Code to load inside PDLC its a violation of copyrights?

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Nonnus
Posts: 32
Joined: Mon Sep 16, 2013 1:00 pm

Code to load inside PDLC its a violation of copyrights?

Post by Nonnus »

Hello Giants,

I find way to load .lua files from inside the PDlC and my question is if i release some mods/maps with that code i´m violate the copyrights?

For example for load .lua breakable rocks:

Code: Select all

<extraSourceFiles>
    <sourceFile filename="pdlc_forestryPack/scripts/destructibleMapObjects/DestroyedMapObjectsEvent.lua" />
    <sourceFile filename="pdlc_forestryPack/scripts/destructibleMapObjects/MapObjectDestroyedEvent.lua" />
    <sourceFile filename="pdlc_forestryPack/scripts/destructibleMapObjects/DestructibleMapObjectSystem.lua" />
    </extraSourceFiles>
Inside the mods for hammer works:

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<vehicleTypes>
            <type name="hb30" parent="baseAttachable" className="Vehicle" filename="$dataS/scripts/vehicles/Vehicle.lua">
            <specialization name="turnOnVehicle" /> 
            <specialization name="pdlc_forestryPack.hydraulicHammer" />
        </type>
     </vehicleTypes>
Inside the i3d map attributes:

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<UserAttribute nodeId="xxxxx">
      <Attribute name="destructibleType" type="string" value="ROCK"/>
      <Attribute name="destructionVolume" type="float" value="100"/>
      <Attribute name="dropAmount" type="float" value="2000"/>
      <Attribute name="dropFillTypeName" type="string" value="STONE"/>
      <Attribute name="groupId" type="integer" value="1"/>
      <Attribute name="onCreate" type="scriptCallback" value="modOnCreate.onCreateDestructibleObjectsGroup"/>
    </UserAttribute>
If not allowed please delete this post and I find out its not allowed publish mods with the code.
XPModder
Posts: 80
Joined: Thu Oct 30, 2014 2:45 pm

Re: Code to load inside PDLC its a violation of copyrights?

Post by XPModder »

I think the important question is, how did you get this information?
Like, how do you know what the scripts are called and where they are located in the dlc and how do you know what the specialization is called and what the onCreate function is called?

Making a mod that in some way depends on a dlc, will need the dlc as a requirement, but apart from that should be fine.
HOWEVER, the dlc itself is a (I assume) compressed and encrypted file and the scripts within are likely compiled in some way. Somehow extracting/decrypting and/or decompiling a dlc would be a violation of the EULA and the terms of service and may even be illegal. Therefore anything created by doing such things would violate the EULA and the terms of service. And so would the reverse engineering (in any way) of the content of such a file.
The way you obtained the information is likely way more important than using it.

I should probably state here that I am just a modder whos only affiliation with Giants is that I bought several of their games and dlcs and sometimes like to create mods for farming simulator. Therefore any information in this post is just me reading the EULA and Terms of Service as well as making some assumptions, so the information may not be 100% correct.
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Nonnus
Posts: 32
Joined: Mon Sep 16, 2013 1:00 pm

Re: Code to load inside PDLC its a violation of copyrights?

Post by Nonnus »

XPModder wrote: Tue Dec 05, 2023 11:40 am I think the important question is, how did you get this information?
Like, how do you know what the scripts are called and where they are located in the dlc and how do you know what the specialization is called and what the onCreate function is called?

Making a mod that in some way depends on a dlc, will need the dlc as a requirement, but apart from that should be fine.
HOWEVER, the dlc itself is a (I assume) compressed and encrypted file and the scripts within are likely compiled in some way. Somehow extracting/decrypting and/or decompiling a dlc would be a violation of the EULA and the terms of service and may even be illegal. Therefore anything created by doing such things would violate the EULA and the terms of service. And so would the reverse engineering (in any way) of the content of such a file.
The way you obtained the information is likely way more important than using it.

I should probably state here that I am just a modder whos only affiliation with Giants is that I bought several of their games and dlcs and sometimes like to create mods for farming simulator. Therefore any information in this post is just me reading the EULA and Terms of Service as well as making some assumptions, so the information may not be 100% correct.
I dont go tell you all, but i can tell you the game give you some informations without you open the DLC and there are already some mods/maps that share decrypted files where you can get the information without you open the dlc. Anyway, the reason I made this post is to make sure that sharing only code that reads the DLC and allows you to use its functions does not violate copyrights.

Is the same when you look for the moddesc and put filename="$dataS/scripts/vehicles/Vehicle.lua">, this read a ecrypted file.

I´m a modder and a Giants Partner thats why i have concerns about. I want share mods with this functions, but i dont want share the files decrypted was some did.

The post its active so i get assume Giants allow share this type of code.
Drmattymd
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Re: Code to load inside PDLC its a violation of copyrights?

Post by Drmattymd »

I'm pretty sure anything that is freely accessible is fair game. As long as you aren't cracking open locked folders then you should be good.
Playing on PC and PS4
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