We mean Valve no ill will, and we'd appreciate if the TF2 mod community would do the same. We don't want to push any blame onto Valve. We'd also like to express our gratitude to Valve for giving the TF2 Sourcemod community the chance to create these projects to begin with. We'd just like to have more folks who can help carry the weight of asset creation. This all said, we're incredibly thankful for the developers on our team who've created what they can for the mod, even when times have been tough for us. We had tried reaching out in the past, but only had a handful of applicants who could help us out. We could really use some help in being able to get weapons and maps done. We plan to show off some content at some point in the future, though getting the assets in a presentable state is currently proving difficult for us, over at Eminoma.įor context, we'd like to let everyone know that for the past two years or so, we've run dry on finding team members who can create assets for the mod, such as: weapon concepts, weapon models and textures, map textures, and map art-passing. We've been hard at work on a proper content update that includes new weapons, maps, quality of life changes, and the likes. Everyone's been worried that all the work we've done would be for nothing. It's very important to let everyone know this has been very hard for our developers. So our reasons for re-opening are due, in short, to the lack of response from Valve. On March 10, around 6 months after their last reply, we decided to send a final email announcing that we plan on opening our downloads back up until they re-affirm that they want us to keep them down. Due to the lack of response, we've tried contacting them in multiple different ways, including through Steam support. Unfortunately, Valve has not responded to us in any form, despite us trying various ways to contact them after this initial email. We sent them a response confirming that we would suspend downloads, alongside stating that we were very much interested in a Steam release, along with a few questions. They asked us if we were interested in releasing our projects in the form of a mod on Steam, which would have required work from both parties. In the same email, Valve made it clear to us that they recognize and appreciate the creativity and motivation of the TF2 community, and were internally discussing the best way to let us express it. As such, they asked us to "stop distributing reverse engineered or leaked code, including anything compiled using that code or otherwise derived from it." In short, their response stated that, while the Software Service Agreement allowed for modding to a certain extent, it both does not apply to the leaked code, and forbids the use of reverse-engineering. In particular, about their stance on reverse-engineering, as the Open Fortress team was working on a reverse-engineered TF2 base to use in place of the 2008 leaked source code that most TF2 mods at the moment use. In doing so, we'd also like to update everyone on what's been happening.Īs we've mentioned in the past, we had gotten in contact with Valve about a few questions regarding TF2 Sourcemods. We'd like to let everyone know that there's been no response back from Valve, and that we plan to re-open downloads to the public.
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