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Itms
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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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  On 22/04/2018 at 6:55 PM, Lion.Kanzen said:

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

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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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  On 22/04/2018 at 9:30 PM, av93 said:


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

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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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  On 22/04/2018 at 10:41 PM, Lion.Kanzen said:

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

 

 

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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...

 

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(y)

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  On 22/04/2018 at 11:01 PM, 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...

 

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(y)

 

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

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Sounds interesting.

  On 22/04/2018 at 6:17 PM, 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.

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

 

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  On 23/04/2018 at 6:43 AM, Nescio said:

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

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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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  On 23/04/2018 at 3:39 PM, Lion.Kanzen said:

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

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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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  On 24/04/2018 at 5:47 AM, 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.

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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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  On 24/04/2018 at 7:05 PM, 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.

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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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