#plugins-dev-chat
1 messages ยท Page 127 of 1
idk
"if u use this you must open source ur project cuz i hate u"
wdym you dont know ๐
k i gtg im headed out of home, I guess ill come back to it later and end it all same as i did before
i might put ruei v3 as mit license
what the flip does MIT do again
i forgot
isnt that exiled license too
i think its slightly less permissive than cc0
damn
well
tbf
cc0 is literally just
fully open source
do whatever u want w it
CC0, or Creative Commons Zero, is a public domain dedication that allows creators to waive all their copyright rights, enabling anyone to use, modify, and distribute their work without restrictions. This license is often used for images and other creative works, making them freely available for both personal and commercial use.
yeah with MIT you gotta give credit and include the license if you distribute an original binary
ive heard that cc0 is less designed for code tho so
true
idk what im putting secretapi as
i need smth for the 2.0 release ngl
but
idk!
ill steal exileds
problem solved
oh exiled is Creative Commons Attribution-ShareAlike 3.0 Unported
๐ญ
you must credit, provide link to license, and indicate if changes were made
you must distribute under the same license as original
no legal terms of technological measures that legally restrict others from doing anything the license permits
i might use that?
copium
wat
!qa
thank you for your valuable contribution
well you have 3 business days to decide 
Your welcome 
ok thats me not wording properly
idk what license ill go for but tldr
i dont care if someone uses my thing, forks it or changes something
HOWEVER
if you say "yea i wrote it all"
then thats a bit
bitchy?
thats rly my only complaint is ppl claiming it fully as their own work 
when better version of hint system for plugin devs?
when u make it
if u claim ur changes that YOU made were by you, yea sure
surely you know
but stealing credit....
with cc-by-sa you must distribute it under the same license if you use that code (not as a dependency, but as in... copying it)
MIT lets you change the license but attribution is still required
and yea i thought about cc0 and honestly was considering comitting it
but
i wanted to check other solutions
lowk wouldnt mind this
if i do that it wouldnt require people to open source their thing
which is good
and it gives me some credit and no stolen credit
ok....
sounds fine?
idk
You would think this would mean a player wouldn't be spectatable
jokes on you, this does
do you wanna force everyone to use the CC-BY-SA 3 license if they create a derivate work or use it in their stuff?
if yes, use that
if not, MIT
check serverhost chat
they've pushed a fix to the early-server-build branch
also update labapi to 1.1.3 in your project
very epic
because there is a bug in the game silly
Hi
No fucking way
LMAO
bugs don't exist
insectoid inclined creatures
Love that channel
imagine not being server host
It's like.. freaking awesome in there
fake!
they do hourly giveaways for millions of dollars
1 guard vs 1 million d bois
Not the same
How
Whta
I don't believe you
Because how the video I watched described the movement, it sounds like you two are describing the same fucking thing lmao
ยฏ_(ใ)_/ยฏ
I think I know what I'm talking about and have worked with similar systems that have never had the bug titanfall 2 has 
relative position
not velocity
Oh I see
So you're still only recording absolute velocity according to world position
While titanfall does relative velocity according to the base
took me a second to understand what you just said but yes
not your fault i just woke up and feel like my brain is scrambled
Lol all good
I'm just trying to get waypoints and relative positions murdered
what better time than when movement is being rewritten
Fucking please
I'll sacrifice virgins in a volcano if I have to
what the flip
I just want a way to move players smoothly without having to deal with waypoints
Fuck waypoints
What
cool cat
I concur, that is one cool cat
Is there any way to get Firearm.AttachmentsCode via command or something like that?
forceattachments
Use it with zero arguments and it returns the attachment code
yum
let's go
i really wanna see this with text toys
player.IsNoclipEnabled exists, but what exactly does this indicate?
That noclip is simply enabled or only when it is active
If it is the former, is there any way to discern whether or not someone is actively flying?
Player.IsNoclipEnabled indicates the player is currently noclipping
If you want to give someone the ability to noclip instead of activating noclip, use FpcNoclip
FpcNoclip.PermitPlayer(referenceHub);
FpcNoclip.UnpermitPlayer(referenceHub);
FpcNoclip.IsPermitted(referenceHub);
Cheers
๐ป
imagine if i PR'd it to labapi
well, it is a labapi project 
@upper vapor Me watching when VisionInformation exists
ye
what happened
i got it

I love your username
Campaigning to abolish the pain in the ass waypoints are
How could i make infinite ammos but you still need to reload
Force the reserve ammo the player has to a fixed value
Reset it when it changes
(and prevent dropping ammo so they don't crash your server)
wdym Reserve Ammo?
the ammo in the player's inventory
it's on the player
player.Ammo
player.SetAmmo also exists i think
lol
yea
clear the ammo from the inventory on dying
ev.Player.ClearAmmo(); on dying?
ye
that won't work
Why?
it's a field
ig
why not just give a lot of ammo when the player presses reload
it will be
Because i will never give ammos
and i don't wanna
great idea
everytime you shoot
wait
can you trigger the reload from the server?
might be a new change
i know they removed the client-side reloading check
yes?
okay but like
why can't you give ammo
so it will give ammos?
every time i open this channel i see you, how is this possible?
can we get rid of the game
I mean you can always make your own game
lol
I am 
But I don't want it an exact copy of SL
There's lots of parts I disagree with
Its hard, well since i only know coding and no like actually art process it is hard to even make it
Make a prototype with programmer art
Or just snatch art assets from other SCP games
Since it's CC-BY-SA you can do that (for most assets, depends on if it's SCP derivative)
Not the code though, that's not under CC-BY-SA
I use prototypes for my "SL Remake"
:3
Me trying to remake sl with more networking sync , and modding
:3
Just remake SL without the secret part
No just :3
SCP: Laboratory
i wanna be cute :3
SCPL
SCP: Labrador
Still can be called SL
yo wtf did you do to glados?
No point if NW still works on SL
Idk
they stripped her down and put all her code into cassie systems
same with E.P.A.S. And 079
ngl worst ending
cassie is just if you can remove it
you do
glados is peak
CASSIE has the hottest voice ever wdym
Look glados is great but they go hand in hand
I can give them some references for it 
But my dream game will probably never done
Glados is glados
Cassie sucks ass
I think your just mad you have a skill issue
smh
If I have much more storage space I might go with unreal
let's hate on both
Bro glados is funny atleast
Cassie is just robotic annoucements
UE games kinda moddable at some point idk
I need to ask around many people to do that
after 5 years of playing this game ngl i wanna stop hearing this dude
Bouncy balls bouncy balls
Yea JUST robotic announcements
like as if we dont got bouncy balls
Jingle bells
and Spooky Scary Skeletons of all things
reverb 
The only reason people hate cassie is cause they are bad at the game ๐ญ
Can't handle a simple game mechanic, and instead of using it to their advantage, run around unaware like bloody idiots
And I DONT HEAR SHIT when cassie talks
Whole point ๐ญ
It's to allow movement and strategy
While making me dead
NONE LIKES CASSIE BECAUSE ITS ANNOYING
But people complain cause they are bad at handling it
*deaf
i cannot hear anyone talking while that mf is speaking
here is a solution #1371618416422555689
That sounds like a place of anger rather than a fact 
#unknown
clikc it
J will clikc on u
I think CASSIE is just fine
Not like
Woohoo exciting!
But also not dogshit
I can agree with this for people that are just playing the game normally
Mainly cause I soundboard CASSIE Ingame and want to know everything about the character, like voicelines, new reworks. I get real excited for shit like that
Hell I was even able to contact CASSIE's voice actor Narlor Once
Yoooo tuff
Did you record he saying "fart"?
you can make cassie say fart in game XD
Type Fared
It's the word Far And the ed Suffix
I swear English is not a real language
It's literally these 2 audio files
Kill waypoints
@hearty shard
hypothetically if you were to add components to the player's model would they sync to the client?
ah so it depends
you can't add components to the player's gameobject that sync
if you were referring to admin toys, you must parent those toys to the player for them to move along
Hi guys, which functions can move a waypoint ? I've tried this, but it doesn't seem to work properly
press [move] to move
press [quit] to quit
let's see if it's parented
Press crow to crow
Yes but i want to move smoothly
toy.MovementSmoothing
255?
recomend using the wrapper over the transform, since there can be issues if you only move the transform
like if you move it too fast the player wont stay in the waypoint
wrapper should handle such that it doesnt glitch out
well if you move the waypoint's transform, it moves, too
the wrapper only sets the local transform so there's not much difference
not anymore
Thanks, i will try this
the waypoint is waying your point
So you guys know how SCPs can see in the dark
cheeseburger
Can I do that for players
spawn a light source
That aren't SCPs
Fair enough
I was hoping it'd be possible to replicate the effect SCPs get to see in the dark
I already do fake synced lights in my project so it wouldn't be hard to repurpose it
Maybe I need to make another LabAPI request
Lmao was it a skill issue
i forgot an env reference
in the nuget packing
i think
ill have to double check but i think so
@dapper forge does RueI handle mark tags properly?
Last time I used voffset, the mark extended a lot
(Idk how RueI does its positioning)
What happened to pickups? Before the update it was good, now it's desync for the players, it still has gravity
var scp1162Pick = Pickup.Create(ItemType.SCP500, globalCords, quaternion);
if (scp1162Pick == null) return;
if (scp1162Pick.Rigidbody)
{
scp1162Pick.Rigidbody.useGravity = false;
scp1162Pick.Rigidbody.detectCollisions = false;
scp1162Pick.GameObject.transform.localScale = new Vector3(10, 10, 10);
NetworkServer.Spawn(scp1162Pick.GameObject);
}```
Some of the rigidbody attributes stopped syncing for whatever reason
Including useGravity and isKinematic
did nw update mirror
try isKinematic = true maybe
backwards
perhaps
@unique crane has mirror been updated
i dont actually see any mirror changes for this
so idk
last update was 4 months ago ยท 18 May 2025 โ 17:56:14 UTC
+9 kb
then?
i dont have decompiled sl to compare for pickups
not anymore
never got invited to new repo
what u need?
@hearty shard what file you need
just stuff related to pickups
to find the change
or networking in general
theres gotta be smth in there to explain it

also
im curious on changes
thats the latest
in my local repo
interesting
Assembly-CSharp\InventorySystem.Items.Pickups\ItemPickupBase.cs
Sooo there's currently no fix for this
dunno what even changed for it 
there is no changes for sync or no sync for rigidbody stuff
hmmm
oh
try patching ServerSendFreeze
might be this
lel
So now syncvars can't be modified after the pickup is instantiated by the client?
That's stupid
i havent tested further than what ive already shared
no fucking idea cus this pickup stuff is so confusing
WHY this has random mirror stuff when its not even a mirror network beh??
ive just realized
@unique crane who the fuck at Northwood thought this would be a good change
0.3.0 of secretapi is the most downloaded version (at least from nuget)
nvm apparanetly the pickupbase is netbeh and not the subbeh, ???
wtf
why is it even allowed
it had no SSSS
it had effects
and some extensions
at this rate i would use the mirror's own Physics sync stuff
me when im putting all my nupkgs in a directory
me when i
me when i
shardsocket
sharted socket
How do I use role flags, like I want it not to use the roles spawn point
.None
or . whatever the inventory loadout one is
ahh, ty!
@restive turret my sl decompling was painful so i started working on one from scratch
๐ณ
i hope that i pinged the correct person lmao
i have the loud version
send
thx god i took off my earphone
Me when
DAIVD
me when the movement code is on the server too
DAVY
eve

oh man you reminded me
i have to network all this shit
im angry
๐ฅ
So like... usual
WaypointToys
That's it
I have a LabAPI issue open about this
wdym?
waypoint toys?
like how do i force attach the player??
yea
but you cannot force waypoint toys
I made a LabAPI issue requesting a way to move players smoothly without using WaypointToys
Wdym
Spawn a WaypointToy on the player
Move the WaypointToy
Can anyone spot something obviously wrong? The console claims the medkit is (almost) in the same spot as a primitive cube, with a scale of (10, 10, 10) and the cube is parented to the medkit, but I can't see it. I only briefly see it when throwing the medkit (it's attached at the medkit being dropped)
Primitive = PrimitiveObjectToy.Create(null, false);
Primitive.Type = PrimitiveType.Cube;
Primitive.Flags = AdminToys.PrimitiveFlags.Visible;
Primitive.Color = Color.blue;
Primitive.Scale = new Vector3(10,10,10);
Primitive.Spawn();
Primitive.Position = ev.Pickup.Position;
Primitive.Parent = ev.Pickup.GameObject.transform;
(and no, it's not anywhere near the medkit in the ground or above)
Don't set .Position
.Position will set the object's LocalPosition
Primitive = PrimitiveObjectToy.Create(null, false);
Primitive.Type = PrimitiveType.Cube;
Primitive.Flags = AdminToys.PrimitiveFlags.Visible;
Primitive.Color = Color.blue;
Primitive.Scale = new Vector3(10,10,10);
Primitive.Spawn();
Primitive.Parent = ev.Pickup.GameObject.transform;
This should achieve the result you were expecting
Of course! Happy to help :)
Why don't you parent it to the pickup in the create call
Abolish waypoints
real
Something really weird happening, the InteractableToy SearchDuration fake sync worked before the update now not but nothing changed in the code ๐
[HarmonyPatch(typeof(InvisibleInteractableToy), nameof(InvisibleInteractableToy.SearchTimeForPlayer))]
public static class InvisibleInteractableToySearchTimePrefix
{
private static bool Prefix(InvisibleInteractableToy __instance, ReferenceHub hub, ref float __result)
{
if (!__instance.TryGetInteractableToy(hub, out var custom))
{
LogManager.Debug("Using default interaction duration.");
return true;
}
LogManager.Debug($"Using custom interaction duration: {custom} seconds.");
__result = custom;
return false;
}
}```
Am I doing something wrong or NW did something? (I'm getting Using custom interaction duration: 15 seconds.)
how would i interpolate..?
Is there any way to hide playerโs model?
Nop
Outside of making them super small for everyone else? Maybe?
But you'll probably make it look goofy if they hold guns or something
Make them invisible
Hello chat
Fade effect
Dis a๐
Crazy
slime boy
I already did
i chose angri
Can I change the fire rate of a weapon
Also can I speed up how fast a player uses an item?
You can increase the use speed of an item through a custom effect on the server afaik
fire rate no
Oh dip for realโฝ
Tuff
every time this game updates i spend way too long getting the new dependencies
I have 2 .bat files
One updates the server (and Managed files)
i should probably do that
The other publicizes them
what do u use to publicize
BepinEx
goddamnit i dont wanna
Why
oh its on its own
Yeah haha
Just download the thing and you get access to the assembly-publicizer command in cmd
just use the nuget
NO.
lazy mf...
Actually thats not laziness thats
Going out of ur way to do it manually every time
xd
im too lazy to automate it
but too not lazy to not do it manualluy
FUCKING
itsl itearlly there jesus fucking christ
THE PUBLICIZER DOESN'T EVEN WORK???
@slate flume give me ur bat script im pissed
cd .../Managed
assembly-publicizer Assembly-CSharp.dll
move /y Assembly-CSharp-publicized.dll ./Publicized
assembly-publicizer LabAPI.dll
move /y LabAPI-publicized.dll ./Publicized
assembly-publicizer Mirror.dll
move /y Mirror-publicized.dll ./Publicized
pause
The /y is optional
I just have it for guarantee if someone runs the commands manually or something
literally this publicizer just does not work lmfao
shh
Lmao you're asking me to read context clues and I suck at reading context clues
๐ฅ ๐ฅ ๐ฅ ๐ฅ
watcha working on
try using Vector3.Lerp
why though
i'm not a dev
close enough
not even close
all i do is translate the game a developer is who works on the game directly in engine
i'd get improving upon SL but why a clone?
to further enhance my skills as a developer in general
since SL is a large project and it got a lot of systems finishing such project is a achivement to me personally
i see
good luck
One thing I'll say though, is if you're planning on having multiplayer, implement your stuff with that in mind from the start
Adding multiplayer on top of a singleplayer game generally ends up with you rewriting a lot
yeah i have it next on to do list
like literally after footsteps
if you use something like Mirror it won't be too hard
The "hardest" part networking wise of SL would probably be movement
i used unity netcode for gameobjects
i don't have a steam app to use mirror there is a game called space something
but i don't use it tbh
fair
haven't looked much into Unity's new networking stuff, don't really use that engine
either way doesn't change much, movement is generally gonna be one of the more complex things to do in a multiplayer project
iirc it's nto new
they just bought an existing lib
and renamed it
and made it official
only the ECS stuff was new and custom
but also horrible
huh, interesting
but yeah it was open source from a 3rd party dev before
their ECS one was HORRIBLE though
like for example they disconnected clients if a fragmented packet was above 10kB iirc
-_-
like???
as in like by design
Kinda glad I don't have to deal with networking stacks changing every few years 
idk why Unity's like this
they had something like
if (totalLength > 10000)
disconnect()
yeah
partially why I didn't bother making it my specialty
it not being open source sucks too
yeah the engine itself
i can't go back to a closed source engine
it's too helpful
when they were teasing the IPO stuff
I REALLY hopes it was gonna be MS buying Unity
and opensourcing it
I still want MS to buy unity so bad
hopefully their stock will fall so low they;ll do it at some point
wait wtf
somehow this year they managed to get it rising for the fdirst time in history?
it's been going up since april somehow??
If you'd only see how bad of code did I see decompiling unity....
(all actions were performed legally under the local law and the EU copyrights acts)

Meanwhile I can just open up my project, double click Engine and see all of the engine's source code
funfact
the first line of code in UnityMain
does an UB with WinAPI
(it passes an invalid parameter combination)
not surprised
like
bnasically
the first instruction they execute
(not exactly though, they instead call UnityMainInternal and only taht does the UB in the 1st line)
aye
having access to engine source has saved me a ton of time at work
and also being able to PR bug fixes if I end up fixing an engine bug or adding a nice feature other devs might like
Takes a few weeks/months to be merged but you get your name on the release notes and it's cool 
unity source license was 1mln usd a year iirc
it's dumb
idk why they'd do that
was told by a friend that's in a company that did reach out for it
but decided it's not worth it for the price
i wish they'd go through with what Tim Sweeney said in the past though
if they update it, it only applies to the next engine release at the time, and you can continue using whatever version fo the EULA you signed for the engine version you use
abotu adding C# as an optional official language to UE
and those are horrible
and
can I dm you something?
related to this
sure
it fucks up events
use apublicizer or bepinex
maybe you missed david's message, you can use the Fade effect
screams
f
I'm working on the modding framework for my project and wondering how to tackle dependencies
give up
since there's mostly gonna be two types of addons
scenarios and just addons
like garry's mod having gamemodes and addons
i might need someone to look over this code i physically do not understand why the Fuck it's not working
im trying to implement animated hint parameters manually by writing to the buffer
and literally every other parameter works
I think it might be too many characters
I remember getting that issue when I was playing with TextToys
i dont think it'd be too many characters, i have very few characters
and also that's not usually the error u get
This was the error I used to get
nah diff thing
more context - u can see i write the id
and as i said every parameter works so i literally do not know what im doing wrong !
okay i give up for tn if anyone has any ideas lmk
i kinda need this to finish ruei so
remove the client
Anyone know how to make flashlights with coloured lights like this one?
I've been trying variations of this code for like an hour now
- Client modding
- Probably a LightToy as Spot
modifying lights on the server does nothing
you need to spawn a light toy yeah
I will say the second choice cuz we didnt see the Light Cookie when its red
i lied
still didnt get it working tho fml
@hearty shard help me !!
Stupid question, is it possible to patch the voice chat so that SCPs can communicate with humans? Or alternatively, to add a speaker png/picture above an SCPs head like the humans have?
SendingVoiceMessageEventArgs
also there's a plugin for this
but you can't show the speaker icon unfortunately
yeah i know, i have a plugin for that but i was asking if i could do that instead spawning a speaker toy or something else
alr
SpeakerToy are use full when you try to reproducd the Proximity effect that you cant do with Scp
i think they know
is it client sided or why that?
yeah
Light toy
and have it follow around
So, how can a dummy speak, or how do I force it?
๐ญ
you modify the voice message to send through the dummy
idk how to do that xd
voicemessage.speaker = dummy.referencehub
So how did you implement it
Is it like a directional light from the player that follows the player around and gets triggered every time the flashlight triggered event is played?
it's a spotlight parented to the player
Its a bit fucky
internal IEnumerator<float> LightFacingForward()
{
for (; ; )
{
if (Owner == null)
Light.Intensity = 0;
if (Owner.CurrentItem == null)
Light.Intensity = 0;
if (Serial != Owner.CurrentItem.Serial)
Light.Intensity = 0;
if (Toggled)
{
IFlashlightData data = CustomItem.CustomData as IFlashlightData;
Light.Intensity = data.Intensity;
Light.Base.transform.forward = Owner.Camera.forward;
}
yield return Timing.WaitForOneFrame;
}
}
public static void OnTogglingFlashlight(PlayerTogglingFlashlightEventArgs ev)
{
if (ev.LightItem == null || ev.Player == null)
return;
if (!Utilities.TryGetSummonedCustomItem(ev.LightItem.Serial, out SummonedCustomItem customItem))
return;
if (customItem.CustomItem.CustomItemType is CustomItemType.Light)
{
ev.LightItem.IsEmitting = false;
IFlashlightData data = customItem.CustomItem.CustomData as IFlashlightData;
if (ev.NewState && customItem.Light.Intensity >= 0 && !customItem.Toggled)
{
ev.IsAllowed = false;
ev.LightItem.IsEmitting = false;
customItem.Light.Intensity = data.Intensity;
customItem.Toggled = true;
}
else if (customItem.Toggled && customItem.Light.Intensity >= 1)
{
ev.IsAllowed = false;
ev.LightItem.IsEmitting = false;
customItem.Toggled = false;
customItem.Light.Intensity = 0;
}
}
}
case CustomItemType.Light:
if (Item.Type is ItemType.Flashlight && !PropertiesSet)
{
FlashlightItem flashLight = Item as FlashlightItem;
IFlashlightData data = CustomItem.CustomData as IFlashlightData;
Light newLight = Light.Create(flashLight.CurrentOwner.GameObject.transform);
ColorUtility.TryParseHtmlString(data.HexColor, out Color color);
newLight.Color = color;
newLight.Type = data.LightType;
newLight.Range = data.Range;
newLight.ShadowType = data.ShadowType;
newLight.ShadowStrength = data.ShadowStrength;
newLight.Intensity = data.Intensity;
newLight.Shape = data.Shape;
newLight.SpotAngle = data.SpotLightAngle;
newLight.Transform.localPosition = new Vector3(0.05f, 0.35f, 0.5f);
newLight.SyncInterval = 0;
Light = newLight;
Timing.RunCoroutine(LightFacingForward());
LogManager.Info($"{newLight.Position}, {newLight.Parent}, {flashLight.IsEmitting}, {newLight.Base.enabled}");
}
You dont need to use steamworks to use mirror
It has multiple transports which is choosing what to send packets
I use KCP
Spacewar lol. Isnt that what they use so you can play pirated multiplayer games?
Yes
Bc it has some networking stuff enabled of something i dont really know since i dont own an actual appid yet
https://github.com/SlejmUr/Unity.SLRemake/blob/master/Assets/Scenes/MainScene.unity
My current "main" scene with networking stuff (i force them to be dont destroy)
spacewar is good to test steam features as a dev without paying for an appid
it has limitations though
thats why I always keep a spare appid for my projects
From obviously no dlc other then that what would be
Regional locks on sessions
cant join a session that isnt in your region
probably to limit the pirated games using it
everybody's remaking sl
but northwood isn't
how is this possible
Mixed code will be prd to sl 
what if they all teamed up
and then made a legally distinct scp sl competitor
For safety reasons I don't endorse this behaviour
Wdym legally distinct
You could snatch SL's assets and make your own game fair and square as long as you don't snatch code

well uh
Isn't some assets that nw made is protected?
idk what to say to that
scp sl doesnt own their assets?
I mean, some assets they absolutely dont own
but I assume a number of assets are theirs.
Is this related to the SCP license?
if so im stupid lel
You can use squares and edgeless safety cubes
Anything derivative from SCP is CC BY SA
Art wise
Not source code since CC BY SA isn't a software conscious license afaik
I asked the SCP licensing team about this a few years back and that's what I got back
@teal junco ^
well not fully
interesting
define not fully
so models, textures, animations, and sounds?
source code no, even if it's an SCP game
Unsure to what extent, but safe guesses would be really SCP centric stuff like SCP 939 for instance
Yeah
so parts of your stuff must be under CC BY SA
just because there's one SCP thing doesn't mean all of it is
But anything SCP derived likely fits
I'd say I'd be safe grabbing 173/939/106/096 models
well custom art that is, not CB one
but we don't bother
we keep all our stuff that isn't code as CC BY SA
They're derivative of SCP work, so they're CC-BY-SA by definition
Weapon models and all I'd say no because that's not SCP derivative
well not necessairly is the thing
you could argue only the writing is an adaptation
not the ary
art
since there's no official art
well thats the point of collections there though
A movie about idk, any SCP that doesn't have art, is still derivative
From what you sent, collections just means that while 939's model is derivative, it doesn't mean the entire project is? as far as I understand
like 939 is derivative, but gunshot_02.wav isn't just because it's in the same project
you could argue that a model is an individual work
that has the original work included
so the model itself is a collection
entirety in its unmodified form
939's model is a modified form of the original 939 wiki page
so it doesn't fit here
well the wiki page doesn't have an official image iirc
Doesn't matter, remixing (i.e. text to art form) is covered under CC-BY-SA
it's a derivative
like a collection here would be me grabbing 10 pages of the wiki, putting them in a book with zero modifications, I guess from the definition above
iirc we consulted a copyright lawyer too but I don't have the exact opinion
we're going with the safe definiton though
Bit of a sidenote from this conversation, but an SCP game that tries to copyright their SCP work is uhhhhhh not cool
not saying NW is trying to do so
But the whole point of SCP is that you can make derivatives as long as you share them
we actually had SCP wiki admins come here and request us to clarify our licensing
They do that a lot yeah
but they were happy with what we're doing after we described it better in our licensing stuff
A Garry's Mod map that was pretty famous had its author try to copyright stuff and iirc he got a stern talking to from the CB devs and site admins

all in all what I'm saying is, I could go to any SCP game, grab some SCP derivative assets, and probably be safe using them
Source code is a no no, that I'm 500% certain of
unless they decide to license it permissively
well rooms and such could likely be successfulyl argued as being a collection
well
CC BY SA only defines 2 terms
collection or adaptation
Although - the fact SL uses CB rooms, and CB has them licensed under CC BY SA, means that SL's rooms based on those are derivative
well no
only the CB rooms are
Entrance has a lot of those
but yeah copyright lawyer literally told us that the SA part is VERY vague and unclear on it
and that it could be very much so argued either way in court
Yeah
tbf an SCP game that tries to sue another SCP game for using SCP derived assets is not a good look heh
i mean if they'd be totally asset flipping
Legal aside I mean
so youre saying Northwood probably wont want to sue my shitty legally dubious asset flip
also well
especially in SL's case where there's still CB assets inside
DMCAs come first
Still bad optics
we did in fact file many DMCA requests over the years
For SCP derived asset usage or was it non-SCP stuff
well we openly release our assets as CC BY SA
so we don't care about those
but for code
patreon stuff
and such
Yeah code is fair, I'd file DMCAs too
the scp licensing team told me that dual licensing terms are fine as long as it doesn't impede on the SCP licensing
So source code and all isn't covered by the CC BY SA license of the SCP derived work
I can't say my networking code for my project derives from SCP heh, but I see what you mean
and the wiki staff iirc told us we're in the clear treating the code as the separate psrt of the collection
Yeah I asked about SCP: 5K since they had a dual license and got an explanation
sec lemme find it
what about the scripts controlling the scp mechanics?
in fact
those in particular are kinda the same as models
so by example of those you can see how I argued models could be argued to be collections too
I'm not deriving my code from the wiki's source code
so I don't see how that's derivative
Or like
you derive the ideas for mechanics in the code though
same how you derive the ideas for the look of the model
That's far fetched
And that's also a whole other thing because you're not supposed to be able to copyright game mechanics
as much as giant corporations try to because they know nobody will fight them
well this is licensing, not copyrighting
in a battle of attrition they win
also patents are already stupid enough
Sure, but that also an issue with CC BY SA not really being software conscious. There's not software specific wording which is why it's hard to say source code is derived from those kind of works
with nintendos patent for a players input causes objects to move on another players display thats connected over the network
Models are something else though because you base them on the description of the entities on the wiki
Shittendo my hated
(real patent btw)
yeah i know, I hate nintendo
Hi!
I had a question about licensing SCP content for games.
The licensing guide says that any work derivative of the SCP wiki must apply the CC-BY-SA 3.0 license.
Does this apply to every single part of the game, even those not related to SCP?
A good example of this is the game "SCP: 5K" on Steam by Affray Interactive. They seem to have an EULA where they state the following:
" SCP: 5K (SCP: Pandemic) ยฉ๏ธ 2021 - 2022 Affray LLC. Some rights reserved; Content related to "SCP", "SCP Foundation" its logos, wiki pages, images, and alike are licensed under Creative Commons Share-Alike Attribution 4.0 or 3.0 where applicable. AffrayCore ยฉ๏ธ 2021 - 2022 Affray LLC. All rights reserved. All other trademarks, copyrights, and logos are the property of their respective owners.
SCP: 5K (SCP: Pandemic) is a multi-licensed game release and is not fully re-distributed under Creative Commons from the usage of SCP Wiki content. A vast majority of files are exclusive properties of Affray LLC and Affray Interactive LLC (Affray) or non-exclusive third-party content from the likes of Epic Games Inc, Firelight Technologies Pty Ltd, Nvidia Corporation, Intel Corporation, various creators from online game asset marketplaces, and many more.
All custom-made story/lore content (writings, audio voice lines, etc.) included in this game now and in the future (such as the Psi-Z Program) is/will be released under CC-BY SA 4.0. for anyone to use for their own projects. The SCP logo made and used by Affray is also released under CC-BY SA 4.0. You just need to follow the rules of the license in order to use any Creative Commons-released content.
AffrayCore encapsulates most game-related and lore-agnostic content and media created by Affray, exceptions being content derived from or used from the SCP Wiki and other non-exclusive content.
All content used straight from the SCP Wiki is re-released under CC-BY SA 4.0 or CC-BY SA 3.0 where applicable. "
While this somewhat seems to make sense for my non legal-oriented mind, given the fact the Unreal Engine by Epic Games has its own licensing (and cannot be redistributed without following it) and that the game's codebase they call "AffrayCore" can't possibly be derived from the SCP wiki itself, like any art assets, writing and anything design wise derived from the SCP Wiki would.
Additionally, third party plugins made by Nvidia and Intel have their own license.
However, the licensing guide specifies the following:
"You are free to create and share videogames based on SCP, but you must comply with all aspects of the license as it relates to software. That means releasing the work under CC-by-SA-3.0,[...] not imposing additional legal restrictions through EULAs or equivalent user forms, and not attempting to impede any alternate distribution sources so long as those sources in turn follow the terms of the license."
The Unreal Engine licensing and "AffrayCore" copyright seem to go against the last part of my quote. Can a case be made that anything derived from the SCP Wiki in their case follows the licensing, even though other parts of their game doesn't?
It's all a bit confusing but with the recent increase in SCP games (even paid ones) being released, it got me curious.
Thank you for reading,
me
SCP wiki
It only applies to the aspects relating to SCP.
Dual-licensing schemes are, for the most part, allowed for situations like this because Creative Commons as a license is designed for the arts, and not code.
As long as the actual SCP elements are not restricted, then it's fine.
keep in mind that the license holders are not the ones that decided how the license works
yeah
@grand flower you like this though? 
In the end, for my project I'll be fine with people using models and all
That makes me puke LOL
they have tons of other funny patents
Next they'll patent moving a piece of hardware to move the camera in game
if they havent already
they had something similar
they also patented stuff like controller vibrations
in 2024
just for context
I know that for my project I'm going to be extremely defensive of the source code because of the time and effort put into it. But art wise, I won't care much
SCP games have always used other SCP works and I'd be a hypocrite to try and stop that from happening to mine heh
WAIT
Petris
the nintendo virtualboy thing
Did you know yesterday was 2nd anniversary of payday 3
What about undertale 10th
Don't know when that is
i don't think even its players care 
Is payday 3 still shit
it was a bit ago
also stupid lol
Starbreeze send 1 message about it on twitter
And that's about it
Rip
yeah they fucked up
๐ญ
Not a good one either tho
Yea I like pd3
noticeably
well I'd say
Might try it out if I get it on sale
more elaborated
You might find some very cheap keys
On unnamed sites I shouldn't probably promote
Cause it was on like 80% sale
For all 1 year dlcs
Got my week full and I'm probably going to also be contracted by another client on weekends relatively soon
so lots of work 
I love us being top 5 expensive despite way lower wages 
rip
we earn 1.9k usd monthly before tax median here btw
Nin10do should be demolished
Burn in hell fire
With the patenting
"oh i gonna patent connecting to central server"
@grand flower@restive turretthey patented speakers too btw
...
Idiots
LOUD



