#other_ip_topics
1 messages · Page 8 of 1
more than what's published?
everything is published
im asking if cup potentially got more than what bi published on the link
there isn’t more. BI actually published everything up until A3
its not the full set
?
for instance for a1-a2 there are samples instead of all the content, samples implies a subset
ahm, there were modding samples for modding purposes for a1, a2 and a3, as well as reforger.
i don’t remember by heart but afaik BI published everything. Some stuff that might not be available is available anyways if you own the previous games
the samples I recall contain the set of unbinarized stuff that were made available
first time i checked it some textures were missing for instance irc, but these might have been added since then
yes, that is what i remember as well
most textures were I think 🤔 to save space?
owners were able to get them from the game data just like for retexturing
^^
Id suppose theoretically BI could do same deal as with CUP with someone else too and for Arma3 data, but so far I think anyone asking has been denied.
we just got to wait
oh okay, fair enough
Samples for A2 are all the unbinarized assets minus textures that can be got from the LDPs or game
right, i see theres a a1 and a2 samples and then a whole arma series binarized package
Textures are not in the Sample packs. You get them from the LDPs
Only thing that matters for Reforger would be sample packs, since the LDPs (binarized) are unusable.
Afaik only the LDPs have been mentioned as coming.
same with a1 samples and ofp right?
But as soon as the sample packs are released you can be sure that there will be 10s of substandard ARMA 2 resources in Reforger and a ton of not good looking Chernarus and Takistan maps
you mean of arma 3
LOL, yeah, sorry mind fart, they are probably already happening. Not sure anyone wants to port Altis, but I can see really bad versions of Tanoa. Hopefully no one wants to port 2035 stuff 😛
Altis is a really nice map tbh, but I have been running a public server continuously on it for nine years now 😩
Theres been people interested in doing that for sure.
so likely there will be few versions
😅
I like new maps. I think we all hope for a new setting for ARMA 4. That said, BI have missed a cash grab by not releasing a Chernarus Plus DLC
Just the map... They would bank a lot of cash on that one
¯_(ツ)_/¯
lol
i wonder why chernarus is quite unoptimized, but that's a question for another channel
Generally things have not been done to optimize the assets on it for ARMA 3
Cherno is already in. And it's looking good
very good
LOL, it's not Chernarus. Height map and I guess biome, but not Chernarus last I looked
Definitive Chernarus is Chernarus Plus without some of the debris
At least as a map that feels like it could be irl, even signs showing how close the northern border with Russia is
Maybe it's changed, don't play Refroger anymore
anyways. this probably starts to steer towards #reforger_discussion
Or #offtopic_arma that I would have suggested with more responses 😉
either way is good
yeah, i did hint its not for discussion here in my message
So it is confirmed sample packs from A3 gonna release ?
well BI has said they intent to do it
beyond that, nothing is ever certain
its been "in the works" for like 5 years atp
its only logic to release after Arma 3 ceases to be or truly reaches EoL state. Right now, it even has official servers, so I won't expect that to happen soon.
The pack might as well have been ready 4 years ago but are just waiting on a release-frame due to legal situations, we can only ponder.
It is WIP and would be released right now if there weren't technical issues. We are not waiting for A3 to reach "true EOL"
Cant wait to do some Ghosthawk Modifications when it releases
ah, what's wrong with it?
Basically just waiting for the soundtracks. A3 has several themes that slap 😄
Most of the music can be freely used subject to our general rules, e.g. all music from Arma games
Where do you have that from? At least the ones from A2 are licensed as APL-SA through the licensed data pack.
Mostly wondering about incorporating some into a Reforger mod.
Maybe Mario can answer the question of taking OST from the music pbos for Reforger specifically though
I believe the answer will be wait for the licensed data pack again 😅
Music is an odd one because we have permission to extract the files. I've done so in many videos (using ARMA 2 OST in ARMA 3 videos)
No need to extract if you own Arma 3 Soundtrack 😉
Yeah, but creative content is a bit different than redistributing the actual file.
I do, but I mainly use ARMA 2 music. Prefer that, though really like most of ARMA 3's too
Doesn't this just mean you are allowed to have the music in your stream/recording? And not "allowed to be used elsewhere then the game itself"?
PS. sounds like the MS "content usage guidelines" where people claim it means they can just rip it for other games
Maybe, I reached out to Mario anyway
We claimed no such thing. Neither did we reach any conclusions. But that game content usage doc does talk about modding as well as other content creation. Anyway, waiting for BI to clarify
hey there,
what is the best practice regarding mentions while using imported open source models, in Reforger ?
Also, is it Ok to use brand names as is in a distributed mod ?
Don't use brand names...
Each is an individual case based on the trademark owner, but no need to
Additionally, the content you are filing against predates your content by 15 months. For these reasons, we cannot act on your complaint.
Filed a DMCA earlier today because a mod reuploaded my entire mod, but apparently Steam won't touch it because it was ripped in an update, and not an original upload. :P
obviously not since its copyrighted/trademarked
yeah sounds bout right
💀 steam being steam
They eventually did
Mod was taken down
@raw orbit all obfuscation methods, be it mikero, or any other are already broken, you won't get the original names, but you can look into the files, edit functions, repack it. Aspecially as far as models go.
Models already have "obfuscation" with binarisation. Broken.
EBOs... No one just bothered enough to get them opened. The game has to open them somehow, so there's a key in the game itself. Someone experienced enough can find it after few hours in the exe and just repro it.
Or the mother of all, just extract them from the games memory.
The problem is. If the data ever reaches your PC and are loaded by the game, they can be extracted. No matter what you do
Exactly. If I can see it, I can steal it. It's basically how piracy works.
I did not say you can steal it, I am saying you have the ability to do so.
If it’s electronic it can be hacked
WIth enough determination
That's the very definition of the word "can"
can can have two meaning no? The ability to and the permission to
or at least that's what I was taught at school
Reforger way better than a3/steam hosting
Bi does do a good job on reforger mod policing
Right, but that doesn't make my definition incorrect. At least I thought that's what you were trying to correct. Perhaps you were just trying to state that you weren't instructing people to steal 😁
I know it could be broken, and EBOs have been broken in the past, but the point is that the only way modders can protect their content is through obfuscation. People have already seen that obfuscation can be easily removed with the right tools, so why would anyone want to create new content if it's just going to get ripped?
Well the answer to your question is why do people make content in the first place?
I have heard other things, but I don't have experience with Reforger yet
Guys just move to reforger/a4 no more pbos
Because I want to provide for the community, expand the game I enjoy.
We do it in our free time and it hurts, seeing someone go yippity hoppity this is now my property
obfuscation is useless... only encryption would work, and even then it can be cracked...
still doesn't mean people should be allowed to do it, or should be ignored when done anyway
My encryption is better than obfuscation or ebo's.
But with enough determination, everything can be hacked.
Most people who want to steal probably won't bother, they'll grab the models and textures right from the gpu
When a4 comes out all the a3 guys are gonna be years behind reforger modders
Now the legal ways for us to enforce our copyright is bad. And that's the issue of the world we live in
And ultimately this is the best deterrence to piracy, It's not worth the effort or the time - then piracy dies.
Send it to me
we plan on releasing a new one soon 
Blockchain the mods
except that all the A3 guys are working on Enfusion already...
or already have the tools from the DayZ community
- to this the obfuscation services are paid services none are free
Dayz not the same
Well it will never be their property, but they could loot it for sure.
won't help, we are not discussing the "proof of ownership". You can always prove it. Be it pure blender files, substance or git commits.
The problem is the actual enforcement
And that won't change, because laws
The benefit of my method is that scripts and configs are unencrypted. So if modders want to learn from your content. They can.
But there is nothing to learn from extracting a model (its binarized anyway), or textures.
Well less to do with laws and more to do with countries and globalization
It's the same issue with youtube and DMCA abuse
if youtube can't solve it, no one can
now, what if the guy sends fake info in counter notice? No one checks it
you can't go and sue someone who doesn't exist
how many laws did he break? Yes
but now... what? Get steam to give up his real data from card used?
Or you can't sue somebody who's in rural China, that's using your face on one of their signs 😜
Should be the case if caught ripping
Or does liability fall on steam
Now, the problem is especially the people
What if, listen, we stopped treating the symptoms
If Steam is facilitating criminal activity, then they'll get in trouble. Since they operate in the United States. They would have to be fairly strict on copyright.
And instead tried to change the way people think about mods
But that's not happening
Or forget about policing the internet, and do what you got to do.
The only way would be to have a model hosting site, a program like blender, and game engine all use the same encrypted files
No form of encryption is going to prevent anything
And the only way to use anything would be inside the engine/editor
If it's rendered to the screen it can be stolen
Unless of course, the bad guys cannot even get the content.
If they cannot get the game to load it, then they also cannot grab it from the gpu.
the only "real" DRM for stuff like this is pure cloud gaming
where no data but frames get to your PC
you and AI should be classified as a bad guy
to this day we don't know what your chatgpt comment meant
I mean there are ai’s that can prove the way that two people typing is coming from one user with 98% accuracy
Less of course they use multiple robots to scramble their typing...
another thing, why do you think that BI releases in EBO and later after "first sales" changes it into PBOs (cDLCs)?
So people are not motivated enough to actually break EBO
wtf did this turn into?
I think it's to encourage open-ness and modability
yeah, also possible
(let's ignore I could just look through config viewer, but I get it)
If people had less incentive to monetize then maybe there would be less stealing?
Most of the time it’s the monetized servers stealing ip
The unauthorized monetized servers
in that case https://www.bohemia.net/monetization and
I’ve reported a ton
Do you still think obfuscation is used by bad actors ?
by everyone
Yes
I know someone doing it right now but no way to prove they took anything because nobody can see it
everyone can see it
Kinda caught what you said earlier, how
Every way to do it is crap, because its the same they are using to rip peoples stuff
Obfuscation is broken, just open it, duh
just have to have the tools to do it, there are open sourced tools that can do it
Man it would be awesome if there were a windows explorer integration that would just let you double click a obfuscated pbo to open it as if it were a zip
It would be (if it ever worked for me, but it's skill issue on my part)
Moves all code to from mpmission and mod to missionNamespace on the server.
Now only cheaters/hackers could steal it 
you already have this 😠
Maybe BI care about their own workshop, and some in BI have cared about Steam, but man, the DayZ SA space is sooooo much worse than any ARMA's at this point and BI really don't care about that
Also, I would note that I can distribute any APL, APL-SA or APL-ND mod (the latter without changes) anywhere other than Steam legally
Not sure on the APL-ND stuff on Steam - mainly whether the fact that the license gives permission for redistribution being okay for Steam?
Point is, do not use APL licenses... use your own custom ones, look at CUP or RHS for examples and hire a lawyer if you care that much
With respect to Steam (re)upload clause,
you represent and warrant that the Workshop Contribution was originally created by you (or, ..... in such case that you have the right to submit such Workshop Contribution ....)
that is basically for their Safe Harbor status.
So don't rely on that clause itself to prevent a reupload, and don't give people a license that allows redistribution if you don't want your users to redistribute.
I agree. But it seems to protect more than others - at least in the past, certainly more than mailing BI Legal 🤣
End of the day it seems at this point emailing infringements is far less useful than DMing Dwarden or Mario, who are not part of the legal department 🤷
And if you are in the DayZ modding space you are very unlikely to have success outside of hoping Valve help
Because in that space, BI seem not to care...
hm?
Hey everyone, I just have a question regarding something
I'm working on a Nuclear Option themed mod for Arma 3, and I plan on including the Nuclear Option OST in my files to use in custom menu scenes and missions. I reached out to Shockfront Studios about the matter, and the director/studio head Mitchell Sahl stated that I am allowed to distribute the files in my mod so long as I distribute them as part of the mod only, and I attribute the soundtrack to them. I also plan on obfuscating the pbo containing the music as a precautionary measure.
The mod is nowhere near ready for release at present, but I would like to know what license to distribute the mod under with the soundtrack, as Shockfront Studios does not have a standard licensing arrangement for the soundtrack, just as something to bear in mind when the mod is ready to release. Cheers
I would put the sound files into a different pbo, so you can choose any license for your stuff and extra license for the pbo that includes the soundfiles.
You can put the music in separate pbo with a tightly No derivate, no monetizing, etc restrictive license.
And the rest that is your own work you can use whatever license you like
I see, thank you
I've split my mod up into several pbo's depending on what they contain
should I put the soundtrack in an entirely separate mod and release it separately?
Seperate PBO is enough, just add license files for the pbo.
that works, I'll drop a readme in the mod files, and when I release it to the workshop also state as such
thanks for the clarification guys
the main mod content I will distribute under APL-SA, whereas the soundtrack I will distribute under APL-ND
This look good to y'all?
License Information:
Licenses will be applied on a per-file basis. Unless specifically mentioned here, all files will be under APL-SA.The following file(s) contain copyrighted material, and are under APL-ND with permission from the copyright holder.
Decryption, derivation, distribution and/or commercialisation of the file(s) is strictly and expressly forbidden, and
may incur legal action.-NO_A3_Music.pbo
The full text of the licenses can be found here:
https://www.bistudio.com/community/licenses/arma-public-license-share-alike
https://www.bistudio.com/community/licenses/arma-public-license-ndNuclear Option Original Soundtrack by Jeremy and Justin Sahl. ℗ 2024 Shockfront Studios. © 2024 Shockfront Studios. All rights reserved.
np
Just out of curiosity, what here is suspicious or USP related? Checked the download page, just appears to be a patch replacement mod
the Shadow Company Patch is made by USP
Breakpoint mod? Arma server?
One of the Patches is made by an Arma Mod and as i know USP have 0 Tolerance of stuff beeing ripped from them
Ok, but still breakpoint and if its a "Clan" matter, find a "USP" person. This is likely the most obscure place to try to reach them.
2 usp persons already noticed it
Well then, I stand corrected and your in luck.
Are you sure? Because Shadow Company is widely used in the Call of Duty series, with the exact same patch.
So if anything, USP "borrowed" it from the CoD series 😉
Not the blueish one, usp made their own version of it and they made it so its their IP
While I do appreciate the report, USP patches & insignias as well as USP flags & markers are the exceptions to our zero tolerance standpoint. The reason being a majority of that content was produced using publicly available images, edited to work with arma. Only a small percentage of those were created from scratch. Now its been a long time since I created those mods, and a ton of images that I went through, that I can't be certain if the patch you mention here was exclusive to USP. But even if so, its only a derivative of the original. In any case, we don't go after reuploads of those mods and have openly allowed others to take whatever they like from them and use however they wish. Of course that was never publicly stated so I can understand the concern or confusion.
alright then sorry for the false report, good to know its publicly available
If someone releases their mod, say a map, as APL and I create my own map based on their mod, what happens if they later decide to change the license to APL-ND? Do I have to take my mod down?
Keep trace of it being released as APL first
That’s what I would expect to be the case
It would just suck to work on it and then get the rights to my work thrown away
Which map?
Your rights are intrinsically connected to their rights so its a risk you take. Indeed you can still use their old apl version however the workshop doesn't let you target a specific version of a dependency so as soon as they release an ND version yes you do need to take it down, as you are in essence depending on it as of that moment. KJW is wrong. If you could make a dependency link to a specific APL version then no you could keep targeting that version and stay up.
RHS moment
You can choose which vesion to download and specify it in the server config as well so it is entirely possible.
But not in the dependency setup when in workbench right?
Okidoki. You just carry on with your shitty advice and attitude. Keep me out of it.
yea, so it would be only solution for server owners. As a user, you wouldn't have such option (unless you manually turn on https://community.bistudio.com/wiki/Arma_Reforger:Workshop#Debug_Mode and then try to download specific version from WS MANUALLY)
What if you don’t use it as a dependency and just copy their files over into your mod? Then there’s no version issue. Seems like APL allows for this as I don’t think it mentions “dependency”
I'd actually assumed that this was a question about mods pre-Reforger under APL, a situation not covered by the answers
To clarify, a mod for Reforger based on an APL ARMA 2 or 3 map
APL-ND map can be redistributed on the Reforger workshop, as long as it's not changed at all... APL-ND specifically allows redistribution
Couldn't put it in your mod, that would potentially be transformation, but you can just upload
Yeah that’s why i’m asking about APL mods. The specific question is if the mod is later changed from APL->APL-ND later down the line after it has been redistributed and changed.
And by changed I mean forked and not used as a dependency
If you are forking then, irrespective of the license, it is better to ask for permission. At that point you have permission for the fork. As folks have said, Reforger workshop has versioning so easier. Assume the map in question is ARMA 3/2/1/0?
I’m just using map as an example. But I don’t see anything in the licensing that makes a distinction for redistributing as a dependency vs a forked (duplicated) asset. Seems to me that unless the author has specified some other licensing constraints, APL means you are free to copy and do what you want, irrespective of permission. And from what people are saying (and my intuition) it seems that if the original owner of the content later decides to change the license to APL-ND, your redistribution will be protected as long as you aren’t using the current APL-ND version. Which won’t be the case if you forked it.
That would be how I would see it too. Only reason I asked about the map is the number of people who rip Taviana 😛 And Martin would never have APL licensed it if he'd forseen the future 🤣
All that said, debinarizing wrps and pbos is forbidden so don't do that
I wish he would allow someone to remake Taviana for reforger. That would be amazing.
I only recently learned about his protections over it when I was researching the possibility of an origins mod on reforger
Well, he can't permission Origins, is DML - ARMA 2 only. But we should respect his wishes. I agree though, in my opinion, one of the best and most immersive maps for ARMA
But he only used APL because Steam Workshop for ARMA wasn't a thing back in the ARMA 2 days. And he's spent sooooooo much time having to DMCA bloody DayZ rips that are not allowed under APL in the first place 😦
Ha well that would be allowed by the APL license as long as its for arma only, non commercial and you attribute who you got it from 🙂
But this of course is whack for you users who need to perhaps download the same mod in multiple reuploads for different servers.
Just do both. Keep downloading the original non ND versions. Store them somewhere, ensure you have a timestamped copy of the license.
But don't use it like this, just use a workshop dependency.
If the original author later makes their work ND then change your derivative to embed the older archived version.
has the use of the red cross in reforger been discussed already?
What is there to discuss?
It's a protected symbol that you can't use
cannot*, as per the Geneva convention
https://www.icrc.org/en/copyright-and-terms-use
Sorry, on mobile and the 't got lost
Find it!!
I did!
by the power of Ctrl+F, I compel you!
head spin
Spits black oil like tar
Why?
I don't see the resemblance /s
It's obviously an evil, messed up, color inverted Swiss flag
to be confirmed, but it seems we have ICRC's permission.
assuming confirmed, this extends only to the content you create, and not content created by users for the workshop?
internally confirmed from dug up conversations
- BI can use the red cross in historically accurate context
- BI are also permitted to use the small red crosses where warring superpowers (illegally!) used them in vehicles or on gear to identify medical materiel
this does not apply to user-created content and each mod project should ask for permission to the ICRC
oke doke
…glad we are not breaching the Geneva convention 😄
Letting that up to the players I see
always
can't blame BI for teaching peeps about Laws of War though
Conventions
Realistically though, they're just a corporation and not a really good one anyways - So they can't really give you too much trouble on two red rectangles. As long as you're not looting their exact proportional red rectangles that they've probably trademarked.
perhaps, but to violate the convention would cross so many signatories
https://en.wikipedia.org/wiki/List_of_parties_to_the_Geneva_Conventions
let's be smart and respectful
These are the issues of nation states, but whatever, at the end of the day - BI's position is the law of the land.
Oh yeh, no game company has ever had to worry about anything like this 🙄
https://youtu.be/LPnOVK1766E?si=rQp89fOS5rncc56b
https://theweekly.co.uk/ap2/dissent/poppy.html
Patreon: https://www.patreon.com/ahoy
00:00 Introduction
01:24 Some Quick Historical Context
02:16 Cannon Fodder
04:00 Controversy
08:01 Game Changes
09:24 Reception
10:24 Conclusion
Bibliography
[1] Zzap! Issue 62 (June 1990), p46
[2] https://twitter.com/jonhare/status/293414909176328193
[3] Amiga Power, Issue 20 (December 1992), p29
[4] CU...
The RC and Legion both vigorously defend their IP - but that's their prerogative.
let's be smart and respectful
What about the red diamond like in Arma 3?
Under the Geneva Conventions, the emblems of the International Red Cross and Red Crescent Movement are to be worn by all medical and humanitarian personnel and also displayed on their vehicles and buildings while they are in an active warzone, and all military forces operating in an active warzone must not attack entities displaying these emblem...
nvm
FYI the "red lozenge" is also a common stand in for OPFOR. As it reflects the diamond shape of NATO. Looks like it was in use around '96/'98 in the US for Enemy and Tanks.
I don't think the enemy is putting NATO symbols on their assets to annotate what they are and how big the group is...
the enemies are stupid; they thinks we are the enemy, when they are!
I read this a few times but I can't make any sense of what you're trying to convey.
I believe your "red lozenge = OPFOR" comment did the same to us 😄
I thought it was pretty apopo, kex was talking about the red diamond (or more accurately lozenge) which comes with the cross/crescent issue.
But even though that's now an adopted protected symbol, It was used as marking for enemy.
I mean perhaps Grez was trying to make a joke that the enemy don't mark themselves with NATO symbols - but that's a bit of a pitch to the bleachers there.
I guess perhaps from the "enemy side", I guess I can sort of understand his statement. " The enemy knew not to shoot this protected symbol because why would they label themselves with NATO's enemy code?"
Yeah okay that makes sense, but the old US was labeling "all of the Red Cross" as enemy targets by inflection. Which was my statement 😁
Now I think I might have got what he was trying to say.
I mean perhaps Grez was trying to make a joke that the enemy don't mark themselves with NATO symbols - but that's a bit of a pitch to the bleachers there.
I think that was it, they don't paint themselves with NATO "enemy" symbol yeah :D
im going to get a tattoo of company sized opfor nato symbology just for that now
Right to the gulag 😂
Another mod dev has setup a mod/mission which uses my communities logo (custom made for my community) in their display/scenario images. Is the only action to have it flagged using the workshop flag tool?
If you actually have all the rights to your logo. You can DMCA thing the mod. It's a link in the window that the flag button opens
Yes I have all rights. I paid for and organised the creation of the logo.
just because you paid for it dont mean you have the rights. Check if the creator kept the liscence
Unless you're an employer. Then you're covered.
No, you still have to have a license for that
I funded a 3d model and the modeler said he only makes it if he can keep the liscence. He sold the model on his store.
So the guy with the logo should absolutely be sure to check if he is the owner
Yeah, I assume if you have agreed to a custom arrangement you're aware of said arrangement 😁
But if you have an employee employee relationship, default ownership goes to the employer. If not, which is most likely the case, immediate copyright is given to the producer of the object - and it's not fully transferred with payment by default.
I hold Commercial Use - Exclusive Copyrights for my custom made logo.
For that blog post forthcoming concerning derivative works:
If I made a mod that overrides vanilla functionality, which another mod then overrides, that would not be derivative.
If I make a mod which overrides the functionality of another mod (let's say scripting), I'd believe it's not derivative as that work exists with/without the original. Just because it can be used to override another mod, it's probably not sufficient to say that it is derivative in practice.
My understanding of creating derivatives of other people's work is that if the code, textures, or configs are being copied and modified, it's derivative. If I am overriding functionality, the code itself is in a vacuum, but in the context of the game the game derives it's gameplay from a cohesion of all mods/assets. I guess my argument is that if you consider an override to be derivative, any mod which overrides similar functionality would also be derivative of each other considering they all use the same scripting/game engine to accomplish some type of ends.
Ultimately, guidance will be good - but it seems to me that if you don't want overrides to function - the way the game does dependencies would need to change. If you are adding/removing functionality from other people's mods through creation of original assets, but the game is combining them - that's not on the creator of the mod(s) imo.
If you just made something that interacts with but exists in a vacuum on its own, I doubt they would come after you. You never touched the other person's code, and since it's a complex system, You're just interacting with the system which just happens to interact with their system.
Probably to the extent, That interaction will have to be hands off. As soon as you start referencing their functions and start putting in infrastructure to bridge, then you're coding with their stuff and it's no longer a vacuum.
It's a slippery slope for sure, and there could be a long debate about it, but really I'm concerned with what amounts to gatekeeping in which people want to maintain control of what they consider IP - but otherwise is a method of accomplishing a task in game. I'm worried that the fear of being banned/punished for extending functionality will lead to a few with the knowledge and power, with others who learn the capability being forced to create their own implementation - fragmenting the community of mod makers who will be essentially competing to accomplish the same things.
Claiming another's work as your own = bad
Enhancing your mod using another mod as a dependency = ?
You're not going to get banned or punished out of the blue, there are some very retentive IP people - and it's best to just steer clear of that whole political squabble.
As Einstein said, The key to being intelligent is to hide your sources. All humans learn from copying somebody or something.
"Every thing must have a beginning… and that beginning must be linked to something that went before… Invention, it must be humbly admitted, does not consist in creating out of void, but out of chaos; the materials must, in the first place, be afforded: it can give form to dark, shapeless substances, but cannot bring into being the substance itself"
Dependencies exist for a reason. You just can't republish or modify the existing mod. But I really don't think they can hunt you down for making a mod that interfaces lightly with other mods.
It's like saying " I published this public mod but you're not allowed to use it "
But if you're running a top-of-the-line server with hundreds of people and somebody's getting jealous... Who knows.
If you're just modding and playing with friends, no one's ever going to know. Unless said gatekeepers are sitting there scrolling to see who's got their dependencies everyday.
Also depends on the game - A3 vs AR both handle dependencies differently
there is also the thing of talking with each other. people can be rather reasonable if they are asked for permission etc in case their licensing is not already clear on what you can do
Just wanted to point out that you're literally in a channel created by the "gatekeepers" (Moderators) for the purpose of educating users so that they don't tamper with the works of others (without consent/permission).
no one's ever going to know
When you do this, thats where you fall afoul of IP rights.
Would appreciate if you did not encourage IP infringing in the future with this kind of talk.
And make this somehow some sort of "us vs them" situation and label people gatekeepers in such derogatory manner.
Well, there is the law, then international law, then there is policy, and then there is individual contacts. So at some level (the lowest) it is a "them feelings" matter - but again, yee be the law of the land here.
It’s not so much that it’s “yee be the law of the land here” but more that of “you catch more flies with honey than with vinegar”
Asking politely goes a very long way in this community. You are more likely to get permission by just asking the authors.
See HorribleGoat’s response to another user earlier:
“there is also the thing of talking with each other. people can be rather reasonable if they are asked for permission etc in case their licensing is not already clear on what you can do”
It definitely has everything to do with the powers vested to the mod makers from BI, who gets their powers from a State authority and international agreements. BI, and by extension its agents, are free to add or revoke rights when it comes to derivative (modding) works - So it's everything to do with them being the law of the land.
That's what my conversation was about, IP is a little more nuanced "you're not allowed to look at my stuff"
When adding fonts to a project in enfusion, it's correct to assume the original font is not included - and should be ok to use a font who's EULA specifies not to distribute the font software itself.
Since nobody replied to you. I'm assuming you're talking about a piece of software that helps you create fonts? Generally, creation software lets you keep the "fruits of your creation" (although, in very rare cases, that's not always the case).
As per, what I know of BI's licensing. You keep ownership of everything you inject into the game. So the copyright that you get afforded to you by "law" depending where you are, which wasn't removed or limited by the font software, would carry over to your custom stuff, which then would not be stripped/relinquished to BI, when placed in the game.
Edit: I assume the EULA just speaks to not redistribution of the core generation software (I.e piracy)
Yeah basically distributing the TTF
Yeah that's the font file I think? So you can read the EULA if you really want to be sure, but it would be odd if a creation tool basically stopped you from using a creation (then what's the point) - generally it's IBM or Adobe or somebody with a protected ecosystem that sort that does that kind of thing.
I would read carefully, to determine whether you can include the ttf or not.
At least in older font creation terminology font files themselves are sometimes referred to as software or code since they contain "instructions" on how to be processed.
as in, I allow modder + 1 to modify my mod, but they cannot release it under APL, only APL-ND (from what I understand)
I'm quite sure there's no part that says that, in regular APL 😅
I'd say it's meant to say "Do you want to [force] their adapted work to be available under the same terms"
So you can have a "chain" of APL mods (meaning mods being a modified earler APL mod) as long as a modder down the line doesn't decide that they release something as either APL-SA or APL-ND
Then you can't "go back" to regular APL
Basically this (with regards to modifying a mod and re-releasing it)
what I read from this flowchart 😄 hahaha
but you are most likely right, and I exhausted ^^
All the license says is you can share and adapt an APL licensed product, there are no additional constraints apart from attribution, non-commercial and ARMA only which is why it flows from the last NO. You can take an APL mod, adapt it and release it under any license that meets those three requirements
Now what if the mount a flank and they skip the direct assault through The flowchart. Catching the IP police unawares. (This is rhetorical)
Morale of this thread: read the actual license not a silly flowchart 😉
SA means share alike.
Share only allowed with a license that is alike.
The SA license text even explains that afaik
So... I'm confused
Can I or can I not edit a mod that is APL?
And could that edit then be made APL-SA?
If you are able start at "START HERE" and go along the arrows and end up in the "APL-SA" box, then yes. (so yes)
APL as far as I can tell, allows you to modify and install and otherwise use, you just can't publish (or distribute) in some cases.
I'll be honest, the fact there isn't a solid consesus here is... concerning
I really think the licenses could do with an official reclarification
The license is pretty clear. You can go and look it up.
ND states "No Derivatives - If you remix, transform, or build upon the material, you may not distribute the modified material."
But it doesn't say you can't touch it.
There was a huge problem with this when computers first came out. Copyright owners were arguing that if something gets put into RAM it constitutes copying - or if someone takes notes from a book - that's copying.
You end up getting what they call fair use laws, which obviously the developers have built into their stock licences.
If not, the whole concept of modding would fall apart. They would have a you can look at this but you can't use it license.
Since Foxtonnes is already confused about the graph and wants to go from APL to APL-SA, I'd suggest to discuss that part only, because explaining what other licenses do or that you can use other external licenses (in some cases) will make it even more confusing 😛
Well SA is share alike, Nd is no derivatives. But they're both the same license fundamentally
Okay, so it's functionally APL-SA, without the requirement for a derivative to be SA
It can go either way
SA Is the same as APL, with the stipulation that it is shared alike
APL-SA or APL-ND
SA and ND are both children of APL, but they're not interchangeable. They both have their own stipulations
I mean you can make something out of an APL file, and then make it one or the other
There is APL, APL-SA and APL-ND. It this what you're confused about?
I'm confused about how APL fits between the two
Apl just does not have the stipulation that you have to share alike or not. Make form of derivatives.
So it has the master content and it's the most permissive (public)
You can take APL and make it into any three licenses mentioned above (APL, APL-SA or APL-ND)
You can take APL-SA and make it only into APL-SA
You can't modify and share APL-ND
The whole point of the APL licensing is just so that certain rights are applied so BI can function and the society around modding can function without crazy disputes.
Ahhhhhhhhh, right, okay
I thought that was how it worked, I just wanted to make sure
I don't know if I would advise that you can modify the terms of somebody else's choice
If somebody distributes via APL, you can't go and turn their APL into an ND.
It just means their APL is not going to interfere with your personal choice
If somebody distributes via APL, you can't go and turn their APL into an ND.
But that's precisely what the graph above says, though
^
No what the graph says is you can distribute your stuff under said license.
You can't modify someone else's license.
With this licence you are free to adapt (...) and share (...) the material under the following conditions:
Attribution
Noncommercial
Arma Only
These are the requirements
If you can't change the terms of an APL mod, then it's stuck as an APL-SA equivalent
Correct, The license is basic. But you can't go and say " this guy's mod is now this license because I said so" lol
So as long as these requirements are met, I can change the license to APL-SA
You can change your license, yes. For your remix. But you can't just rebundle his stuff and slap a license on it
Of course, wouldn't ever consider doing such a thing
Well actually you could. But it would be your stuff, not his stuff that has that license
See, this is why I was confused
Anyways, it's all semantics, but I just wanted to point out, You're just dealing with other people's choices here - and all this licensing serves to do is just manage a dispute process and tell other people what you expect them to do with your content.
Ayup, cheers for the help
Happy modding
You can change APL to any license you want so long as you attribute and specify ARMA only and non-commercial. As I said, ignore that flowchart and read the license
I did
As an aside, as I regularly point out APL-ND while not allowing adaptation does not prevent sharing, so so long as you don't change anything then you can redistribute
I was seeking clarification
So, wait
Are you saying that APL-ND content can be repackaged?
No, redistributed as is
What exactly do you mean by that? Could I get an example?
That one is a little confusing tbh. You can take an APL-ND mod at a point in time and redistribute that mod. Never got an answer whether you could take that mod and include in another mod as is, so being cagey on my answer to your "repackaged" question.
God these licenses need a rework
Basically APL-ND forbids adaptation or transformation but explicitely allows sharing
it is possible to use your own license too
I am aware of CUP-L and other such licenses
and whatever these would be updated to, anything already released would still follow what they were at the time
So for example, CUP
On ND or SA you can't change the license ofc. But yeah, those licenses were written in the times before Steam or BI mod sharing
They launched under APL originally, before they switched to CUP-L
You're saying that everything released before the switch to CUP-L is still considered APL?
If you have it, it would be yeah
I assume there wouldn't be any obligation for someone in that scenario to actually provide old builds, would there
no
Figured as much, makes sense
Parts of the CUP content are still APL-SA though, as indicated in Clause 4 (Exceptions) of the CUP License
I.e. stuff directly from ARMA 2
Really? I've always been told that was still effectively APL-ND
They can't take APL-SA stuff from BI and make it APL-ND 😉
Or APL depending on which license the source was under (there are APL and APL-SA versions of the samples iirc
you still cant edit p3ds and such so if you want to do something with the models just use the datapacks
or use CUP as a dependency for retextures
Samples, LDPs are binarized
those 👆
Basically a mod using A2 assets ported to A3 would have to be APL? Even if they're modified?
Yes
Hold on
Oh, no. If you use the APL ones they can change license, if the APL-SA ones then no you can't
Ah
So, the LDPs are binarized
The Samples only include a very limited amount of assets
Stuff I know I've seen ported to A3 before ain't in there
No, ARMA 2 Sample packs have everything other than textures
https://www.bohemia.net/community/licenses/licensed-data-packages
Some are APL, some are APL-SA
CUP has a specific agreement with BI (which is always also an option, if the license doesn't work, you can ask the author directly if they can make an exception and give you files under different license)
Doesn't CUP use Arma 2 textures though?
Yeah, for anyone you get those from the LDPs 🙂
But aren't the LDPs binarized?
Textures are just paas
^
I was just about to say
Why are usable textures and models split between downloads
🤷
They were probably released at different times.
And they are split, because the latter released one didn't want to duplicate files that are already available and waste space with it
Yeah, the 2 sample packs for data are substantially smaller in size than all the LDPs together
So in the (hopeful) eventuality that we get the A3 models available to edit, we'd be waiting for the Samples specifically, and not the LDPs?
You can also just drop an ARMA 2 map from the LDP in a ARMA 3 mod and run it fine with CUP Terrains Core for example
Afaik the A3 LDPs will contain binarized p3d's yes
With all due respect, what the heck's the point?
We can't edit the models, we already have the textures
That is a good question
We've been waiting so long for something that is going to be literally useless
pong @tall kindle #other_ip_topics message and below?
Made more sense in A2 -> A3 since you can just alter configs, but for A3 -> A4 they will be unusable. Guess they will be handy for DZSA?
I really hope we haven't been holding out all this time for something we can't even use
Must admit, I had assumed that the Sample equivalents would be what would be released for ARMA 3 packs
I remember BI even hyped it up in one of the COMRADs, something something "Our next big release for Arma 3 will hopefully be the Licensed Data Packages"
Technically Sample Packs are LDPs but if Dedmen's right and the models are binarized then they are not useful for ARMA 4
Probably lots of time for the actual Sample Packs to be done though
Depends on what you want to do.
Some modifications (like replacing a texture) can still be done, like many terrain makers want (tried) to do
But not in Enfusion
I want to do some turret swaps, make a version of the Combat Helmet that has a headset, but not the other tech stuff that the Combat Helmet (Enhanced) does
That sort of thing
Yeah, but how do you make it so your version overrides the vanilla version since the prefixes will have to be the same? Or is that only an issue with mod vs mod?
prefixes? you can rename p3d files
But the textures' paths are mostly set inside the binarized model?
Mikeros MoveObject can replace paths inside binarized p3d's
Oh, TIL. Thanks 🙂
If path is same length or shorter(I think), you can also just use a hex editor
Did not know about MoveObject. That's incredibly useful
But as far as I can tell, this would be impossible with the LDPs
If they are like all previous LDPs were, then yes
So beyond the very niche use cases of editing the textures of terrain objects, there's really not much of anything that can be done with the LDPs?
We can't edit the models, it's irrelevant as a way to know what licenses apply to what considering all of A3's assets are APL-ND anyway, it's not exactly a "big release" considering that even most of the modding community can't do anything with it
ARMA 3 assets are not under APL-ND - they are under the game EULA. But assume the LDPs will be ADPL-SA
Well, they might as well be APL-ND, we aren't allowed to edit the models
And the LDPs might as well be too, since they're binarized
No, I mean legally we are not really allowed to even open the PBOs
Right
But I agree. As I said, I assumed Samples would be released first this time because of Enfusion and DayZ (and the relicensing of the A2 Sample packs as ADPL). I do see opportunities for retextures but that is probably not why most people want the data packs
^
I really hope something is done about this, because as it stands now, the release of the LDPs will be effectively useless to modders
Either release the Samples instead, or just give the LDPs unbinarized models and related data
Exactly, especially given the newish sharing with DayZ Standalone and the migration to Enfusion-based ARMA
Heck, I want this stuff to expand on Arma 3
Absolutely, but those factors should have influenced the contents of the LDPs alone. For A2->A3 transition it mattered much, much less
Yeah true
As it was, it was pretty much two years after ARMA 3 released before you had CUP (and they had advanced access to the source, can't remember when AiA came out) so you assume two years at least before ARMA 4? Then add another couple of years or more for decent, stable ARMA 2 or 3 content in it maybe? I will be collecting a pension before I'll be moving to ARMA 4 at this rate lol. Not that that bothers me, I ❤️ ARMA 3 and the work of Live Ops
Me too, I frickin' love 2035
I gotta go pass out for the night, someone ping me when Yan shows up?
🤣
I'm not sure what specifically is the question, but LDP is really just the game content released under one of our licenses (therefore binarized). Those are just the PBO files as you have them in your game installation, but with the big difference that: non-owners can legally use them within the confines of the licenses and they are specifically licensed for modding (rather than just under the game's EULA).
'Sample Packs' are more advanced and processed. These can contain actual sources of content where we have such sources available and, importantly, where we are legally able to release such sources. Consider tricky content where we may not be allowed to redistribute sources freely, such as fonts, terrain height data, or music. That investigation and the gathering / processing / sanitization of sources from various places make these samples far more work. The storing of sources has improved and became more structural at BI over the years though, so for A3 there is more available (which also means more work) than A2. I realize that modders would love as much as possible especially these packs, but please keep in mind it's quite rare for such sources to be released for any game. It's a lot of work and it needs to be done by people who typically are also needed for future Arma development. We are still interested in doing it eventually though.
A3 LDP for the base game is more likely to happen in the span of months than any full samples are.
That's an excellent overview of the situation, thank you Yoris. I imagine the issue with certain content not being able to be redistributed and so on would relate to some degree to being unable to allow more general modification of in-game meshes without the need for LDPs / Samples?
To quantify that, the Bethesda vs. Bohemia debate that tends to crop up in other servers; the former allowing existing in-game meshes to be extracted and edited before being added back into their respective games, whereas BI obviously doesn't allow that.
@zealous moon Yoris answered
Realising I worded that a bit poorly.
Basically, at times it feels like BI is putting up barriers to modding the game (Arma 3) compared to other companies and their respective products. This isn't an entirely fair assessment of BI as the company has done a great deal to support modding and the community in that regard, however it does somewhat hinder what the community can give back in turn at times - I know the Aegis mod team would kill for circumstances to change regarding working with existing meshes and so on as an example, given LDPs are obviously quite a bit of work and don't seem (from an outside perspective) to be arriving anytime soon.
I should stress this isn't a dig at BI, but rather more of a request for greater clarity? It's an odd situation, and it's always fascinated me seeing BIs approach set slightly aside to some other companies approach to modding, particularly where comparisons can be drawn.
Basically, at times it feels like BI is putting up barriers to modding the game (Arma 3) compared to other companies and their respective products.
Do you have some more examples? I can only say that it's certainly not intended or any kind of anti-modding philosophy. We love modding. I'd argue we've tried to offer better support for modding over the years, but often times we do have to abide by business priorities and realities. Most often it's really just about resources and priorities I'm afraid.
For example, why are we forbidden from modifying base game meshes by the EULA?
I think the argument that is being made is that having binarized models doesn't change anything for the modding community as it still prevents modifying the 3d models themselves.
I can't think of any other companies that allow this as Arma is the only modding community i've ever known, but i can understand why some are puzzled by this decision.
I guess the idea people had of these LDPs was something like the A2 source files that were used by CUP and other modding teams for A3.
Since I actually know what is the intention behind Fox or Joe or whoever's talkings, I'd like to crossfire you a bit to explain more straightforwardly.
The intention out there actually is, they just want a way to modify P3Ds legally and thing they don't (or I don't) understand is, how it is hard to put source P3Ds (unbinned) into a zip folder (or sort of something) leave it to the community (with APL of course) and call it a day
That's an excellent question - I the base game meshes point is a fair entry point.
Being able to tweak something like say, the vest used by AAF troops which comes stock with STANAG magazines modelled on it to instead have different pouches, such as pouches for G3 magazines or AK magazines. Or another example would be being able to edit the model for the Katiba (the vanilla CSAT rifle) to have proper magazine proxies, allowing for variant magazines (to my recollection it shares a proxy with the Type 115(?) which has historically prevented that?).
^
POL and Chair are honestly on point there.
Because we haven't yet released the data under appropriate licenses, and if we relax the game EULA itself, it probably opens up some less ideal use cases as well (I think, but just guessing now as I was not involved in those original decisions). It's something I can try to find out about with Legal or those who know this topic better than me.
People already rip stuff from the base game and port it to other games
All this is doing is hurting the actual Arma 3 community
That'd be excellent if possible. I entirely appreciate the concerns legal-wise, as it's something that's alarmed me elsewhere at times; see Bethesda's fairly hands-off approach to modding leading to games like Fallout 4 having way, way too many ripped assets from places like Modern warfare for example. In fact, without looking I can guarantee that the main page on Nexus has ripped assets on ti right now.
I think people already do anyways is not a legit way to justify something, as, you know, I can't murder you
Just because they are already doing it is not an argument to remove legal protections of our content.
Sorry not
Then how do other games manage it?
To bring up the topic of Bethesda again, for example
On day one of Fallout 4's mod tools releasing, I could edit and make variants of base game assets
I could take the pistol model and change it to my liking, then put it back in the game
POL, because I know you'll never be able to track me down you've always got explicit permission to murder me. 😆 But 100% agree - just because people have been doing it previously doesn't make it right.
I understand these sort of restrictions for DLCs, it'd potentially be taking money out of BI's pocket as it were
But not with base game hardware, you have to own the game to use it in the first place
Every company can make their own decisions about their content licensing (within appropriate laws). I don't know Bethesda's exact EULA or approach. They may simply accept more risks to their content being used with fewer obstacles. As always, a minority of malicious scenarios tends to impose more frustrating rules for the majority of good people. It's a tricky and complex line to navigate. But in any case, I'll try discuss and find out if there's some reasons I'm not aware of. Just realistically don't expect changes to the A3 situation at this stage, until we are able to get some LDPs or sample packs out.
Even if we did get the LDPs, by the EULA's current rules there really isn't much we can actually do with them
They don't offer anything over the base game files or tools to Arma 3
Thank you Yoris. \o I appreciate this can be a bit of a difficult subject, and we've all piled in a bit here, however this all is out of love for the game and everything that comes with it.
^
Which is, I know you can't tell yeah we're releasing it now and you really need to sort everything up properly. But things are really not so complicated to me. I know EULA can't really be updated when somebody asks so, so I'm more interested with LDP's situation. Since I've been observed this question a lot of times and long time.
As far as I know, A2 LDP is actually just “unbinned/source P3Ds which you normally can't get, and here it is, so go for mod, dudes” without much updates on these sources out of ingame PBOs. Hence the question
We're all angling for that "still playing and modding Arma 3 in 2050" vibe.
I love 2035, I really do, it's one of the most unique and actually enjoyable settings I've come across in any FPS
For serious sidenote, I am still seriously waiting for Community Involvement
Community Involvement?
Honestly just the allowance for us to debinarize the LDPs ourselves would be enough
I'm screenshotting this. Precisely because...
We're all angling for that "still playing and modding Arma 3 in 2050" vibe.
Fast-forward 15 years, to the Bohemia's 40th anniversary in Prague, where all the modders gathered...
Nah, I am not going all the way to Prague 
Will hold an Arma North America in Toronto.
So what exactly could we do with the LDPs?
Those are just the PBO files as you have them in your game installation, but with the big difference that: non-owners can legally use them within the confines of the licenses and they are specifically licensed for modding (rather than just under the game's EULA).
Am I to understand that this means people could make DLC assets into free mod items?
Yeah, but he was ofc talking about ARMA 2 DLCs ofc
But presumably the same will be true in the ARMA 3 LDPs
Don't actually remember anyone doing that for ARMA 2 oddly 🤔
Are there restrictions to what is and isnt allowed to be put in a Custom Liscense for Reforger Workshop Mods?
BI letting the community legally pirate DLCs before they let us edit models
Of course. The big one being you can't supersede BI's workshop TOS. Which basically also includes the second part, which is you can't supersede local and international law regarding copyrights and trademarks - or otherwise drag BI into a mess. Even though they clearly write that their hands off, they also write that they will intercede as required by law or as they feel it.
So your custom TOS, is limited to the leftover rights granted to you by BI, and you got to choose what you want to do with them within that spectrum.
Well obviously but this just partly makes sense since the other liscenses are in theory breaking TOS themselves....
since the TOS in theroy states that you have to let other people modify it even though the ND says they cant ....
Or am I missunderstanding something
TOS says you have to let them remix it. ND says that "remix" can't be redistributed.
You won't get your gift bags then either.
You mean loot from Polpox' body? 
Nah, from BI. We didn't get our giftbags from the 20th anniversary. Its kind of an inside joke now.
Well essentially though noone will remix it if they cant distribute it
Well it doesn't stop you from remixing it and playing with the remix locally. The terms of service could be so, you're not even allowed to touch it or look at it if they wanted to - but then that defeats the whole point of modding and the workbench - hence the terms of service to keep that pathway open.
Its good to know because my though was that they can still distirbute it after remixing I guess I misinterpreted the TOS wrong
ND blocks sending out the remix. But the original TOS, allows remixing - and I assume you can't write a terms of service that supersedes BI/the original.
I'm pretty sure it says that but I am not going to go look at it again 😄
Suffice to say do your thing, become a good modder, and no looting word for word on ND's - or at least not on stuff you're ever going to publish.
BI addressed the mistaken idea of being allowed to remix mods in their EULA FAQ btw https://reforger.armaplatform.com/news/eula-faq ```Does this Game EULA allow any user to take, modify, and own mods or content without the permission of the owner?
No, regardless of the content created (e.g. videos, screenshots, addons, etc), the EULA does not grant users the right to take, modify, and own mods without the explicit permission of the owner. Users retain control over what they have created, within the rights granted by the Game or Tools EULA.
As a content creator, do I give my right to ownership by using my mods in your game, using the Tools, or uploading to the Workshop?
No, content creators do not relinquish ownership rights by using mods in the game, utilizing tools, or uploading to the Workshop. Your rights as a creator are preserved.```
That still doesn't say what I think you think it says.
Users retain control over what they have created,
That's a big part of everything they say but the follow-up is...
within the rights granted by the Game or Tools EULA.
And if you share it on the workshop, workshop TOS.
This only covers the EULA from a "I installed the game, are you going to steal all my stuff? Is somebody else going to steal all my stuff?"
I'm not able to post images but if you look at the workshop TOS you'll see.
Any Content You upload to ARMA REFORGER Workshop has to be licensed to other Users who download it under one of the following license terms: APL license, APL-SA license, APL-ND license, ADPL-SA license or any other custom license of your choice. The custom license of your choice must be in compliance with all applicable documents regulating the use of this ARMA REFORGER Workshop and the use of the content you used for creating the Content.
And we look at the most restrictive license:
ARMA PUBLIC LICENSE NO DERIVATIVES (APL-ND)
With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions:
- Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material).
- Noncommercial - You may not use this material for any commercial purposes.
- Arma Only - You may not convert or adapt this material to be used in other games than Arma.
- No Derivatives - If you remix, transform, or build upon the material, you may not distribute the modified material.
or any other custom license of your choice
Workshop EULA says nothing about allowing others to open your files or allow someone to remix
Except the custom license has to being compliance with the workshop... And the workshop requires the license to be APL of some sort.
You can't have a license that's supersedes BI's intentions. You could write a license that allows you to do commercial work and charge $50 for every download...
Again, the only condition on the custom license is "The custom license shall explicitly prohibit the use of the Content for any commercial purposes, shall explicitly prohibit any direct or indirect monetization of the Content and shall explicitly prohibit the use of the Content outside Our own products"
The TOS stipulates that within ARMA REFORGER Workshop the Users may:
Download, use, alter and further develop the Content uploaded to ARMA REFORGER Workshop.
That's just describing a feature versus a right then?
Note on Downloads from the workshop "if the license under which the Content was uploaded to this ARMA REFORGER Workshop allows) alter and further develop the Content other Users uploaded to ARMA REFORGER Workshop"
See section 4 for that...
Most ARMA 3 modders would not mod Reforger otherwise
I think the " further develop " implies remixing and publishing which is why noted as optional.
Only if the license does not forbid it
Also APL-ND restricts remixing it does not restrict sharing btw, which is the opposite of what was suggested earlier
It definitely has a restriction on sharing with the stipulation,
If you remix, transform, or build upon the material, you may not distribute (see: sharing) the modified material.
But anyways, until a legal moderator comes in and sets the law down, I'll bow out. It's irrelevant to me at the moment. And neither of us are the lawmakers.
Which means if you do not remix, transform or build upon then you can share it
I've pointed this out many times
I didn't say otherwise? Because if not, you would be in violation of your own TOS putting it on the workshop...
What?
Never mind man. It doesn't matter. Enjoy your afternoon 😂
I mean, you can take an APL-ND mod and redistribute if you make no changes. One reason I always recommend custom licenses tbh. All the APL licenses were written before Steam or BI workshops and sort of reflect that environment of ARMAsync, etc.
mmm
i have been pointed out something by a friend
"Activision grants you a personal, limited, non-exclusive license to use the Product for your non-commercial use."
this explains the nexus mods being filled with fo4 mods that havent been taken down
so ig u could port these to arma and be fine in terms of licenses
Continue reading.
You may not copy (except as expressly permitted by this license and any other applicable terms, conditions, or usage rules), decompile, reverse engineer, disassemble, attempt to derive the source code of, modify, or create derivative works of the Product
The product, is the game.
Not decompiled/reverse engineered/ripped parts of the game, that are being turned into derivative works such as games for other mods
You agree that you will not, under any circumstances:
use, develop, host or distribute cheats, automation software (bots), modded lobbies, hacks, mods or any other unauthorized third-party software in connection with the Product, or engage in any form of cheating, boosting, or booting;
reproduce, distribute, display, transfer or use any part of the Product except as expressly authorized by Activision
No making of mods "in connection with the product"
I'd argue that making a mod (for a different game) using ripped parts of "the product", has a "connection" with "the product".
And not being allowed to reproduce, distribute or display "any part of the product" would also be a problem for ripping parts of "the product" and redistributing and displaying them as a mod for another game
I don't doubt that people rip models from popular games
no but like
this hasnt been taken down
and it's popular
and nexus is stringent on copyright usually too
so im trying to figure that out
popular on nexusmods
how popular in the office of Activisions copyright lawyer? not much probably
Well if he got explicit permission from Activision, then there is your answer why it stays up
Asking for permission is always an option with everything
if they gave it for fo4 no reason they wouldnt give it for another game tbh
ill go ask im curious
no they arent lol
people cant even take their own content down
nexus says it is
but they dont really do stuff about it
they take action if stuff is dmcad
people mark all kinds of ripped content as "their own"
theyve refused action when dmcas have been issued previously
people have had to go to their service provider
😄
figures
Unfortunately the service lives off users who in turn enjoy the ripped stuff
is @chrome plinth here and open for a dm ?
you can DM him yes. if he dont answer in few days, try again
alright thank you Goat
note that i doubt that Activision gave any rights for data / IP usage by random 3rd party, via common support (that's something what shall go thru lawyers with legal documents involved)
seen cases of games where random staff gave approval to use assets to 'friends' in >insert social media or/and forums / emails< without the actual legal department even aware of ...
sucks for the legal department there then ig 💀 random staff be wildin
It keeps them employed. It must be pretty awesome being a lawyer and hunting down a long-term criminal with the long arm of the law and finally nailing the person after 20 plus years of court 😂
No they're not lmao
when is the reforger modding licensing faq post thingamabob coming out?
Six months ago 😉 https://reforger.armaplatform.com/news/eula-faq
dont think this is the one that was being hyped up
there was supposed to be one about modding licenses, stuff about APL-ND
Hyped up is the wrong term, its pretty boring information and nothing you personally do not already know. Its mainly clarification in simple words to send people as reference instead of explaining it for the 50th time on this discord. I did not finish writing it yet, other things that are more important require my attention. So it will get published once I am done and it went through some more people to check and make nicer to read 🙂
Arma License
Question: Can I...?
Answer: No
Took me 30 seconds 😅
Gold statue award
But all jokes aside, I think the article will not help much; those who care either know or will ask (or at least use common sense).
Those who don't care won't be bothered reading it anyway.
it's supposed to be a source of truth of some sort
The source of truth has almost always been “No”.
then I'd appreciate it documented
Question regarding map making. I've read before that a3 assets wasn't released to the public yet like a2 assets. does this mean we can't even recreate the maps present in a3, or does it only mean that we can't port it/copy paste assets?
Can't use any data from existing maps correct. You can take same real life inspiration things and work out something similar.
But at that point might be more interesting to make something unseen
"You can take same real life inspiration"
Will taking the inspiration from the a3 maps themselves cause a problem (not real life). Like for example if I fully remake the map but I don't copy code or anything else. I just eye it and remake it 80% the same.
The question is less about a3 maps, and more about maps from other games in general. I just wanted to give a cear example to know what is cool and what is not.
If you eyeball it, is not a copy. If you fill out the island and name everything the same and cause "confusion" then your treading closer to IP issues, but regardless BI can execute any form of punishment they wish for whatever reason, so really it all boils down to if BI is ok with you making a "close copy"
Copying other games, they can't really stop you, it will be BI stopping you if you get to close of a copy.
im using vanilla assets only, so it won't be anywhere near a copy. still, I don't want to spend 1k hours making a map then get told it;s not okay to do that
If you take the height map IRL of the locations used for inspiration to make your map it's ok (as long as you obtain said height map legally), if you make a height map using an already existing map you would be making a copy. And if you eyeball it Justin gave you a good answer
IP protects copys, not ideas or concepts.
"Making a island map for a FPS videogame" can't be protected 😛
I'm sculpting by hand. no hightmap at all.
So its not even going to be remotely close to a copy. I wouldn't worry. BI isn't an arse about things like this. As long as your not doing bad stuff with their IP
im making it much better so they will be jealous af
Banoa island is gonna rock
tbf... all vanilla terrains are based on real locations anyway, so relatively easy to get the heightmaps and stuff (as with any terrain from a real location).
Just to triple check, if assets are purchased with no 3D license specified, the exact same as regular no license free stuff applies, correct?
If you purchased something that specifies no license you are not allowed to do ANYTHING with it that is not strictly private personal use. No sharing it with others, no remixing and uploading etc. Because by default the copyright does not allow you to do so.
We would like to seek your input on a matter from your team. We have been working on several mods that are almost complete.
We intend to release two versions of these mods to ensure appropriate attribution to our mod team. Essentially, one version will represent an older or lower quality iteration of the mod, while we will retain the newer or higher quality work. This arrangement would enable the community to retain access to the modifications, while allowing us to preserve a degree of distinctiveness within our servers.
We acknowledge the potential frustration that server owners may experience when their access to these mods is restricted by a "server check". This feedback has been consistently communicated by our customers. We aim to adopt a more lighthearted approach to address this matter.
We intend to superimpose a watermark onto the HUD bearing the message "This server is not authorized." Additionally, we seek to incorporate the specified GIF (below) and synchronize it with an accompanying sound upon respawn. "AH AH AH! YOU DIDN'T SAY THE MAGIC WORD!"
Questions:
How often would we be allowed to display and play the GIF?
How encumbrance can the watermark be?
We will change the face and wording just to be sure.
Interesting. Not really a question of IP, but more a question of the EULA and terms of workshop. Which do prohibit troublesome or broken mods. Although without reading the legal again, I wonder what level of playable protectionism is allowed.
That said, anyone that plays on the server would download the HQ mod, and can reverse engineer it. Theres no need for a low grade copy for any reason then you want others to have your mod.
You use the word customer. I thought any product developed for Arma would have to be noncommercial unless no BI tool has been used. Is that the case or has BI changed their stance?
No BI tool has been used in relation to the customers, we run a server hosting business and our customers have expressed concerns about addons that use server checks and limit functionality was where that reference came in
As far as it goes, you CAN key (but not sell said access) a mod to a specific server. What you can't do is prevent the game from executing when the mod is loaded/running in an unauthorized stance/server/machine as that break EULA for BI products.
That's where the questions comes in to what level can we cause effects within our own mod based on said unauthorized stance without it being considered malicious as it would only effect the functionality of our mod and not ability for the server to run
as long as base game runs and you dont maliciously prevent other mods from running you are ok.
The ideal persons to ask about this would be Akensor or MarioE
Kind of where I sat but wanted to get clarification, appreciate the notes definitely don't want to affect other mods or the server itself
now, with that said, it is considered petty by the general community and other mod creators to do this, as it looks like you are trying to hide some sort of monetization scheme for your content.
Also, it appears that you are trying to find a solution to a problem you've created. If you want to keep your mod private, do so (as many others do). There are many legal instruments that can be used to protect your content.
There is no attempts to monetize anything, we are working on a project that will have dedicated servers and the plan is to be able to protect the content as much as possible as with the arma reforger workshop as we have spent months on this project
Just the same as Elan Life and many other projects that are also dealing with similar issues of content theft or the risk of it we are just trying to minimize the risk and make it easy to identify when someone has stolen the content as it will all be ND regardless
eh, lifers gonna life
And in the end, the vast majority lose.
Then as others suggested. Just keep the add-on private. Since you're hosting the servers anyways. As soon as you make anything public, you're going to have to interact with the public - as per the EULA and terms of workshop.
There is no way to keep it "private" like you are suggesting, to run any addons on a server you need to be able to download them to the client and such you need to use the workshop even marking an addon as unlisted or testing still doesn't fully hide it and has been proven before to be fruitless at preventing people from using or taking from others work. Again the question wasn't around keeping anything private as we are well aware our goals make that impossible, it was clearly about what we can do within the realm of the Eula and terms to restrict our property from being used outside of our own servers without fully affecting servers trying to use our assets.
You can't deposit files in the addon folder like the good ol days?
That said, I understand what you want, and already replied to such - if its accessible it can be looted, locking it down, doesn't do much of anything but cause headaches for everyone.
But you do you (up to the EULA / workshop) restrictions 🙂
You can add "local mods" to the Arma 3 launcher. You do not need to use the Steam Workshop.
Granted you then need to distribute the mod yourself through some other platform. Whether that be Discord, Google Drive, etc.
All steam workshop does is download the mod to a specific directory, and then when you launch the game you pass -mod=path\to\mod\on\your\system
Again like before it's not steam workshop it's Arma Reforger which uses Bohemia's Workshop system
if you have anykind of business plan/model related to the mod and access to it, I would recommend running that by BI legal to make sure its alright.
Didn't see reforger anywhere, just "workshop". Fair enough though
That would definitely be against EULA I believe, our goal is just to run a few servers with the addons for people to play on, there isn't any plans to sell or distribute access
👍
but there is some sort of business going on? so if you want to play it safe you should probably run it through BI legal or your own legal counsel who can compare your business plan/practice against the game TOS/EULA
There is definitely some sort of business/commercial entity afoot here; they state a few times they are utilizing their "server hosting business" and the word "customer" also arises. They want to bar their content behind a specific server and also alter game properties to put a "watermark" on their content almost akin to the Arma 3 system with the DLCs.
Are server providers effectly allowed to "advertise" in this manner in a server? It seems it almost falls under commercial gains instead of Donation.
A bit of advice, don't try to make a business out of Arma/Reforger, it never ends well.
Yeah, this just sounds like making in-game ads
Don't know why BI would agree to that when they could make $$$ themselves selling in-game ad space to third parties
real
You inquired here, which in turn had the conclusions drawn because your questions/inquiries were not as straight forward as you try to portray above.
-
We do not have any idea what your company is, where your discord link is; or what servers you even host.
-
You are asking to watermark your content with what I assume to be your company logo; etc. (This wasn't exactly clear by your wording.) Which is indirectly advertising your commercial entity - if this is what you are looking to do; again a breach of EULA.
-
Are you supporting these games and commissioning your employees to "support" these IPs/Games by creating assets for them? If so; that's a ToS Break aswell atleast for Reforger.
-
I don't think there was any notion that anyone would be taking donations from your work to begin with; you've said a few times this is unreleased content. So how is anyone taking donations from the content that has yet to be released?
We are trying to be of assistance and provide guidance to you; and in no way was anyone disperaging your work. We are simply stating; you seem to be treading a fine line.
Interested in whether using a high quality version of the mod that is only available on the servers that you're selling is a form of monetization too? Because essentially it's basically saying "pay money and you get access to this version of the mod"...? Or am I missing something?
#other_ip_topics message
Not taking sides, just pointing this out
Except Skippy runs a game hosting company and said "This arrangement would enable the community to retain access to the modifications, while allowing us to preserve a degree of distinctiveness within our servers"
"I apologise if this decision disappoints individuals who intended to generate revenue through "donations" using our content."
is a weird comment
Not taking sides either but that would definitely something that I would get verified before doing it with BI because as a company you don't want to have access removed if you breach their monetization rules
And not verified with us randos in discord chat 😉
Heh 🙂 I would reach out to MarioE and/or email infringements@bistudio.com with a detailed description of what you'd like to do. Tbh, they are the only people who can give a definitive answer, the rest of us (and BI employees) will give you a "best guess" based on what has come before...
BI developers can not give legal opinions for BI... only MarioE, Dwarden and their Legal Department can...
And really, only their Legal Department is canonical
👍
Hey. Just for information. I am on vacations until the 4th of November 😅
why does this reminds me of A2, buy the DLC and you'll get the HD texture of the vehicle already ingame
That is/was different; the core game contained the low res textures, while the DLC contained the high res variants.
Similar to how A3 allows you to see and "use" DLC gear/vehicles, but requires to buy it to fully use it without the "buy now" popup.
And although it's possible to do the same with Reforger, I've got the feeling it will be very easy to bypass.
Either by sharing the "premium" mod around (with high res textures) or by an override mod to change the lowrea to high res textures on the models (since both will be available in the "client-side" mod)
This, uh, feels like a shady company just using this channel to advertise. Legal questions get asked by lawyers to lawyers, not the "CEO" to a channel of Randoms.
Not really when "company" is few friends that decided to do something together
"few friends that decided to do something together" wouldn't use the terms "customers", "business", "leverage our business to support projects", "community/communities", etc.
From what I could read:
-Either they are trying to make money from it while stating the opposite (in the same way some Life server/communities did/do)
-Or they are genuine in their words, and might be doing "abuse of corporate assets" by using their business tools to run the servers, which can be a crime in multiple country
If it's the later one, try to dissociate properly what is and what isn't part of the business
Hello! Hope this is the correct place to ask this. If a mod is licensed APL-SA but one of it's dependencies is APL-ND, are we allowed to mod the APL-SA mod as long as we don't change anything in the APL-ND mod?
ND means no modding that mod. I don't think it limits "bundling" as long as you comply with any custom license. I can't remember if having ND, forces you to be ND as well - I would have to relook.
this sounds like a contradictory scenario. Because upstream is ND the SA one should not really exist, or at the very least not be SA but be ND as well (in case they got special permission)
it seems like the SA mod is just using assets in the ND mod, not actually changing anything in the ND mod?
On another note, maybe the workshop should not allow an author to choose the ND license when it uses a dependency that is licensed SA, which requires you to use SA. I need to talk to an author about that, not that its a huge deal to me, just gotta educate them that they cant modify my SA scripts and stuff and make it ND for themselves.
I read the license in full again, it doesn't say ND forces ND downstream, just no modifications and attribution as per the authors wishes. Which I guess is because you can't modify it, so there's no license change.
If they modify your scripts and make it ND thats one thing, bundling it with extra stuff and making it ND is another. But as is, if they are expanding on it - it looks like SA forces SA downstream.
But the downstream only applies to the original content, not the new/modified content. That can have a different license.
what do you mean? If i release something APL-SA i grant you the right to derive from/modify it ONLY if the modification is also APL-SA. It cannot have a different license. That is what SA stands for.
If feature A is derived from APL-SA, than feature A must be APL-SA.
If I add (new) feature B, than this does not need to be APL-SA as well.
yes only if B is completely dsconnected, but then the licesnse has to clearely state which part is which then. For example in A3 RHS mods, a number of pbos contained modifications of vanilla APL-SA models, so in the EULA it was clearely stated which rhs pbos fall under this
Yea, thats my take on SA as well. As well, thats how you get around ND as well - the clear disconnect.
nd implies you can choose to tolerate any modifications I believe
While SA doesnt grant the same. if im correct.
well technically, this is what I've heard from an IP lawyer, as the IP holder, since it is up to me to file any claim against anyone going against my EULA, I can also choose to tolerate at will any violation. At RHS we also operate on this principle and tolerate many derivatives despite our ND license as long as they stick to some rule. However by stating that its ND we always reserve the right to strike with DMCA if the derivative is deemed to be violating our rules.
BI will not DMCA anyone on the workshop without the original author's claim to it. Probably majority of everything on the workshop has bad licensing
people take APL-ND and -SA and derive from them, publishing in APL
and if the upstream author doesnt complain it just stays this way
correct ^^
Yea, because no "crime" is committed in civil problems until the owner crys foul - that's why you have to defend your IP rights or you lose them to the commons.
That said, IP crimes (at least in Canada) also have a criminal element (state enforcement) so technically the state could go and enforce your rights without your permission - although I don't really know in what case that would ever happen.
I guess theoretically yeah.
Giving it more thought. It's likely the criminal element is the state's equivalency of civil rights. So that the country can protect its trademarks like the flag, seals and strategic patents and all that sort of stuff.
I'm not a lawyer but that's my best guess.
Yeah, this is why ND sketches me out and I dont even want to think about modifying a mod licensed as such. The author could decide at any moment they want to report me after allowing/tolerating it for any period of time, and there's nothing I can do about it. Pretty sure even if they gave me some sort of exception document to prove they allowed me to modify their mod, that wouldn't matter if they simply changed their mind and decided to report me. Anytime an author tells me I have permission to modify their ND mod it feels like a dangerous trap!
I'm not a lawyer, but it seems wrong to me that if someone gave you explicit permission to use their [specific version of the] mod on custom terms, and that you have proof of it, that they could be allowed to revoke it, whatever you do later, including insulting their mother.
I always thought that that's why licenses have that part where they say "if you do this, this license is void".
You can always add wording that this is irrevocable.
I don't see how getting a free permission to use a mod differs from buying something (besides the fact that in case of Arma, you're not allowed to sell mods, but that's not the point). It's just that in the second case, you have monetary compensation.
And yet, there are no cases where people sell things and then revoke permission (if there have been no revocation clauses in the agreement)
When it comes to IP rights, You have all the rights in the world until you give them away.
A contract, which is what we're talking about here, is an formal civil agreement to give away the rights for X, y and z.
If you don't specify for how long, or you don't specify the conditions, or the limitations. Anything not specified, results in your full rights being retained.
You're only giving away what's on that piece of paper that you agreed upon. So if it's poorly written, and you're just "allowing the person", You can revoke that. If you're legally binding yourself, with a written agreement, that's a little harder to revoke.
I'm not sure if I follow. In case of a written agreement is "irrevocable" implied or not? Because, to me, intuitively, it should be and lawyers include it just to it be clear (and have it explicitly stated)
Everything has to be explicit. No such thing as implied in law (for all intents and purposes).
So your revocation right should as well be made explicit, don't you think? 🙃
Absolutely. It would be clearly outlined up front, and have both parties agree. A good contract protects both sides. It's not about screwing each other. It's about making sure each side respects each other.
Yeah, so that's why I'm asking: if there is no mention of "irrevocability" nor "revocation", then... what's the default?
The default is always the IP owner. Retains all rights and all control to choose who and what uses their assets/works.
In most countries this is default. The second the work is created. (However, there are certain things like employee employer and some other stuff like when you're a contract mercenary - So it's not always cut and dry. Who owns the IP. Although whoever owns it, the rights are completely theirs)
So in plain english: does that mean that they can revoke the right? (even if there have been monetary compensation)
Assuming a badly worded contract, as stated above
Yeah. If there's no stipulation that the rights are fully or in part, transferred for an indefinite or defined, period. Or worse there's no statement about why you got the money. Then you just paid somebody for nothing 😁
Then you just paid somebody for nothing 😁
I want my VAT back! 😉
Lol.
There is such thing as services not rendered. So if you did pay for something and it got revoked, The service that you paid for wasn't rendered.
But that's outside of the scope of IP, that's verbal contract which is I'll give you money for object, and you violated that verbal (or potentially written) contract.
Now of course I'm only speaking of Canadian law, which is similar to American law, but European law I have no clue. Such as the case internationally. Committing crimes internationally is relatively easy and punishment, and restitution from the criminals is not so easy.
It's just a pity that asking "may I get permission to use your mod?" sounds okay, but "may I get irrevocable permission to use your mod?" sounds like "I'm about to screw you, so I need to ensure that you can't screw me back"
Even though you should always be asking for the latter, as I see from this discussion
Well if the mod is integral to what you're doing. You should be up front saying "Hey can I use your mod, and obviously no takey backsies, unless I do something horribly wrong with it"
Although using a mod is granted by BI via the terms of of workshop. Although RHS has a custom license, that bars specific use - I don't know the specifics of how that works.
BI can do whatever it wants within their realm, but because they do not assume your IP. The worst you can do is pack up your stuff and go home 😂 - although because you're modding - that might include barring you from using your content within the context of ARMA.
In the US you may not be able to terminate the license unless you had termination clauses in the license
Or grant of permission to use
Yea, generally if "a contract does not have a termination clause, the involved parties may then defer to common law to find grounds for termination."
A license, a subset of a contract, but this all hinges that you've had a contractable agreement.
But I mean who in their right mind would hand over money for "sure, you can use my mod" - and then you're going to have to go to court to argue "can use" time specifications 😂
Also: A derivative work prepared under authority of the grant before its termination may continue to be utilized under the terms of the grant after its termination, but this privilege does not extend to the preparation after the termination of other derivative works based upon the copyrighted work covered by the terminated grant. 😰 Really glad I am not a lawyer lol
Well that's kind of cool. That I didn't know.
That's literally a no take backs law
So if you listen to music and get inspired and make music based on what you were previously granted and allowed to do so, they can't retroactively come back and say we also own your inspired work.
I guess that's why many licenses specify the specific country's laws under which they are issued too
Well, licensing only exists as far as the authorities of Nations can throw them. Because realistically it's just what the nation grants you. And at the end of the day that's only backed up by military and wars.
Though if a mod that is legally derived from is on Steam then I assume that unless specified otherwise it will be covered by US law
I'd have to read the terms of use again, I think it's within CZ law as per your overarching EULA and terms of workshop. If we're talking about reforger here.
Yeah, was more thinking ARMA 3 😉
I don't know if Steam workshop can have BI Additional added.
Generally, any good legalese will specify that any disagreement has to be settled in home court. Which again is only as enforceable as they can throw it.
But there's a lot of international agreements, because corporations are now multinational and criminals are even more elusive.
Yeah, Steam workshop EULA states: You and Valve agree that this Agreement shall be deemed to have been made and executed in the State of Washington, U.S.A., and Washington law, but has many country specific, specific exemptions
But anyway, US law (in the case that either party is in the US and the country of origin was not specified) makes that recent spat between RHS and that "DevGRU adjacent" group where permission was granted then revoked more interesting
If I am remembering right and permission was revoked after the derivative mod was released
Given that the Reforger Workshop nor the RHS EULA specifies the country's law under which they are issued... 🤷
So far as legal jurisdiction of BI's workshop EULA These ARMA REFORGER Workshop Terms of Use (hereinafter referred to as the “Terms of Use”) amend Bohemia Terms and Conditions... Definitions set forth in Bohemia Terms and Conditions shall have the same meaning in these Terms of Use.
Said Bohemia T&Cs: https://accounts.bistudio.com/terms-and-conditions These Terms and Conditions are governed by and construed in accordance with the laws of the Czech Republic and both You and Us hereby submit to the exclusive jurisdiction of the Courts of the Czech Republic.
Ah, cool. I shall finally buy a new pair of glasses 😭
Yeah that's what I keep referring to as the workshop terms of use 😁 - You jumped from Steam A3 back to refrigerator 😄
You're bound by both of those anyways. So there's no getting around it even without the direct tie-in,
our EULA is very clear on these points
Please note that the above-mentioned agreement gives Red Hammer Studios the right to waive any of the conditions at our discretion.
Derivative content refers to any and all modifications based on RHS content. It includes any dependency mods that make use of, or make changes to, our existing files, including re-textures.
In general, we choose to tolerate derivative mods based on our original content, as long as these mods do not negatively impact the image of RHS, promote terrorism, extremism, pornography, nudity, or any other immoral acts or behaviors.
However, under the RHS Non-Derivatives End User Agreement, we reserve the right to enforce our non-derivatives clause to protect our intellectual property, without prior notice or explanations, at our discretion, in accordance with but not limited to, the present EULA and/or individual RHS members/author's requests.
For any derivative content to be tolerated, a set of rules needs to be followed strictly:
Any commercial modding avenues based on RHS content are strictly prohibited.
All derivative/dependency mods based on RHS must be published publicly (unlisted derivative/dependency mods are NOT allowed).
All derivative content must be published under a similar non-derivative license (BI's APL-ND, for instance).
All derivative content must have a link in its description to this EULA page
Any breach of the above rules will automatically lead to enforcement of our non-derivative clause in our license and removal of the derivative mod from Bohemia's Interactive Workbench.
Fair, you might want to add "If we find out you are in any way associated with xyz people after issuing" because that is not covered in your clauses of revocation. Just a suggestion in good faith
Due to repeated infringements of the existing Red Hammer Studios EULA and/or Bohemia's Interactive Terms of Service and/or other reasons, the following groups/persons are STRICTLY PROHIBITED from using RHS mods and creating any derivative content based on RHS Status Quo or any other past, present, or future RHS mods:
Dark Raider Group / DarkGRU server(s) and its modgroup
Sierra Golf and / or any affiliated persons
Joint Task Force Miller and / or any affiliated persons
This list will be constantly updated
Named groups. As I say, just may want to add a new clause simply because the previous thing that happened seemed grey to many neutrals.
Can I ask here, if a mod is under APL-SA license, can I modify it and than repack it into a unit "modpack" mod for internal use?
From my understanding as long as I dont sell it (commercial use) and I keep credits in the files to the original than its ok?
Technically yes. But there is no pros but full of cons to do
wdym
Literally. There seriously no profit but amount of issues
Not legality. But technically
well I want to add a line of code to the mod, since I don't think the author will do so. You mean I might have issiues with the mod not working or something else?
Correct
Usually adding a line can be done by a proper and nice way, especially if it is just a config work
if you would ever make your derivative mod available to the public it would also need to be under APL-SA and other would be able to modify your work
its in a script, would it still be possible?
Can do a override usually
in the same EULA it clearly states that there will be no individual permission(s) outside the existing EULA, and that is for a good reason. No one from RHS can actually grant permission(s)…we can choose to (or not) enforce the EULA, that is the extent of the permissions allowed
Yea, thats always been my take - glad to hear it in the open.
just curious with no purchasing involved if one makes a mod for a3 and uses inspiration directly from the contact dlc (not stealing models scripts etc just inspiration) is that allowed per eula?
What contact mod?
Arma 3 Contact I suppose?
yes
Inspire is not something somebody can claim
bet
That said. If your inspiration is a near copy of the location and the script and the story, you can get yourself in trouble but it takes a little more work.
General rule of thumb, is that you should be distinct enough not to cause confusion between yourself and the original.
can someone give me an insight of workshop crawler cause im talking to a guy who according to workshop crawler ripped something from me but he claims otherwise. even tho the hashes leads to his server pack
I see what your talking about (For Ref: https://forums.bohemia.net/forums/topic/204650-arma-3-workshop-crawler-find-reuploads-of-your-workshop-submissions-within-minutes/)
Workshop Crawler Yes, we scan. What is the ArmA 3 Workshop Crawler? Workshop Crawler regularly creates an index of all available workshop items and the files contained within them. This allows content creators that decide to upload their content to the workshop to easily check for unauthorized re...
the model in question is one you can buy, does workshop crawler compare the uv layout ?
So reading up, it looks like it hashes the file, thus, no two files should ever have similarity. It is possible, but ultra extremely low. Although all you would need to do is slighly mod the file to beat the system, this means a direct copy, no edit - which is a open and shut case.
Now A3 allows for people to use your mod, they just can or can't mod it and relable it, based on your terms.
I'm not 100% BI's policy on "bundling", I haven't been around for that long.
thanks but im still curious does the workshop crawler compare uvs or something
Without seeing the code, I couldn't tell you but it says it hashes the file, so it takes "yourcode.exe.pbo.jpg" and does math on it to make "12dbajakfsjqnhbasdkb238323nbadkfbsfks"
and only if the file is the dead same, will you get the same text.
It says it looks at the workshop file, so I'm guessing the bundle is just a direct whole loot, not a sub loot of content.
So I was wrong. It does deep scanning. Which means the "files" are stolen 1:1
Someone copy pasta'ed the file into their bundle.
Yea, it checks well for theivery
but its interesting because the textures are not 1:1 the same i didnt retexured it yet but the accused ripper did so it must have something to do with the uv
Its picking up the model not the texture?
Whats your url
Them globals look like they looted you hard, and two others stole the leg holster.
Or its you 😛
yeah i took models from my other mod 😄
lol well it caught you red handed you theeeif ;p
😦
So these are identical meaning they are copied,
alright those 2 stole the model but its actually one you can buy, its just they took my p3d i guess
i talked to one of them
You nuked one it seems
yeah i feel bad for him
Meh. I'm all for looting and the high seas, but you play the game, you get the consequences.
Don't feel bad enforcing your rights.
i feel bad because its for a model you can buy
Well, then it isn't your rights to enforce then?
but the guy really convicned me the model is not from my p3d
but since you said it hashes the models he lied to me
I'm not a A3 modder, what is a .paa file made of?
its the texture
Yea, so that "texture" would be identical if you downloaded the mod and looked at the texture - it all depends on how the hash is done, but a good hash would use the "file" body, and at the very least filesize to make its code.
Bad hashes use file name, so so, use a timestamp and name.
You could do a hex dump and see it matches, or just use eyeballs
uhh thats too high for me lol
Well if the hash matches, it should look identical so just DL the mod and look 😛
the textures dont look the same the uv does
Weird. Without knowing how they do the hash, I can't speak to it. You could prob DM PuFu about it for more info since he been a expert since 2017. I would assume UV layout would match because the model is bought? Unless you hand UV'ed it.
@grim sand @mossy yarrow I just checked on my own mod so that I don't mislead you and the hashes are SHA1 hashes of the file.
That means that file X has literally the same contents as a file in your mod. It is the same file (save for extremely unlikely hash collisions, so much that you're more likely to win the lotto than witness one in the wild)
Good info. Thats that the "dev" said and 2017 PuFu said as well 😛
You 2017 said it! 🙃
so basically that guy ripped my imported model ?
All I know is that that guy has the same file as you have inside his mod. 1:1
Now it's up to you to figure out if that file could exist as such naturally or if that means someone ripped it from you
You know, you can always just subscribe to his mod and double-check
alright so to keep it very simple workshow crawler looks for pbo/p3d matches ?
there is the problem i dont have DayZ and its just a holster model that he retextured but propaply took my p3d
As far as I know, the crawler looks for files. It searches for the same files in other mods. It can also look inside PBO files as well, so it should be able to find exactly the same files inside some PBOs belonging to other mods
So it doesn't matter if it's a p3d or something completely different. My mod has .py files and they are being found as well
If the SHA1 matches, that means that that mod contains that very file, period
i dont have DayZ
Maybe you can give a link here and some people who own DayZ would be able to fetch the files for you
But again, if the SHA1 matches it means that the exact same files that you own are inside that other person's mod
Now, if that file is something that could be bought (again, we're talking of a 1:1 file), then who knows.
Otherwise, if that file's SHA1 matches yours and yours has any changes done by you and you only, then it's 100% ripped
@mossy yarrow
If you're not a programmer, you can check the SHA1 of your files by following this, probably: https://stackoverflow.com/questions/478722/what-is-the-best-way-to-calculate-a-checksum-for-a-file-that-is-on-my-machine
(otherwise, I'm doing it by right clicking in explorer and "open git bash here" (as i have git installed) and just doing sha1sum.exe <filename>)
alright thank you @fiery egret i take a look
So to be 120% clear on what the workshop crawler does, what is does is:
Ok, so this is your mod.
Your mod has all these files.
I found another mod that has the SAME file as one of the files inside your mod. It's this file, with the SHA1=...
Maybe it's inside a PBO or it's not, it doesn't matter, it's there, and it's the same file as yours.
Now it's up to you to figure out if it's normal that someone has uploaded the same file as you.
Fun fact: for some time, the crawler kept notifying me that a lot of mods had the same file as me when, in fact, it was... an empty file 😄 (zero bytes)
[in python, you're using a lot of empty __init__.py files inside directories to denote packages, so that's what it kept detecting]
If 2 people buy same model that has same texture and both convert that same downloaded file without alterations into pbo, is the result same file?
or do they have different SHA?
Does the pbo contain ONLY that texture? Nothing else? How do you embed a texture into a PBO? Same software? Is any other metadata embedded when storing the texture inside the PBO? Maybe a timestamp? Etc...
Or actually, maybe that doesn't matter, since the crawler is looking at particular files inside the PBO
So it's more like: how did you convert the texture, to what format and could it be that someone else did the same thing as you resulting in the same 1:1 file as yours, on disk
(note: I'm not proficient with p3d files in Arma; I just know how other stuff works, and I'm trying to help with my limited knowledge, as much as I can)
If there is something that's setting up a timestamp like "creation time", then having the same SHA1 would be a dead giveaway of someone ripping your stuff
In 2017 you gave a big speech about how this works, and your daily crackdown on all the offenders.
paid bug bounty program for scripts in reforger would break the terms of service right? ie. solve a bug to get money
Depends on if our tools are being used right now. At least right now you will not get any official green light for commercial use of tools. But this is also subject to change in the near future
Arma 4 in 2027?
Hey Rossi,
We may have an answer.
So, essentially, Ive came across some of the “private mod” type stuff
Well, I got sent some of it from one of the owners.
Ive essentially got a google drive full of pbos.
How do I go about taking the stuff I like, and making it into a shortened version of the Main mod.
I have received permission to modify it, just not to make money etc off the files
I'll have to let someone else take this, I know nothing about rebundling.
Rgr many thanks
Thats essentially all it is. A big 20gb file. Im just looking to extract a select few items from it in order to have a 2-3 gb version.
You've written in a channel related to Intellectual Property and Copyright and you seem to be asking a technical question, not one about the legality of what you want to do
Unless I misread what you've written?
Ive been given permission by the owner to modify the existing mods.
All im looking to do is shorten the mod. (Make it a smaller package)
I was told to ask the question in this channel
I don't know where to redirect you to, but I'm quite sure this channel deals with the legality of stuff and not how to do repacks 🙂
Another thing is that I don't want to assume anything, because it may very well be as you said, but just make sure that the person who gave you permission to do a modification of their mod actually holds any rights to give you the permission.
For example, if I ripped a car from GTA and put it in Arma, in my Private Mod, I cannot give others permission to modify and release my mod.
And, just for the record, a lot of so called Private Mods are private precisely because they contain stolen stuff (and people don't want others to find out)
I'm not saying that yours does, but there's a non-zero chance that you've been given "permission" to repackage stolen stuff and you may not be aware of it. Make sure that you know where the things that you're repackaging come from, because YOU'll be then responsible for whatever you uploaded.
Happy days.
Apologies for the confusion. And the posting of the topic in the wrong channel.
I really appreciate the advice. But the mods were given to me by the creators. Im aware of the copyright / legality of things.
Was just trying to figure out the re-packing
are these the kind of banned mods made out of stolen assets?
since private mods is nearly always that
The Z Squadron UKSF guys gave me access to their mods.
As im currently serving in the uk military
is it pbos or source files?
Their PBO files, not sure the difference 👀
pbo is packed mod
this is bit of problematic situation as you might have anything there
What do you mean?
mods that are made out of stolen assets, mods that are not allowed to be redistributed (hence it being private)
and we cant help with such things
Okay. I mean, im pretty sure they arent stolen. I spoke with the leader of their clan and he sent me the links for his drives which contained the mods. I just wanted to make it smaller…
Thats really all… I dont have a massive understanding. Im just a military guy who plays arma in his free time
I second what HorribleGoat has asked.
You are currently treading in very treacherous waters.
You state that "I got sent some of it from one of the owners". This implies that there are more than one. Care to name them?
You also state "Ive been given permission by the owner to modify the existing mods". Who created the mods?
An "owner" is not the same thing as the creator. It is the creator who holds the rights.
Logic states that if the Owner is the Creator, it would be a relatively simple task for them to reduce the size of the modpack without the need of sending you a 20gb file.
what options are there for enforcement of restrictions of usage of my content on servers?
restrictions -> any
enforcement -> on your side, but nothing that can break the game.
legally practically none I think. Yo can specify in your EULA restrictions, but enforcing it would be impossible probably, but at least they would technically be in violation of your EULA so if any system does come later it would be easily justifiable. Other than that I guess you can script something like searial key checker, making the mod communicate with some database and quietly disable the functionality if the key check fails
in what ways can I enforce it such that attempts at bypassing enforcement infringe on ND licenses? that would be the easiest way as the infringing mod that bypasses it could then be reported
one way I was thinking of doing it is creating a script that adds a component to say, a vehicle, that once the vehicle is spawned will despawn it and/or display a small message that it is not allowed on this particular server
however, I was told that someone creating a mod that overrides said component to disable the "DRM" would not void the ND license in this case so this is not a useful approach
I know that license enforcement for servers is not a thing so I am interested in some relatively good ways to protect content from inside
legally it allowed as long as long as it doesn’t break the game
and break the game == ctd?
Make unplayable was the result of previous discussions here
yes, there have been cases where a mod crashes a server or workbench when opened without a license
lock / ctg / break gameplay
well gameplay would certainly be broken if the mod doesnt work
game still works you just cant drive the vehicle or shoot my gun
game works, gameplay doesn't right? just trying to undestand
or maybe even dont go that far but just display a subtle message on the HUD
if it is your own made component m, disabling it would most likely require a dependency mod and that goes under ND
vanilla gameplay
if mod doesn’t work - it does not spawn assets/ the assets have no textures etc then it is fine
before I put time into development of something I need a list of things that are relatively safe, otherwise I put work into a component script and then a month later someone tells me oh it's useless
I don't want it to give people a false sense of security
I've also personally reported mods that override/modify my APL-ND mods and got ghosted (using the in-game workshop report button)
link that to an asset. problem solved
send me a dm next time after you report these
and will make sure these are taken care off
I appreciate it but I shouldn't have to, that button should work
maybe my report was not correct but someone could just tell me lol
afaik the reason is lack of resorces to check all the reports
people use that report button like it gives them free candy for all the most retarded reasons
next time dm mario after you made the report then
oke doke
Not necessarily. Any license checks, asset removals etc will need to be done inside a script.
All a drm removal addon would need to do is to override the same function, be alphabetically lower in load order (just name it zzzzzzzbdrmremover) and never call super as not tu execute the original function
It wont compile without the dependency, since the compiler doesn't know the class you are trying to override
But this is kinda offtopic
All I need is methods for enforcement that are allowed and circumventing them to be license infringement 100% of the time
It won't be. Me creating the same classes and same methods, name wise, does not create a derivative.
if you create a class called Bacon_SomeClass then the server doesnt start with both of our mods because it cannot have duplicate classes, and to do modded Bacon_SomeClass requires a dependency
Well, do it, add drm, wait a bit, see if someone manages to go around it without breaking ND.
With this, we will soon return to good old days with local mods and A3Sync. Can't wait.
If people go a little too hard on protectionism, I think you'll find the mods will just get dropped.
Sure. They'll be people that want to download the hottest stuff, but we're already seeing it with certain mods that people refuse to touch them.
I see no problem with giving server owners access to mods, what I want to reduce is bad actors
but this is also offtopic
Bad actors as in?
offtopic
Hey, so my friends and I were having a discussion about some of the rules regarding mods for A3 and I got to thinking that it'd be really helpful for the community (and possibly even save BI potential legal trouble in the future) if we could actually get a full list of the rules and restrictions for 3rd party content instead of having to rely on word of mouth
There's a few rules I've seen that are unwritten as far as I can tell, with plenty of stuff missing from the EULAs, and it'd be really nice to have them formally listed
BI is "working on it" for Enfusion but for reasons unknown its taking forever.
- Respect the law
- Respect the EULA
- Respect the content's license
- Follow Wheaton's Law
Yeah, that uh, that doesn't cover everything
And it's not exactly a publicly accessible, official listing
Well if its not in the EULA, and the Content Lice, or TOU of workshops - then its not covered.
Well, the EULA states we aren't allowed to make mods that contain edited vanilla content (including textures), but that's not actually an enforced rule
If we are talking about A3 it likely refers to ripped vanilla content which is still banned.
No
It's explicitly in reference to edits of vanilla game textures, as well as models
It's been discussed in here before
"Data that is NOT listed in Arma Licensed Data Pack CANNOT be modified nor used in any way."
Textures aren't in the LDPs
I thought goat was talking about regular mods, guess not.
Yeah
that covers 100%, unless you don't know
5. if there is no license, the strictest license must be assumed (aka do nothing with it)
so, uh, what was the question again? 😄
I mean, look, I get it, I know Arma 3 is in EOL, the staff still assigned to it probably do have more important things to do, I just feel like it'd be good to have some stuff clarified
It doesn't cover the exceptions, like the aforementioned texture thing
enforced or not, a rule is a rule
so to clarify; on paper, technically:
- you can retexture a vanilla object, provided you do so using hidden selections (and don't rip the model to texture it, of course)
- you cannot take a vanilla texture and edit it to publish it - that's taking BI work and editing it
what exception? taking and editing a vanilla texture may eventually be tolerated, but that is not an exception to be documented, otherwise it is not tolerated, it is permitted
It's always been tolerated though, from day 1
→ tolerated ←
And if it's always tolerated
not accepted, not validated, not allowed, no nothing
so there is no exception here
Has BI not tolerated them in the past for Arma 3?
Seriously I'd think you should to ask it more straightforwardly
How so?
Because I've seen your question in the server we have in common but not here
The thing about the difference?
Yes
Right
Okay, so what exactly is the difference between tolerated and permitted here?
Accepted implies permitted which has been pointed out is not the case.
Tolerated implies permitted, but in this case, It's a false tolerating. It's action through in action which is not for the most part legal
Not allowed. BI will nail you if and when they feel like it
^
Oof
if you want in this case, "tolerated" = " unofficially 'accepted' " (or can also be "not acting unless big offense")
usually, it's """fine""" if it is using BI content in BI games
however, if BI wants to slam you down for it one day, they can
That's the whole thing about rights reserved. They reserve their right to do whatever they please.
But the lack of enforcement of their right, does not imply them giving away their right.
(Although in trademark law, this actually is the pathway for disuse)

hence my earlier remark
enforced or not, a rule is a rule
😉
Example for that last bit, the Argo textures being removed from the A3 workshop, right?
Not true if you mean my Mod
all I said only applies to permission-less usage; if you ask Bohemia for the right to do so, they may allow you (see e.g CUP having access to A2 models iirc)
It was removed due to having unaccepted file to have (no, I didn't breached the FBO encryption though)
(I should also add, The likely reason bi is hesitant to give you any more or any more explicit details - Is because the more they narrow the scope, the more it makes them difficult to enforce their rights. Every narrowing of the scope is basically a restriction upon them)
all in all, see https://community.bistudio.com/wiki/Intellectual_Property 🙂
The publicly distributed sample textures was not in the question in my old Project Argo Rearmed
It was all the softcore pron. Tisk tisk 😜
lmao
Okay I am curious about one more thing
The restriction on Editorial models in light of the Activision-GM lawsuit ruling
The ruling basically (at least as far as my non-legalese brain can grasp) put video games on the same level as movies, TV, books, ect. as far as being classed as "Art"
Now I might be wrong here, and please tell me if I am
so, huh, still not sure what the question is
But since Arma 3 would pass the Rogers Test https://en.wikipedia.org/wiki/Rogers_v._Grimaldi
what do you want to do? let's talk about concrete cases here
Wouldn't that entitle A3 mods to use editorial licensed content under the grounds of "Artistic Relevance"?
"editorial licensed content" what
again, let's talk about a real case please, no theorisation in this channel 😄
I am
If I had a 3d model that had an editorial license, wouldn't this finding allow me to use it in a game?
That's also trademarks, not IP or assets. Rogers was trying to defend his name from being used. Except people were trying to use it to reference his work.


