https://soundcloud.com/christopher-leaptrott/imperial-alert-siren-sound
Video demo (https://www.youtube.com/watch?v=fufy_9QwWIE)
What license are those sounds released under? If you don't have the legal right or permission granted to use them, those sounds are not legal to distribute.Are you really nitpicking that? I mean, I understand all the legal implications, but this is a mod for christ's sake.
(also, legally, since this is a mod and isn't sold for profit, the law can't really touch it if you're being that picky)In legal term, this is called a Load of CR*P. Or do you also believe it is legal to distribute a movie via torrent because it isn't sold for profit??? Of course even when assuming those sounds weren't released with some permissive license it is still very unlikely that EA will come after this mod, since it doesn't affect EA games sales or image in any shape or form. But they still have valid ground to file a DMCA against it if they wanted to.
This is pretty amazing. However, may I provide some input?
-I don't think you need the flux alarm until 85-90%, and even then not as piercing as you have now; most players will be paying attention to their flux levels intensely, and will really only need a subtle reminder they're high.
-The Hull warning sound is pretty good, as sometimes you'll notice the flux moving up and down, and completely forget about the hull. The problem is you've used the Halo shield-down alarm - I keep thinking the hull is going to regenerate. Maybe make the flux override make that sound, and find some generic alert sound from freesounds for the hull?
-The high damage alarm is brilliant - that is really useful for when you get unexpectedly flanked.
-The engine disabled alarm is a godsend - several times I'll have no idea what's going on when my ship just dies in the water. Having a sound that says it's happened is pretty useful. What I wouldn't mind however is have the engine alarm sustained until the engines come back: currently the alarm sounds quickly and can be overlooked (much like the flameout message), and having a sustained sound would be really useful in this instance.
-Also, wouldn't mind a weapon disabled sound effect as well in the same vein as above.
-Is it possible for music to play when you die? I just have an amusing thought of the Team Fortress 2 'You've been dominated' theme or Solid Snake's "death' theme playing when you get blown up.
-Also, if you move to another ship, will you still have the sounds for THAT ship?
EDIT: HA HA Alfonzo, Master of Using the Tab Key.
I probably wouldn't have been able to use those sounds in the first place.
(also, legally, since this is a mod and isn't sold for profit, the law can't really touch it if you're being that picky)In legal term, this is called a Load of CR*P. Or do you also believe it is legal to distribute a movie via torrent because it isn't sold for profit??? Of course even when assuming those sounds weren't released with some permissive license it is still very unlikely that EA will come after this mod, since it doesn't affect EA games sales or image in any shape or form. But they still have valid ground to file a DMCA against it if they wanted to.
This definitely falls under "fair use." No need to scare people just for the sake of scaring people.I'm not trying to "scare" people, but to provide a friendly reminder that there are laws so they don't act surprised if they sometimes get DMCAed. It is indeed so extremely unlikely in the present case that the risk can be considered non-existent, but maybe the next time he takes assets from another license it won't be that unlikely.
Examples of fair use in United States copyright law include commentary, search engines, criticism, parody, news reporting, research, and scholarship.Fair Use is is to allow the use of copyrighted material for a purpose different than the original material, so that it doesn't "compete" with the copyright owner's product. This is a case of sounds assets from a game used for the exact same purpose in another game, it's the perfect case where Fair Use DOESN'T apply.
Again, nothing will happen to this mod even if it keeps using those sounds, but it is good to remind people that just because you can find something on Internet easily doesn't make it free to use anyway they want.
Besides, there's plenty of Star Wars/Star Trek/<insert name of IP here> game mods out there which *no one* has ever been sued for. So I don't think it's even really a danger.
Basically there's 0% chance of ever seeing a DMCA over a mod.
Yeah 99% of copyright cases happen.because the law requires rights holders to act in their copyright's defense otherwise they lose claim to it. So EA sued that fan-made starwars game because copyright law requires them to pretend they care about. Copyright law doesn't require them to ever do anything about fan-made mods, so no company ever even pretends to care about mods.You are mixing up IP and Trademarks: it's the second one that has to be enforced to be kept valid. IP are enforced at the discretion of the rights' owner.
Basically there's 0% chance of ever seeing a DMCA over a mod. The only way copyright applies to free mods is in respect to the work of fellow modder, you don't have to worry about EA
You are mixing up IP and Trademarks: it's the second one that has to be enforced to be kept valid. IP are enforced at the discretion of the rights' owner.And you're mixing up "IP" and "Copyright": IP is a blanket term including (but not limited to) copyright, patent and trademark law.
-If you would like to change a sound's volume, or remove it completely (rather, set the volume to 0 to avoid actual errors when running the game), go to installation_directory/Starsector/mods/Combat Alarm Sounds/data/config/sounds.json, and adjust the corresponding sound's volume;
public void processInputPreCoreControls(float f, List l)
{
}
if its good for 0.9a now need to get it updated in the mod index to show :p .Thanks for pointing that out, I see the mods updated it in the meantime! ;)
-If you would like to change a sound's volume, or remove it completely (rather, set the volume to 0 to avoid actual errors when running the game), go to installation_directory/Starsector/mods/Combat Alarm Sounds/data/config/sounds.json, and adjust the corresponding sound's volume;
i'm also trying to lower the high flux level alarm and was going to say the exact same thing. it's a real pain that the default is "1" for all the sound settings.-If you would like to change a sound's volume, or remove it completely (rather, set the volume to 0 to avoid actual errors when running the game), go to installation_directory/Starsector/mods/Combat Alarm Sounds/data/config/sounds.json, and adjust the corresponding sound's volume;
I love that you can change the volume levels for different sounds, and I love the mod.
I've found that the high flux level alarm is a bit too loud and piercing, but still very useful, but what inputs are valid for the volume numbers?
Default is 1, and you've said 0 suppresses it entirely, but will it cause errors if I add in 0.25 for flux level alarm? Is 2 or 3 a valid input for a higher volume?
Update for 0.96a?!