there is a DMCA-like law in Czech Republic.

Re: Friday Facts #89 Timetables

Posted: Sat Jun 06, 2015 9:01 pm
by DaveMcW
Re-writing code in a different language is not sufficient to avoid copyright, but that's not the main issue.

It's hard to prove copyright infringement for a small piece of a closed-source software project. You have to go to court to force the devs to show the source code before you can issue any takedown orders.* And the devs can easily re-write it to be non-infringing (like they should have done in the first place).

Of course to avoid the hassle, most games that allow mods have a clause stating that you can't sue if a dev takes your mod idea.

*DMCA in the US allows you to issue any order you like, but the defendant can ignore it if they say they will go to court.

Re: Friday Facts #89 Timetables

Posted: Sat Jun 06, 2015 9:10 pm
by Qcor
I've got a simple solution for you - ask the mod dev for a permission.
Show me even one mod dev who wouldn't want his work to become a part of the vanilla game.. it's like best reward and tribute EVER for a mod developer.
(ofc we are talking about mods free of charge)

Re: Friday Facts #89 Timetables

Posted: Sat Jun 06, 2015 9:17 pm
by kovarex
Well, it is never really copying the mod. The mod idea is given new graphics, it is implemented differently from the both players and programmers perspective. So the only thing that is the same is the "idea".

Re: Friday Facts #89 Timetables

Posted: Sun Jun 07, 2015 12:39 am
by Swartt
Kovarex will we see any updates before 0.12 (either features, content or bugfixes)?
MeduSalem wrote:
kovarex wrote:[...]

Nobody will ever use PS/2 ports anymore, because there's no mouse/keyboard manufacturer selling stuff using the interface anymore
Actually I would like to point out that you are wrong on this point, I myself use the PS/2 port, and A great deal of people do, mostly because mechanical keyboards (almost unlimited simultaneous key presses).

Re: Friday Facts #89 Timetables

Posted: Sun Jun 07, 2015 12:51 am
by ratchetfreak
Swartt wrote:Kovarex will we see any updates before 0.12 (either features, content or bugfixes)?
MeduSalem wrote:
kovarex wrote:[...]

Nobody will ever use PS/2 ports anymore, because there's no mouse/keyboard manufacturer selling stuff using the interface anymore
Actually I would like to point out that you are wrong on this point, I myself use the PS/2 port, and A great deal of people do, mostly because mechanical keyboards (almost unlimited simultaneous key presses).
that's more because the 6 key rollover (plus meta keys) in the USB protocol,

If someone created a new Keyboard USB protocol with unlimited key rollover then no-one would need the PS/2 port for that

Re: Friday Facts #89 Timetables

Posted: Sun Jun 07, 2015 1:02 am
by Cordylus
ratchetfreak wrote:
Swartt wrote:Kovarex will we see any updates before 0.12 (either features, content or bugfixes)?
MeduSalem wrote:
kovarex wrote:[...]

Nobody will ever use PS/2 ports anymore, because there's no mouse/keyboard manufacturer selling stuff using the interface anymore
Actually I would like to point out that you are wrong on this point, I myself use the PS/2 port, and A great deal of people do, mostly because mechanical keyboards (almost unlimited simultaneous key presses).
that's more because the 6 key rollover (plus meta keys) in the USB protocol,

If someone created a new Keyboard USB protocol with unlimited key rollover then no-one would need the PS/2 port for that
I'm using for my computers only early 1990's keyboards with the DIN plug. Of course I'm using the converters for PS/2. Those keyboards are very heavy, with partially metal cover and very high quality keys.
And I have a lot of them, because I'm regularly riding the electro-recycling sites to collect some technical curiosities. :)

Re: Friday Facts #89 Timetables

Posted: Sun Jun 07, 2015 1:20 am
by Memphis86
This turret´s :twisted:

Re: Friday Facts #89 Timetables

Posted: Sun Jun 07, 2015 1:53 am
by sillyfly
Swartt wrote:Kovarex will we see any updates before 0.12 (either features, content or bugfixes)?
Judging by past versions, I'd venture to guess "No". The only reason I see why they would update the 0.11 branch after it has been declared stable is if some very serious game-breaking bug was found, and seeing as the stable version of 0.11 came out over a month ago and no such bug was found, the chances are pretty slim.

Re: Friday Facts #89 Timetables

Posted: Sun Jun 07, 2015 3:26 pm
by kovarex
sillyfly wrote:
Swartt wrote:Kovarex will we see any updates before 0.12 (either features, content or bugfixes)?
Judging by past versions, I'd venture to guess "No". The only reason I see why they would update the 0.11 branch after it has been declared stable is if some very serious game-breaking bug was found, and seeing as the stable version of 0.11 came out over a month ago and no such bug was found, the chances are pretty slim.
Exactly.

Re: Friday Facts #89 Timetables

Posted: Mon Jun 08, 2015 1:25 pm
by TheWrongCat
kovarex wrote:
Zeblote wrote:Still hoping version 12 will have the HD textures for everything...
This is not going to happen :)

We have currently high res versions of 2 entities (the 2 we presented in the fff already), and the new entities are prepared and rendered for high resolution as well, but it is not tested nor integrated.

The old entities need a lot of work to make it prepared for the high res render.

TL;DR It is going to be a lot of work to make high res version of everything, it will probably happen, but we will not do it anytime soon.
Just wanted to say thanks very much for clarifying on this. I've been hankering for more info on the HD textures since you put those teasers in FF a few months ago.

Factorio is one of the games I refer to as a shining example of how Early Access ought to be handled and a very positive relationship between a developer and their community <3

Re: Friday Facts #89 Timetables

Posted: Tue Jun 09, 2015 7:29 am
by Fansana
Damn I love the new look for the turrets.
Good work, keep it up.

Re: Friday Facts #89 Timetables

Posted: Tue Jun 16, 2015 11:16 am
by Peter34
Will we get Turret range visualization in alpha 12?

Re: Friday Facts #89 Timetables

Posted: Tue Jun 16, 2015 6:36 pm
by Chaosz
This game feels so complete already! Keep up the good work and thanks for hours of fun!

Re: Friday Facts #89 Timetables

Posted: Tue Jun 16, 2015 7:30 pm
by Qcor
Chaosz wrote:This game feels so complete already! Keep up the good work and thanks for hours of fun!
SShhhhhh! .. you crazy m8?! don't tell them that... ! They will become lazy and stop adding stuff ;)

Re: Friday Facts #89 Timetables

Posted: Tue Jun 16, 2015 8:18 pm
by Takezu
Qcor wrote:
Chaosz wrote:This game feels so complete already! Keep up the good work and thanks for hours of fun!
SShhhhhh! .. you crazy m8?! don't tell them that... ! They will become lazy and stop adding stuff ;)
I don't think they will ;)

As long as someone of them has ideas in mind i think they will continue to refine factorio as best they can.

Re: Friday Facts #89 Timetables

Posted: Wed Jun 17, 2015 6:04 pm
by RMJ
Those turrets er SEXY....wow :) keep up the good work unifying the graphics.

Re: Friday Facts #89 Timetables

Posted: Wed Jun 17, 2015 11:02 pm
by Udav
What do you admire? If casing is missing, stone or wood, released to the gear can jam all the turret.