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Steam legal stuff / monetizing

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Date Editor Before After
9/2/2014 10:23:16 PMEErankAdminAnarchid before revert after revert
Before After
1 The plan as far as i know it is to set up a non-for-profit or, better, a "low-profit limited liability" type of official organization. The difference is that latter provides limited liability so individual members of such an organization would not be subject to massive liability in the worst case. 1 The plan as far as i know it is to set up a non-for-profit or, better, a "low-profit limited liability" type of official organization. The difference is that latter provides limited liability so individual members of such an organization would not be subject to massive liability in the worst case.
2 \n 2 \n
3 As mentioned in other thread, this is currently stalled as info about setting up an L3C in AU is being gathered. 3 As mentioned in other thread, this is currently stalled as info about setting up an L3C in AU is being gathered.
4 \n 4 \n
5 [quote] As i understand, the actual unit geometry doesnt matter for the game - all of the data, such as the hitbox size and shape, as well as weapon shots origin points are all stored in unitdefs and are not directly related to the model.[/quote] 5 [quote] As i understand, the actual unit geometry doesnt matter for the game - all of the data, such as the hitbox size and shape, as well as weapon shots origin points are all stored in unitdefs and are not directly related to the model.[/quote]
6 Weapon origin points and hierarchies are stored in model, which makes models part of sync data. Textures are not, and neither are shaders. Current commander skins work as a shader that alters the texture. 6 Weapon origin points and hierarchies are stored in model, which makes models part of sync data. Textures are not, and neither are shaders. Current commander skins work as a shader that alters the texture.
7 \n
8 That said, i don't see much technical issues changing models. After all, commanders already use different models while being functionally similar.