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Itms

Support of mod.io

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Dear players,
We have a great announcement to share with you!

Wildfire Games and DBolical (the team behind IndieDB and ModDB, already famous in our community) have worked together to offer you a big surprise. DBolical created mod.io, a new website for sharing and downloading game mods, coming with an API. It is a bit like Steam Workshop, but open-source.
In a nutshell, this website will allow content creators to put mods online and 0 A.D. will be able to download them directly... starting from Alpha 23! :D

This has required a lot of work, and this is the reason why the release was delayed. We are now in actual feature freeze, and since a part of the team didn't work on mod.io and focused on fixing bugs instead, the release should happen quickly. We hope that your enthusiasm towards mod.io will be enough to forgive us for the delay and the deliberate lack of communication.

As you can see, the mod.io website is not yet public, but we have access to it and we are able to publish official mods (i.e. the language packs for Chinese and Japanese). They will appear before the release.
On April 26th, mod.io will go public and you will be able to create an account there and add mods. Don't hesitate to report bugs here or directly to the mod.io team, they will fix them before the official launch on May the 10th. On that date, their marketing campaign will start and we should get a lot of exposure from this, since only a couple games use mod.io as of today.

One last thing for the modders among you: we have added a security step in order to make sure 0 A.D. will not download broken and/or malevolent mods from mod.io. In order for mods to be available for download in 0 A.D., they will need to be signed by the team. Contact us when you are ready to publish your mod, we will test it, sign it and give you the signature to put online. Your mod will be approved and available in 0 A.D. after that.

We hope that you are as excited as we are about this, and we are looking forward to seeing your mods on this new platform soon. Don't hesitate to ask questions here if you have any!

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27 minutes ago, Lion.Kanzen said:

In Christian (in other words)...? can we have an mod downloader client?

This is a mod downloader client directly in the game.

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2 hours ago, Lion.Kanzen said:

In Christian (in other words)...? can we have an mod downloader client?

I don't know if outside Hispanic world, this expression is used.

@stanislas69, I was all but away from guess it. Very good news! I hope that contributors and popularity will rise as sea foam (another spanish/hispanic expression, means that will rise a lot). And maybe there will be some horse mods, @elexis.

It's a great combo with the new mod installation (or it's independent?)

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7 minutes ago, av93 said:


It's a great combo with the new mod installation (or it's independent?)

It's kinda independant :) There are official safe (as in MIT code safe) mods, and all the other mods you can make :) Hopefully all of them can be official at some point but in the meantime they can be shared as pyromod files and installed easily. (ModIO mods will also be pyromods files)

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Just now, stanislas69 said:

(ModIO mods will also be pyromods files)

That was the thing to what i was referring. Great! :victory:

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52 minutes ago, av93 said:

That was the thing to what i was referring. Great! :victory:

 podrías ayudar a traducir esta noticia. quiero darla de la mejor manera.

 

 

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17 minutes ago, Lion.Kanzen said:

 podrías ayudar a traducir esta noticia. quiero darla de la mejor manera.

 

 

Google translator have improved a lot in the last years, you only have to read it and check for fixing a few errors here and there...

 

Spoiler

Queridos jugadores:
¡Tenemos un gran anuncio para compartir con vosotros!

Wildfire Games y DBolical (el equipo detrás de IndieDB y ModDB, ya famoso en nuestra comunidad) hemos trabajado juntos para ofreceros una gran sorpresa. DBolical creó mod.io, un nuevo sitio web para compartir y descargar mods de juegos, que viene con una API*. Es un poco como Steam Workshop, pero de código abierto.
En pocas palabras, este sitio web permitirá a los creadores de contenido poner mods en línea y 0 A.D. podrá descargarlos directamente... ¡empezando por la Alpha 23!

Esto ha requerido mucho trabajo, y esta es la razón por la que el lanzamiento se retrasó. Ahora finalmente estamos en la fase de desarrollo en la que ya no se añaden más funciones nuevas (feature freeze), y como una parte del equipo no trabajó en mod.io y se centró en corregir errores en su lugar, el lanzamiento debería ocurrir rápidamente. Esperamos que vuestro entusiasmo hacia mod.io serà suficiente para perdonarnos por el retraso y la falta deliberada de comunicación.

Como podéis ver, el sitio web mod.io aún no es público, pero nosotros tenemos acceso a él y podemos publicar mods oficiales (es decir, los paquetes de idiomas para chino y japonés). Aparecerán antes del lanzamiento.
El 26 de abril, la página de mod.io se hará pública y podréis crear una cuenta allí y agregar mods. No dudéis en informar de errores aquí o directamente al equipo mod.io, los arreglarán antes del lanzamiento oficial el 10 de mayo. En esa fecha, comenzará su campaña de marketing, y deberíamos obtener mucha publicidad de esto, ya que solo un par de juegos usan mod.io en el momento de hoy.

Una última cosa para los modders que hay entre ustedes: hemos agregado un paso de seguridad para asegurarnos de que 0 A.D. no descargue modificaciones dañadas y/o malévolas de mod.io. Para que los mods estén disponibles para su descarga en 0 A.D., deberán estar firmados por el equipo. Poneros en contacto con nosotros cuando esté listo para publicar su mod, lo probaremos, lo firmaremos y le daremos el visto bueno para ponerlo en línea. Tu mod será aprobado y estará disponible en 0 A.D. después de eso.

Esperamos que estéis tan entusiasmados como nosotros sobre esto, y esperamos ver vuestras modificaciones en esta nueva plataforma pronto. ¡No dudéis en hacer preguntas aquí si tiene alguna!

*API son las siglas de Application Programming Interface (Interfaz de Programación de Aplicaciones)

 

(y)

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14 minutes ago, av93 said:

Google translator have improved a lot in the last years, you only have to read it and check for fixing a few errors here and there...

 

  Hide contents

Queridos jugadores:
¡Tenemos un gran anuncio para compartir con vosotros!

Wildfire Games y DBolical (el equipo detrás de IndieDB y ModDB, ya famoso en nuestra comunidad) hemos trabajado juntos para ofreceros una gran sorpresa. DBolical creó mod.io, un nuevo sitio web para compartir y descargar mods de juegos, que viene con una API*. Es un poco como Steam Workshop, pero de código abierto.
En pocas palabras, este sitio web permitirá a los creadores de contenido poner mods en línea y 0 A.D. podrá descargarlos directamente... ¡empezando por la Alpha 23!

Esto ha requerido mucho trabajo, y esta es la razón por la que el lanzamiento se retrasó. Ahora finalmente estamos en la fase de desarrollo en la que ya no se añaden más funciones nuevas (feature freeze), y como una parte del equipo no trabajó en mod.io y se centró en corregir errores en su lugar, el lanzamiento debería ocurrir rápidamente. Esperamos que vuestro entusiasmo hacia mod.io serà suficiente para perdonarnos por el retraso y la falta deliberada de comunicación.

Como podéis ver, el sitio web mod.io aún no es público, pero nosotros tenemos acceso a él y podemos publicar mods oficiales (es decir, los paquetes de idiomas para chino y japonés). Aparecerán antes del lanzamiento.
El 26 de abril, la página de mod.io se hará pública y podréis crear una cuenta allí y agregar mods. No dudéis en informar de errores aquí o directamente al equipo mod.io, los arreglarán antes del lanzamiento oficial el 10 de mayo. En esa fecha, comenzará su campaña de marketing, y deberíamos obtener mucha publicidad de esto, ya que solo un par de juegos usan mod.io en el momento de hoy.

Una última cosa para los modders que hay entre ustedes: hemos agregado un paso de seguridad para asegurarnos de que 0 A.D. no descargue modificaciones dañadas y/o malévolas de mod.io. Para que los mods estén disponibles para su descarga en 0 A.D., deberán estar firmados por el equipo. Poneros en contacto con nosotros cuando esté listo para publicar su mod, lo probaremos, lo firmaremos y le daremos el visto bueno para ponerlo en línea. Tu mod será aprobado y estará disponible en 0 A.D. después de eso.

Esperamos que estéis tan entusiasmados como nosotros sobre esto, y esperamos ver vuestras modificaciones en esta nueva plataforma pronto. ¡No dudéis en hacer preguntas aquí si tiene alguna!

*API son las siglas de Application Programming Interface (Interfaz de Programación de Aplicaciones)

 

(y)

 

Ok, allí va. voy pegarlo en el blog español y también en Facebook.

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Sounds interesting.

12 hours ago, Itms said:

One last thing for the modders among you: we have added a security step in order to make sure 0 A.D. will not download broken and/or malevolent mods from mod.io. In order for mods to be available for download in 0 A.D., they will need to be signed by the team. Contact us when you are ready to publish your mod, we will test it, sign it and give you the signature to put online. Your mod will be approved and available in 0 A.D. after that.

Mods are not static. If someone updates a mod, does he have to reapply every time for a signature?

 

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2 minutes ago, Nescio said:

Mods are not static. If someone updates a mod, does he have to reapply every time for a signature?

Yes of course, the signature helps ensuring that the mod was not tampered with by anyone, so changes will make the signature invalid and it will have to be updated.

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To clarify, we will only sign mods that are compatible with the Alpha releases, those should be kinda static and have "releases". But you are free to distribute pyromod files anytime, those are now easily installable by just double-clicking them.

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10 minutes ago, Itms said:

Yes of course, the signature helps ensuring that the mod was not tampered with by anyone, so changes will make the signature invalid and it will have to be updated.

We need make a  promo video with our mods...

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44 minutes ago, Itms said:

Yes of course, the signature helps ensuring that the mod was not tampered with by anyone, so changes will make the signature invalid and it will have to be updated.

Thank you for the quick clarification.

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2 hours ago, wackyserious said:

@Lion.Kanzen If Aristeia is per se playable and updated to the current version, I can help in revitalizing the unit roster (and maybe add up missing units too)

Remaking Egyptians and then Assyrians and Babylonians, those must be in Vanilla campaing.

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14 hours ago, Lion.Kanzen said:

Remaking Egyptians and then Assyrians and Babylonians, those must be in Vanilla campaing.

Instead of reinventing the wheel with the Egyptians, why not reuse the Ptolemies set of buildings, but adjust the color of the textures a bit [reduce the yellow color]. Then make some modifications to make them more unique to Aristeia later.

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28 minutes ago, wowgetoffyourcellphone said:

Instead of reinventing the wheel with the Egyptians, why not reuse the Ptolemies set of buildings, but adjust the color of the textures a bit [reduce the yellow color]. Then make some modifications to make them more unique to Aristeia later.

Ok. at this point don't have sense try to compite or learning but... not all Ptolemies building are useful. I'm more worried by chariots or rare warriors with rare weapons.

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@Itms you will sign mods that break IP laws? It can be argued that you're not hosting the service and it's not your responsibility regarding that aspect. Moddb holds a lot of mods that breaks the IPs.

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28 minutes ago, av93 said:

@Itms you will sign mods that break IP laws? It can be argued that you're not hosting the service and it's not your responsibility regarding that aspect. Moddb holds a lot of mods that breaks the IPs.

In some cases it's pretty hard to tell that a mod breaks IP laws. Because we need to check all data, find its sources and check licenses to be sure, that the mod doesn't break IP laws. Even steam may sometimes publish games with broken IP laws. Another side is different IP laws for different countries.

So I think, the possible solution is to check mod only for basic and security things, and remove the mod/make an investigation if someone reported about broken IP laws.

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I think we should be fine if we state clearly that mods that are signed are only checked for stability and security, and that doesn't mean wfg took any part in the realization of the mod.

If we are facing issues, we still have control over which mods are "validated" and appear on mod.io, on top of the signature system.

And of course we can also contact dbolical, who should be able to advise us in case of legal issues given their size and the amount of borderline mods they host already.

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