Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: The E on April 29, 2014, 02:27:20 am

Title: Spacegamejunkie.com podcast Interview
Post by: The E on April 29, 2014, 02:27:20 am
Just a quick heads-up: Today at 2100 GMT, I will be appearing on the spacegamejunkie.com (http://www.spacegamejunkie.com/) podcast. We'll be talking about 15 years of FreeSpace, FSO, and mods.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Wobble73 on April 29, 2014, 07:45:32 am
I assume you mean 21:00 or 9pm?

Also is it GMT or BST?
Title: Re: Spacegamejunkie.com podcast Interview
Post by: The E on April 29, 2014, 07:50:03 am
BST, I think? It's 1 PM PST, if that helps.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Wobble73 on April 29, 2014, 07:52:45 am
So 9pm British Summer Time then (BST).
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on April 29, 2014, 10:05:04 am
19:00 DST? Daylight savings time?
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Brian Rubin on April 29, 2014, 11:43:52 am
Yaaaaaay, thanks for the pimpage man, can't wait for the podcast!

If y'all wanna watch along and join us in the chatroom to ask questions and what not, you can do so here. :)

http://www.spacegamejunkie.com/live-chat-stream/

Thanks for coming on big E ;)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Wobble73 on April 30, 2014, 07:26:07 am
Damn it, I meant to watch this but then I saw the Star Trek Reboot was on Film4 and ended up watcing that instead :(
Title: Re: Spacegamejunkie.com podcast Interview
Post by: The E on April 30, 2014, 07:27:51 am
It's gonna be up for watching/listening sometime soon, or so I've been assured.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on April 30, 2014, 08:37:09 am
How long did it last? I might fit it in to a five miler later.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Luis Dias on April 30, 2014, 08:52:26 am
I'll be waiting for that link then, The_E, good luck! :yes:
Title: Re: Spacegamejunkie.com podcast Interview
Post by: The E on April 30, 2014, 09:06:55 am
How long did it last? I might fit it in to a five miler later.

We talked for about 90 or 100 minutes.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on April 30, 2014, 09:35:25 am
That'll keep my ears busy for a bit at the weekend for part of my eight mile speed march (with weight) is your voice dreamy? I think this is going to be a fun cast to listen to.

 :yes:
congrats again.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Veers on April 30, 2014, 09:48:18 am
Ahh... fantastic, thanks for the headsup. Are we able to download it for offline listening?
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Brian Rubin on April 30, 2014, 10:13:35 am
Hey guys, I hope to have the MP3 version up today for your listening pleasure. I'll post it here when it goes live. :)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on April 30, 2014, 10:15:56 am
Much appreciated B-Ry. :yes:
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Brian Rubin on April 30, 2014, 06:35:34 pm
Thanks for your patience my friends, here you go! I hope you enjoy it! :)

http://www.spacegamejunkie.com/featured/sgj-podcast-58-beauty-open-freespace/
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on May 01, 2014, 02:55:13 am
I like your enthusiasm.  ;7

But not like that :nono:
Title: Re: Spacegamejunkie.com podcast Interview
Post by: The E on May 01, 2014, 03:00:40 am
Uhhh, what?

(I mean, I apologize profusely for the crimes against the english language I committed, but it wasn't that bad I think)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on May 01, 2014, 03:43:27 am
Dude you were fine, I just meant I wasn't UNCOMFORTABLY keen on your enthusiasm, more covering my back. It was great. And although I have you on Facebook, I will now only ever see you as Doktor from metal gear.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: niffiwan on May 01, 2014, 03:53:41 am
I enjoyed that; thank you very much to you both (and to the other chap, whose name I didn't quite pay enough attention to :nervous:)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Goober5000 on May 01, 2014, 07:59:16 pm
Cool podcast. :nod:

I can shed some light on why the GOG affiliate program fell through.  Both GOG and HLP thought it was a terrific idea, and we were all set to sign an affiliate agreement until we took a second or third look at the fine print.  One of the lawyerly paragraphs basically required HLP to cease development of mods and enhancement of the source code, and assigned all intellectual property to GOG.  Our GOG contact agreed that this wasn't acceptable (especially given Volition's very generous licensing arrangements for both mods and the code), and said that he would check with their legal department.  That was in January 2009, and that was the last we heard of it.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: swashmebuckle on May 01, 2014, 09:00:04 pm
E, you have a very mellifluous voice. I would gladly listen to a series of recordings of you explaining how everyday objects work.

Thanks for the FotG shoutout :)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: The E on May 02, 2014, 02:29:23 am
E, you have a very mellifluous voice.

Glad at least someone thinks so :P Personally, I can't stand the sound of my own voice :)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on May 02, 2014, 02:53:17 am
You could definitely play science advisors etc in campaigns.

I hate my voice too btw.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Spoon on May 02, 2014, 12:50:35 pm
Listening to it right now~

Thanks for WoD name drop  ;)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Brian Rubin on May 02, 2014, 01:52:53 pm
It's amazing the shock one can feel when hearing their own voice? Even after doing a year's worth of these podcasts, I'm still like "That's me?! GOD I sound super nasally".
Title: Re: Spacegamejunkie.com podcast Interview
Post by: swashmebuckle on May 02, 2014, 03:04:25 pm
Yeah, hearing yourself without bone conduction can be a pretty disappointing experience. If you want to feel better about your adult voice, just dig up a home video of yourself at age six. Squeek squeek squeek! Suddenly you sound awesome.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Brian Rubin on May 02, 2014, 03:22:53 pm
Suddenly? I've always sounded awesome.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Rheyah on May 03, 2014, 06:10:07 am
Cool podcast. :nod:

I can shed some light on why the GOG affiliate program fell through.  Both GOG and HLP thought it was a terrific idea, and we were all set to sign an affiliate agreement until we took a second or third look at the fine print.  One of the lawyerly paragraphs basically required HLP to cease development of mods and enhancement of the source code, and assigned all intellectual property to GOG.  Our GOG contact agreed that this wasn't acceptable (especially given Volition's very generous licensing arrangements for both mods and the code), and said that he would check with their legal department.  That was in January 2009, and that was the last we heard of it.

That's such a damn shame.  Why would they ever want to become an affiliate with a modding organisation and then stop them modding?
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Kobrar44 on May 03, 2014, 06:38:55 am
I'm not really keen on this legal stuff, but if you use a non-commercial product to promote a commercial product, the non-commercial product suddenly becomes pretty commercial, and HLP does not have a license to produce that. It could possibly make sense.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: headdie on May 03, 2014, 06:55:10 am
Cool podcast. :nod:

I can shed some light on why the GOG affiliate program fell through.  Both GOG and HLP thought it was a terrific idea, and we were all set to sign an affiliate agreement until we took a second or third look at the fine print.  One of the lawyerly paragraphs basically required HLP to cease development of mods and enhancement of the source code, and assigned all intellectual property to GOG.  Our GOG contact agreed that this wasn't acceptable (especially given Volition's very generous licensing arrangements for both mods and the code), and said that he would check with their legal department.  That was in January 2009, and that was the last we heard of it.

Thats a shame but I can certainly see why it happened
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Colonol Dekker on May 03, 2014, 09:11:17 am
Suddenly? I've always sounded awesome.

I thought you were Michaels son in GtaV ;)
Title: Re: Spacegamejunkie.com podcast Interview
Post by: Goober5000 on May 03, 2014, 01:46:17 pm
That's such a damn shame.  Why would they ever want to become an affiliate with a modding organisation and then stop them modding?

You'll find that a lot of times there is a disconnect between what the company wants and what the lawyers want.  The lawyers were probably covering all their bases, and the company wasn't aware of the ramifications.  And, as often happens in legalese, the agreement didn't specifically that we had to stop modding, it was merely the natural interpretation of the wording.  (E.g. "you may not produce any derivative works of the product".)

As for why they never got back to us, I can think of three reasons: a) it got lost in the to-do list, b) the lawyers convinced the company it was too risky to change the agreement, c) the GOG executives truly do not want to allow mods.  I think c) is unlikely.
Title: Re: Spacegamejunkie.com podcast Interview
Post by: headdie on May 03, 2014, 01:53:14 pm
That's such a damn shame.  Why would they ever want to become an affiliate with a modding organisation and then stop them modding?

You'll find that a lot of times there is a disconnect between what the company wants and what the lawyers want.  The lawyers were probably covering all their bases, and the company wasn't aware of the ramifications.  And, as often happens in legalese, the agreement didn't specifically that we had to stop modding, it was merely the natural interpretation of the wording.  (E.g. "you may not produce any derivative works of the product".)

As for why they never got back to us, I can think of three reasons: a) it got lost in the to-do list, b) the lawyers convinced the company it was too risky to change the agreement, c) the GOG executives truly do not want to allow mods.  I think c) is unlikely.

given that we have had other interactions i would agree C is not likely, personally I would lean towards option A after B happened