http://robotality.com/wiki/api.php?action=feedcontributions&user=CoDi&feedformat=atomHalfway - User contributions [en]2024-03-29T06:57:00ZUser contributionsMediaWiki 1.23.3http://robotality.com/wiki/index.php?title=How_the_modding_system_works_(some_technical_details)How the modding system works (some technical details)2014-10-20T09:11:58Z<p>CoDi: </p>
<hr />
<div>==How the modding system works (some technical details)==<br />
<br />
===Discovery===<br />
<br />
The mod system is able to load mods from multiple locations:<br />
<br />
# As a directory structure in the mods/ folder. The system searches for mods/<folder>/mod-info.json files. The name of <folder> is then used as the (internal) name of the mod.<br />
# From ZIP archives in the mods/ folder. The content of each archive found is searched for a <folder>/mod-info.json entry, where <folder> equals the name of the archive. As an example, an archive named myMod.zip is searched for a file myMod/mod-info.json inside.<br />
# Steam Workshop files the user subscribed to are downloaded as ZIP archives. They are processed the same way as local archives, just stored at a different location (in the operating system's temp directories).<br />
<br />
In summary, it should be easy for mod creators to "transform" a mod from a raw directory structure into an archive mod by simply ZIP'ing the mods/<folder> directory.<br />
<br />
===Mod names===<br />
<br />
Mods do have an internal name, and a display name. The name used for display is set by the "display-name" property in mod-info.json. The internal name equals the folder name of the mod, or the file name of the ZIP archive.<br />
<br />
Internal names are case insensitive, which means "myMod" and "MYmoD" are equal from the mod system's point of view.<br />
<br />
Please don't use spaces and special characters in folder/archive names. The letters A-Z, a-z, 0-9, '_' and '-' are fine.<br />
<br />
===Versioning===<br />
<br />
The mod-info.json contains two different version flags. The "display-version" property is just used for display in the game's options menu. The "version" property is used internally as a "revision" number to decide if a version is "more recent".<br />
<br />
If the mod system discovers two or more mods of the same (internal) name, the version is used to decide which mod to use. If the versions are equal, the local (raw directory structure) version is preferred. This means that a content creator with his local version, a zipped version, and the version subscribed to on Steam Workshop all at the same version/revision will have his local version - the one he's most likely want to work/test with - supersede all other versions.<br />
<br />
===Directory structure===<br />
<br />
Besides the properties in mod-info.json, the mod system just uses the folder structure of a mod to decide which content to add to or replace from the main game. This means that the folder structure must follow the main game's structure in order to have mods work properly.<br />
<br />
===mod-info.json===<br />
<br />
<blockquote>{<br />
"display-name" : "That's the name shown in the main and options menus.",<br />
<br />
"display-version" : "The version string displayed in the options menu.",<br />
<br />
<br />
"version" : <the revision number used internally to for versioning>,<br />
<br />
<br />
"description" : [<br />
<br />
"The text shown in the options menu.",<br />
<br />
"Only the first two lines will be displayed."<br />
<br />
],<br />
<br />
<br />
"steam-workshop-title" : "The title to be shown in the Steam Workshop.",<br />
<br />
"steam-workshop-description" : "The description text to be shown in the Steam Workshop.",<br />
<br />
<br />
"parent" : null,<br />
<br />
"extends-parent" : false,<br />
<br />
<br />
"dependencies" : [<br />
<br />
],<br />
<br />
<br />
"flags" : [<br />
<br />
"skip-intro"<br />
<br />
]<br />
}</blockquote><br />
<br />
===Parents and dependencies===<br />
<br />
It is possible to "chain" mods by setting the "parent" property in mod-info.json. The parent's content is then superseeded by this mod. This can be useful in some cases, e.g. to have one mod offer localisation to another mod. Note: this feature wasn't tested extensively yet, so you might run into technical issues.<br />
<br />
The dependencies property hasn't been tested so far and should not be used for now. It was introduced to allow mods to customize the order in which they are processed.<br />
<br />
===Flags===<br />
<br />
The "flags" property is a list of strings. Right now only "skip-intro" is supported. If this flag is given in any mod currently active, the intro animation is skipped when starting a new game.</div>CoDihttp://robotality.com/wiki/index.php?title=How_the_modding_system_works_(some_technical_details)How the modding system works (some technical details)2014-10-20T09:10:24Z<p>CoDi: /* mod-info.json */</p>
<hr />
<div>==How the modding system works (some technical details)==<br />
<br />
===Discovery===<br />
<br />
The mod system is able to load mods from multiple locations:<br />
<br />
# As a directory structure in the mods/ folder. The system searches for mods/<folder>/mod-info.json files. The name of <folder> is then used as the (internal) name of the mod.<br />
# From ZIP archives in the mods/ folder. The content of each archive found is searched for a <folder>/mod-info.json entry, where <folder> equals the name of the archive. As an example, an archive named myMod.zip is searched for a file myMod/mod-info.json inside.<br />
# Steam Workshop files the user subscribed to are downloaded as ZIP archives. They are processed the same way as local archives, just stored at a different location (in the operating system's temp directories).<br />
<br />
In summary, it should be easy for mod creators to "transform" a mod from a raw directory structure into an archive mod by simply ZIP'ing the mods/<folder> directory.<br />
<br />
===Mod names===<br />
<br />
Mods do have an internal name, and a display name. The name used for display is set by the "display-name" property in mod-info.json. The internal name equals the folder name of the mod, or the file name of the ZIP archive.<br />
<br />
Internal names are case insensitive, which means "myMod" and "MYmoD" are equal from the mod system's point of view.<br />
<br />
Please don't use spaces and special characters in folder/archive names. The letters A-Z, a-z, 0-9, '_' and '-' are fine.<br />
<br />
===Versioning===<br />
<br />
The mod-info.json contains two different version flags. The "display-version" property is just used for display in the game's options menu. The "version" property is used internally as a "revision" number to decide if a version is "more recent".<br />
<br />
If the mod system discovers two or more mods of the same (internal) name, the version is used to decide which mod to use. If the versions are equal, the local (raw directory structure) version is preferred. This means that a content creator with his local version, a zipped version, and the version subscribed to on Steam Workshop all at the same version/revision will have his local version - the one he's most likely want to work/test with - supersede all other versions.<br />
<br />
===Directory structure===<br />
<br />
Besides the properties in mod-info.json, the mod system just uses the folder structure of a mod to decide which content to add to or replace from the main game. This means that the folder structure must follow the main game's structure in order to have mods work properly.<br />
<br />
===mod-info.json===<br />
<br />
<blockquote>{<br />
"display-name" : "That's the name shown in the main and options menus.",<br />
<br />
"display-version" : "The version string displayed in the options menu.",<br />
<br />
<br />
"version" : <the revision number used internally to for versioning>,<br />
<br />
<br />
"description" : [<br />
<br />
"The text shown in the options menu.",<br />
<br />
"Only the first two lines will be displayed."<br />
<br />
],<br />
<br />
<br />
"steam-workshop-title" : "The title to be shown in the Steam Workshop.",<br />
<br />
"steam-workshop-description" : "The description text to be shown in the Steam Workshop.",<br />
<br />
<br />
"parent" : null,<br />
<br />
"extends-parent" : false,<br />
<br />
<br />
"dependencies" : [<br />
<br />
],<br />
<br />
<br />
"flags" : [<br />
<br />
"skip-intro"<br />
<br />
]<br />
}</blockquote><br />
<br />
===Parents and dependencies===<br />
<br />
It is possible to "chain" mods by setting the "parent" property in mod-info.json. The parent's content is then superseeded by this mod. This can be useful in some cases, e.g. to have one mod offer localisation to another mod. Note: this feature wasn't tested extensively yet, so you might run into technical issues.<br />
<br />
The dependencies property hasn't been tested so far and should not be used for now. It was introduced to allow mods to customize the order in which they are processed.</div>CoDihttp://robotality.com/wiki/index.php?title=How_the_modding_system_works_(some_technical_details)How the modding system works (some technical details)2014-10-20T09:10:10Z<p>CoDi: /* mod-info.json */</p>
<hr />
<div>==How the modding system works (some technical details)==<br />
<br />
===Discovery===<br />
<br />
The mod system is able to load mods from multiple locations:<br />
<br />
# As a directory structure in the mods/ folder. The system searches for mods/<folder>/mod-info.json files. The name of <folder> is then used as the (internal) name of the mod.<br />
# From ZIP archives in the mods/ folder. The content of each archive found is searched for a <folder>/mod-info.json entry, where <folder> equals the name of the archive. As an example, an archive named myMod.zip is searched for a file myMod/mod-info.json inside.<br />
# Steam Workshop files the user subscribed to are downloaded as ZIP archives. They are processed the same way as local archives, just stored at a different location (in the operating system's temp directories).<br />
<br />
In summary, it should be easy for mod creators to "transform" a mod from a raw directory structure into an archive mod by simply ZIP'ing the mods/<folder> directory.<br />
<br />
===Mod names===<br />
<br />
Mods do have an internal name, and a display name. The name used for display is set by the "display-name" property in mod-info.json. The internal name equals the folder name of the mod, or the file name of the ZIP archive.<br />
<br />
Internal names are case insensitive, which means "myMod" and "MYmoD" are equal from the mod system's point of view.<br />
<br />
Please don't use spaces and special characters in folder/archive names. The letters A-Z, a-z, 0-9, '_' and '-' are fine.<br />
<br />
===Versioning===<br />
<br />
The mod-info.json contains two different version flags. The "display-version" property is just used for display in the game's options menu. The "version" property is used internally as a "revision" number to decide if a version is "more recent".<br />
<br />
If the mod system discovers two or more mods of the same (internal) name, the version is used to decide which mod to use. If the versions are equal, the local (raw directory structure) version is preferred. This means that a content creator with his local version, a zipped version, and the version subscribed to on Steam Workshop all at the same version/revision will have his local version - the one he's most likely want to work/test with - supersede all other versions.<br />
<br />
===Directory structure===<br />
<br />
Besides the properties in mod-info.json, the mod system just uses the folder structure of a mod to decide which content to add to or replace from the main game. This means that the folder structure must follow the main game's structure in order to have mods work properly.<br />
<br />
===mod-info.json===<br />
<br />
<blockquote>{<br />
"display-name" : "That's the name shown in the main and options menus.",<br />
<br />
"display-version" : "The version string displayed in the options menu.",<br />
<br />
<br />
"version" : <the revision number used internally to for versioning>,<br />
<br />
<br />
"description" : [<br />
<br />
"The text shown in the options menu.",<br />
<br />
"Only the first two lines will be displayed."<br />
<br />
],<br />
<br />
<br />
"steam-workshop-title" : "The title to be shown in the Steam Workshop.",<br />
<br />
"steam-workshop-description" : "The description text to be shown in the Steam Workshop.",<br />
<br />
<br />
"parent" : null,<br />
<br />
"extends-parent" : false,<br />
<br />
<br />
"dependencies" : [<br />
<br />
],<br />
<br />
<br />
"flags" : [<br />
"skip-intro"<br />
]<br />
}</blockquote><br />
<br />
===Parents and dependencies===<br />
<br />
It is possible to "chain" mods by setting the "parent" property in mod-info.json. The parent's content is then superseeded by this mod. This can be useful in some cases, e.g. to have one mod offer localisation to another mod. Note: this feature wasn't tested extensively yet, so you might run into technical issues.<br />
<br />
The dependencies property hasn't been tested so far and should not be used for now. It was introduced to allow mods to customize the order in which they are processed.</div>CoDihttp://robotality.com/wiki/index.php?title=Steam_Workshop_-_publishing_your_modSteam Workshop - publishing your mod2014-10-15T13:05:28Z<p>CoDi: Created page with " == Steam Workshop == Publishing your mod to the Steam Workshop is done via the level editor. === Requirements === # Steam must be active before starting the level editor...."</p>
<hr />
<div><br />
== Steam Workshop ==<br />
<br />
Publishing your mod to the Steam Workshop is done via the level editor.<br />
<br />
=== Requirements ===<br />
<br />
# Steam must be active before starting the level editor.<br />
# The mod must be prepared as ZIP archive inside the mods/ folder. You should verify that this is done properly, e.g. by testing that the mod works in the game after zipping.<br />
# A "preview image" in PNG format is required next to, and with the same file name as the archive. For example, if your mod is prepared as "myMod.zip", you'll need an image "myMod.png" right next to it.<br />
<br />
=== What's published ===<br />
<br />
# The ZIP archive as the actual user generated content which other players can subscribe to.<br />
# The PNG for display of your mod in the Steam Workshop.<br />
# The "steam-workshop-title" and "steam-workshop-description" properties inside mod-info.json are used to set title and description texts.<br />
<br />
=== First upload ===<br />
<br />
The upload is started by selecting the cloud icon in the editor toolbar. Just select the ZIP archive you want to upload. Some basic checks are performed by the editor before uploading.<br />
<br />
If you didn't yet agree to the "Steam Workshop License Agreement" (WLA), the upload won't be completed successfully, but a browser window or Steam overlay window will open, directing you to the WLA to sign. This needs to be done only once.<br />
<br />
If everything goes well, a browser window or the Steam overlay will open with the workshop item you've just uploaded. As a first step, you should "subscribe" to your own mod. As a second step, you should restart the level editor to have the modding system properly register the new subscription.<br />
<br />
=== Updates ===<br />
<br />
If you've subscribed to your mod (and restarted the editor at least once), every successive upload will update the existing mod. If you didn't subscribe, successive uploads will publish copies of the same mod, which shouldn't be your intention in most cases.<br />
<br />
=== Administration ===<br />
<br />
Mods are initially published as "private". You have to use the Steam Workshop page to make it available to any other users. From there you also can make other adjustments, or even delete the mod altogether.</div>CoDihttp://robotality.com/wiki/index.php?title=Main_PageMain Page2014-10-15T13:02:38Z<p>CoDi: /* Overview about modding for Halfway */</p>
<hr />
<div>__NOTOC__<br />
== Welcome to the Halfway Wiki ==<br />
This wiki is mainly used for documenting the Halfway Mod Tools and everything related to modding the game.<br />
<br />
You should find everything that you need here to get you going and create a mod for Halfway.<br />
<br />
<br />
<br />
Please read the requirement list over here to see if you have everything that is needed: <br />
<br />
*[[Halfway Modding Minimum Requirements]] <br />
<br />
== Content ==<br />
<br><br />
[[file:joshModding.gif]]<br />
<br><br />
<br />
===Forum and Community===<br />
<br />
If you need help and have questions, feel free to drop by in our forum and join the community:<br />
<br />
Steam:<br />
<br />
[http://steamcommunity.com/app/253150/discussions Steam Halfway Forum ]<br />
<br />
Official Halfway Forum:<br />
<br />
[http://community.playstarbound.com/index.php?forums/halfway/ Halfway Forum]<br />
<br />
=== Overview about modding for Halfway ===<br />
'''First Steps'''<br />
<br />
*[[Setting up a new mod]]<br />
<br />
*[[Modding Overview|Go here to get an overview of what is possible]]<br />
<br />
*[[How the modding system works (some technical details)]]<br />
<br />
*[[Steam Workshop - publishing your mod]]<br />
<br><br />
<br />
=== Video Tutorials ===<br />
In this section you find a small overview of video tutorials we made to explain certain parts of the modding process. A good starting point if you want to make an level.<br />
<br />
*[[Video Tutorials|Video Tutorials Overview]]<br />
<br />
==== Map Editor ====<br />
The map editor is the central part of the mod tools for Halfway. Find all relevant information under this link here:<br />
<br />
*[[Map Editor Overview]]<br />
<br />
==== MetaData Tool ====<br />
The MetaData Tool helps you to add information to your assets. <br />
<br />
*[[MetaData Tool]]<br />
<br />
==== Gif Processor ====<br />
<br />
This is a little standalone tool that allows you to make png animation stripes from gif animations. The good thing here is that you can have gifs with all animations you want to have in one file and then export them to pngs and anim timing files including proper naming in one go.<br />
<br />
*[[Gif Processor]]<br />
<br />
==== Image Processor ====<br />
<br />
The image processor is a tool we developed to help the artist to export and name the objects in the game in a far more efficient way then by hand.<br />
<br />
This tool works excellent together with [http://pyxeledit.com/ PyxelEdit].<br />
<br />
*[[Image Processor]]<br />
<br />
==== Json files (Items) or where the data is stored ====<br />
<br />
All our data and information about items, weapons, enemies etc are stored in the easy to read .json format. You can find about all the different .json files Halfway uses under the following link:<br />
<br />
*[[How to change and add Items and other things]]<br />
<br />
==== Dialoges ====<br />
<br />
Dialogs are written in txt files. There are some rules you may want to know:<br />
<br />
*[[How to write a dialogue]]<br />
<br />
==== Adding new Assets and Rules for Naming them====<br />
<br />
Naming and importing new assets needs some knowledge you can find here. If you are unsure how to name an assets it also makes sense to look on how we have done it in the main game:<br />
<br />
*[[Assets Rules and Naming]]<br />
<br />
==== Tips and Tricks ====<br />
<br />
Coming soon: Some need tricks and tips we found while doing Halfway.<br />
<br><br />
<br />
---------------------------<br />
<br><br />
[[file:MyToiletSir01.gif]]<br />
<br><br />
<br />
==== Notes ====<br />
<br />
If you have questions or find an missing information, please feel free to drop us a emial over at (hello (at) robotality dot com) <br />
<br />
'''Please Note, that we can not help you make your Mod and give you support on things you do not understand. So please use this wiki to find all the answers you may need. If you think something is missing, let us know and we will add it. Thanks for understanding.'''<br />
<br />
<br />
[[File:Goliath.png]]</div>CoDihttp://robotality.com/wiki/index.php?title=How_the_modding_system_works_(some_technical_details)How the modding system works (some technical details)2014-10-14T09:45:51Z<p>CoDi: Created page with "==How the modding system works (some technical details)== ===Discovery=== The mod system is able to load mods from multiple locations: # As a directory structure in the mod..."</p>
<hr />
<div>==How the modding system works (some technical details)==<br />
<br />
===Discovery===<br />
<br />
The mod system is able to load mods from multiple locations:<br />
<br />
# As a directory structure in the mods/ folder. The system searches for mods/<folder>/mod-info.json files. The name of <folder> is then used as the (internal) name of the mod.<br />
# From ZIP archives in the mods/ folder. The content of each archive found is searched for a <folder>/mod-info.json entry, where <folder> equals the name of the archive. As an example, an archive named myMod.zip is searched for a file myMod/mod-info.json inside.<br />
# Steam Workshop files the user subscribed to are downloaded as ZIP archives. They are processed the same way as local archives, just stored at a different location (in the operating system's temp directories).<br />
<br />
In summary, it should be easy for mod creators to "transform" a mod from a raw directory structure into an archive mod by simply ZIP'ing the mods/<folder> directory.<br />
<br />
===Mod names===<br />
<br />
Mods do have an internal name, and a display name. The name used for display is set by the "display-name" property in mod-info.json. The internal name equals the folder name of the mod, or the file name of the ZIP archive.<br />
<br />
Internal names are case insensitive, which means "myMod" and "MYmoD" are equal from the mod system's point of view.<br />
<br />
Please don't use spaces and special characters in folder/archive names. The letters A-Z, a-z, 0-9, '_' and '-' are fine.<br />
<br />
===Versioning===<br />
<br />
The mod-info.json contains two different version flags. The "display-version" property is just used for display in the game's options menu. The "version" property is used internally as a "revision" number to decide if a version is "more recent".<br />
<br />
If the mod system discovers two or more mods of the same (internal) name, the version is used to decide which mod to use. If the versions are equal, the local (raw directory structure) version is preferred. This means that a content creator with his local version, a zipped version, and the version subscribed to on Steam Workshop all at the same version/revision will have his local version - the one he's most likely want to work/test with - supersede all other versions.<br />
<br />
===Directory structure===<br />
<br />
Besides the properties in mod-info.json, the mod system just uses the folder structure of a mod to decide which content to add to or replace from the main game. This means that the folder structure must follow the main game's structure in order to have mods work properly.<br />
<br />
===mod-info.json===<br />
<br />
<blockquote>{<br />
"display-name" : "That's the name shown in the main and options menus.",<br />
<br />
"display-version" : "The version string displayed in the options menu.",<br />
<br />
<br />
"version" : <the revision number used internally to for versioning>,<br />
<br />
<br />
"description" : [<br />
<br />
"The text shown in the options menu.",<br />
<br />
"Only the first two lines will be displayed."<br />
<br />
],<br />
<br />
<br />
"steam-workshop-title" : "The title to be shown in the Steam Workshop.",<br />
<br />
"steam-workshop-description" : "The description text to be shown in the Steam Workshop.",<br />
<br />
<br />
"parent" : null,<br />
<br />
"extends-parent" : false,<br />
<br />
<br />
"dependencies" : [<br />
<br />
]<br />
}</blockquote><br />
<br />
===Parents and dependencies===<br />
<br />
It is possible to "chain" mods by setting the "parent" property in mod-info.json. The parent's content is then superseeded by this mod. This can be useful in some cases, e.g. to have one mod offer localisation to another mod. Note: this feature wasn't tested extensively yet, so you might run into technical issues.<br />
<br />
The dependencies property hasn't been tested so far and should not be used for now. It was introduced to allow mods to customize the order in which they are processed.</div>CoDihttp://robotality.com/wiki/index.php?title=Main_PageMain Page2014-10-14T09:37:44Z<p>CoDi: /* Overview about modding for Halfway */</p>
<hr />
<div>__NOTOC__<br />
== Welcome to the Halfway Wiki ==<br />
This wiki is mainly used for documenting the Halfway Mod Tools and everything related to modding the game.<br />
<br />
You should find everything that you need here to get you going and create a mod for Halfway.<br />
<br />
<br />
<br />
Please read the requirement list over here to see if you have everything that is needed: <br />
<br />
*[[Halfway Modding Minimum Requirements]] <br />
<br />
== Content ==<br />
<br><br />
[[file:joshModding.gif]]<br />
<br><br />
<br />
===Forum and Community===<br />
<br />
If you need help and have questions, feel free to drop by in our forum and join the community:<br />
<br />
Steam:<br />
<br />
[http://steamcommunity.com/app/253150/discussions Steam Halfway Forum ]<br />
<br />
Official Halfway Forum:<br />
<br />
[http://community.playstarbound.com/index.php?forums/halfway/ Halfway Forum]<br />
<br />
=== Overview about modding for Halfway ===<br />
'''First Steps'''<br />
<br />
*[[Setting up a new mod]]<br />
<br />
*[[Modding Overview|Go here to get an overview of what is possible]]<br />
<br />
*[[How the modding system works (some technical details)]]<br />
<br><br />
<br />
=== Video Tutorials ===<br />
In this section you find a small overview of video tutorials we made to explain certain parts of the modding process. A good starting point if you want to make an level.<br />
<br />
*[[Video Tutorials|Video Tutorials Overview]]<br />
<br />
==== Map Editor ====<br />
The map editor is the central part of the mod tools for Halfway. Find all relevant information under this link here:<br />
<br />
*[[Map Editor Overview]]<br />
<br />
==== MetaData Tool ====<br />
The MetaData Tool helps you to add information to your assets. <br />
<br />
*[[MetaData Tool]]<br />
<br />
==== Gif Processor ====<br />
<br />
This is a little standalone tool that allows you to make png animation stripes from gif animations. The good thing here is that you can have gifs with all animations you want to have in one file and then export them to pngs and anim timing files including proper naming in one go.<br />
<br />
*[[Gif Processor]]<br />
<br />
==== Image Processor ====<br />
<br />
The image processor is a tool we developed to help the artist to export and name the objects in the game in a far more efficient way then by hand.<br />
<br />
This tool works excellent together with [http://pyxeledit.com/ PyxelEdit].<br />
<br />
*[[Image Processor]]<br />
<br />
==== Json files (Items) or where the data is stored ====<br />
<br />
All our data and information about items, weapons, enemies etc are stored in the easy to read .json format. You can find about all the different .json files Halfway uses under the following link:<br />
<br />
*[[How to change and add Items and other things]]<br />
<br />
==== Dialoges ====<br />
<br />
Dialogs are written in txt files. There are some rules you may want to know:<br />
<br />
*[[How to write a dialogue]]<br />
<br />
==== Adding new Assets and Rules for Naming them====<br />
<br />
Naming and importing new assets needs some knowledge you can find here. If you are unsure how to name an assets it also makes sense to look on how we have done it in the main game:<br />
<br />
*[[Assets Rules and Naming]]<br />
<br />
==== Tips and Tricks ====<br />
<br />
Coming soon: Some need tricks and tips we found while doing Halfway.<br />
<br><br />
<br />
---------------------------<br />
<br><br />
[[file:MyToiletSir01.gif]]<br />
<br><br />
<br />
==== Notes ====<br />
<br />
If you have questions or find an missing information, please feel free to drop us a emial over at (hello (at) robotality dot com) <br />
<br />
'''Please Note, that we can not help you make your Mod and give you support on things you do not understand. So please use this wiki to find all the answers you may need. If you think something is missing, let us know and we will add it. Thanks for understanding.'''<br />
<br />
<br />
[[File:Goliath.png]]</div>CoDihttp://robotality.com/wiki/index.php?title=Modding_AgreementModding Agreement2014-10-14T08:43:09Z<p>CoDi: /* Eula and Rules for Halfway Modding V1.0 */</p>
<hr />
<div>==Eula and Rules for Halfway Modding V1.0==<br />
We want to keep this as simple as possible. So here are the rules:<br />
<br />
<br />
===What you can do:===<br />
* You may distribute your mod (the ZIP archive) any way you want.<br />
* You may copy and modify the assets provided by the game Halfway for use in your mod.<br />
* Please ensure that you own the rights to everything you add to your mod. You are responsible for that.<br />
* You may use the Steam Workshop to publish your work, or any other platform you prefer.<br />
<br />
<br />
===What you are not allowed to do:===<br />
* You are not allowed to distribute the executables of the game (Halfway) itself. <br />
* You must not use original game assets for anything else but a Halfway mod. (Read: you are not allowed to take our assets and use them for a different project.)<br />
<br />
<br />
===Important:===<br />
* The tools are provided as they are. Use them on your own risk. We can not be taken responsible for any damage they may cause to your computer system or your data.<br />
* All the original Halfway content is (c) by Robotality UG (haftungsbeschränkt).<br />
* You warrant to Robotality that your mod does not contain any material which is obscene, offensive, racist, sexist or that may otherwise create any liability for Robotality nor any virus, trojan horses or any other malicious software.<br />
<br />
<br />
'''Have a good time modding Halfway'''<br />
<br />
The Robotality Crew<br />
<br />
Hamelin, Germany, 2014</div>CoDi