Hi, Lugas. Say what, GodzFire?
And thanks a lot for the insight, iron (anyone else?)
Sorry for bothering you with unusually long posts. I think in this post I'll go ahead and outline our activity as clearly as you could possibly want to know, so that you get a chance of refining your advice.
So...
Tim Beggs: a guy from T2 asking fans permission to use their stuff? Now
that's the kind of contact we'd like to have
"Someone else": if you indeed have no written agreement with T2, then contacts, if any, were ephemeral. Understood.
Blades & WIMC: the more info, the better, regardless of whether we eventually contact T2 or not.
NDAs with 3 developers: would FlyingFlip be one of those 3? He's apparently still active... sort of.
Omni Group:
We have contacted them, as well as Feral. In both cases, our contact happened to be an Oni fan
They obviously can't give away any of the source without T2's consent. Same goes for pre-beta content.
Put simply, they're legally bound, so contact information is the very most we can expect from them officially.
(however, Omni have been very helpful already, indirectly: their "patch" is basically a debug-build
)
Thinking of it, it indeed makes sense to try and ask Omni for contact info and agreement details. Our first contact overlooked those issues.
Omni's agreement is, on one hand, probably written; on the other, possibly relevant to us. They might have more contacts, too.
I'll try that (but I'll have to be careful not to present their patch as the biggest leak to date
)
Now for the boring part, modding and legalese:
The basic problem is that the license is non-existing, so it's all common sense and fingers-crossed.
As for the causes for concern (or perhaps, in our case, paranoia), here's what we have.
First, we've documented most of the game content formats and designed a few dev-tool equivalents. Those indeed produce content to be used with the original engine.
The only problem here is the format in which one would release modifications of
original levels, so that is does not amount to redistribution of retail content for free. We have yet to design a system that would consistently patch and recombine existing resources to generate enhanced level content.
I'm curious about how that went for you guys. Did you ever release maps that were largely based on existing ones? When and if, how did you work around the redistribution issue?
We think that releasing whole levels rather than patches is only OK for completely new levels (and we're not there yet, so to speak
) or for content distributed with the demo.
Second, reverse-engineering has led us to massively patching the executable as well. Thanks to Omni's debug-build, we're able to identify all of the engine's functions and variables, which makes investigating and enhancing relatively easy, and quite powerful in the long run. I won't draw a list, but even multiplayer, while not exactly around the corner by lack of a real "team", is technically feasible with the current knowledge.
Currently, the engine modding on PC is set to be DLL-based. The original Oni happens to load a DLL at startup, which we can use to change or add anything we need.
Another aspect is that the DLL can be built with a coder-friendly, incremental SDK. The SDK integrates all of the reverse-engineered source so far, which (if we release that publicly) would be the most "legally challenged" aspect of our activity.
Besides, we'd probably distribute an English version of the engine along with the DLL/SDK (either that or we'll have trouble making the stuff compatible with every odd language version around)
Both issues don't really have our major hackers worried, and they spontaneously took position against contacting T2, and in favor of staying underground.
The people concerned are the ones who'd host the modded content, redistributed engine, public SDK. They're the ones who feel insecure, which is quite understandable.
So there has been a little debate in our little community, but advice from another team is of course valuable because it's less biased. Thanks again for your insight, iron
Gazillion dollars or standalone game:
The closest to either would be Oni Multiplayer (not to mention a number of unlocked features, and the issues with redistribution). Are you positive that we can regard whatever we'll add to Oni as "just a mod", and proceed without fearing the "Ton of Bricks of Damocles"?
Game content export:
There's another aspect neither I nor you addressed so far, namely (possibly massive) export of Oni's content (such as meshes and anims) for editing/reimport or, possibly, use in other engines...
As for the latter, there are a few more or less promising projects around. My feeling is that they will become less and less legit as more and more features and content is added to them. Right?
For instance, making Konoko a full-featured "skin" in a FPS is one thing, completely replicating Oni's environment and array of characters, animation and combat systems... that's a bit different.
Anyway, that's a completely different story and you don't have to comment.
Unanswered question:
How much of the source did you guys have to start with? Rumors diverge
Plugins:
I myself am not a Myth player. What part of Myth is affected by the "plugins" (I'm especially interested about the upgrades to the PC engine)?
If we are to stay underground, we could as well go for a reasonably "T2-safe" format for releasing our "mods".
Thanks again for your patience. Just a few more answers/comments/suggestions, and then I'll leave you alone