Beiträge von UG-Protagonist

Willkommen in der Transport Fever Community

Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.

 

Die Registrierung und Nutzung ist selbstverständlich kostenlos.

 

Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    MaikC We've been working through the backlog of mod approvals for console over the past week. The delay for the release on PlayStation/Xbox is because we have to test the mods before releasing them. The testing we do is not exhaustive, but it ensures that the mod is stable, includes exactly what it says it includes, and conforms to the rules regarding licensing on console platforms.

    This isn't a quick process, and historically has been entirely based on when someone was available to conduct testing. We're hoping that, going forward, the process is faster and more predictable, ideally with only a few days wait for a new mod to be cleared through testing.

    Very happy to get feedback. We know that Mod.IO is imperfect, and your feedback can help us improve it for all users in the future.

    As correctly identified by MaikC these aren't rules that can be changed by us. They are part of the agreement we have with the console platforms, so we have to stick to them.

    We entirely understand Grimes position in not wanting to go back and strip back earlier mods to make them compatible, but I'd suggest that when working on something new modmakers consider developing a "console friendly" version first (since this will be simpler) before then completing any infringing liveries for the PC version. That way you're making very little additional work to reach a potentially much bigger audience.

    Aye, we seem to have unintentionally worked on the upload at the same time...


    As You are here now, please do explain the required directory structure for console mods once again for all to see. It seems that this apparently rather relevant detail is lacking in the mod.io console modding guidelines. Also the mod validator, obviously wrongly, led me to believe that the traditional structure creator_name_sequence\res\... would be just as suitable for console mods as it is for non-console versions.

    No problem.

    When zipping the console files for upload do not include a folder for the mod, just zip the files.

    So, a typical vehicle mod will include
    mod.lua
    image.tga
    res [folder]


    Instead of placing these inside a folder then naming that folder, just select all three elements and compress them into a zip. Nothing further is required, although I suggest then giving the zip file the name of your mod. If you've placed them in a folder first, consoles won't read the file correctly.

    To give a little more insight into our process, once you've uploaded mods we play them on each platform to ensure they work and do not include anything they shouldn't. As soon as the test is complete, we'll add a change-note stating that the file has gone live. If something is wrong or needs changing we'll use the mod.io messenger to let the creator know what we've found. We're ramping up the number of mods on console and are aiming to release more next week (whether they're contest entries or not).

    Hello!
    Great to see all the enthusiasm around the modding contest, even if DH-106 and I ended up duplicating our efforts! (I’d just put your file live when you reuploaded… classic bad timing. It’s all fixed again now and will be live shortly.)


    I wanted to offer a bit more clarity regarding what is and isn’t permitted for console releases of mods, just in case there’s any lingering confusion. I saw some debate earlier, so here’s the “official” word for reference.

    To publish mods on console, we need to adhere strictly to copyright and trademark rules. In practice, this means that badges, logos, emblems, and wordmarks from real-world companies cannot be included in mods or liveries. That’s pretty much the extent of the restriction.


    Why this rule?

    On PC, if a trademark owner has an issue, they typically contact the individual mod creator directly, whether it’s a takedown request or something more serious like a cease and desist. In that case, it's a matter between the rights holder and the creator.

    On console, however, the platform holders and Urban Games become liable, since they’re the ones hosting the content. Because of this, we require console mods to avoid any real-world trademarks.


    An example:

    Let’s say you’re creating a Qantas-liveried 787 Dreamliner. The aircraft itself is fine, no issue there. But the livery would need adjustments: the word Qantas can’t appear on the fuselage, and the kangaroo logo on the tail would need to be altered or removed. You could still use the red tail and substitute a similar, original design, even a name like Quantus, as long as it’s clearly a homage and not directly using trademarked elements.

    Similarly, if you're recreating a Mercedes truck, you’re free to choose the colours and styling, but the iconic badge has to go. Maybe you give it four spokes instead of three, or twenty! As long as it’s inspired by, rather than copying, the original, you’re in the clear.


    If you’ve got any questions or want clarification on anything, feel free to reach out, I’ll do my best to point you in the right direction.


    -Sam
    Urban Games