Legal Sounds In Game Modified

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Willigamer
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Legal Sounds In Game Modified

Post by Willigamer » Sun Jan 13, 2019 1:10 pm

Hey,
It's been a while since I thought about it and wanted to know, in my mod, I use new monsters and to differentiate them from the others, I just wanted to modify their sound effects by simply modifying the sound of another creature (high-pitched or deep) with a other software that I have. Is it legal to modify a sound from LoG1 or 2 this way? Is this forbidden?
I saw in the usage terms, a line that concerns more or less this:
"* You may only modify or redistribute those original or modified Legend of Grimrock game assets (this includes, but is not limited to, software, code, Lua files, graphics, writing and audio) that we have explicitly released for creating Legend of Grimrock mods. The redistributed assets must be contained in a package file (.dat file) generated by the Dungeon Editor. Any other use, commercial or non-commercial, for these assets is forbidden. From time to time we may update the contents of the asset pack. Therefore you may not redistribute or mirror the asset pack or any of the assets contained within, except as packaged into a mod as explained above.
(http://www.grimrock.net/modding_log1/mo ... age-terms/)
I would find it a pity that I could not just change the sound of the monster sound but I would understand due to the rights of Almost Humans authors :)
"Always become the one you are, be the master and the sculptor of yourself"

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7Soul
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Re: Legal Sounds In Game Modified

Post by 7Soul » Sun Jan 13, 2019 5:57 pm

I work with game assets and the terms I use are the same. You can modify the assets for your mods, simple as that. What you can't is modify and use them in some other project or resell them as your own
Join the LoG discord server: https://discord.gg/ArgAgNN :D

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Isaac
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Re: Legal Sounds In Game Modified

Post by Isaac » Sun Jan 13, 2019 7:14 pm

Notice that they did not release the sounds from either game in either of in the asset packs. Presumably (and it's common) they used a licensed sound library, and don't actually own most of those sounds.

A good rule of thumb (I think) is that one should only modify assets found in the asset pack of the game it was intended for; however I have seen LoG assets used in mods for LoG2, and vice-versa, and so have the developers. I have not seen them take issue with it.

(Conversely, Bethesda game studio does not allow their game assets to be imported into or out of the original game. That means that you cannot take even the rat model from Oblivion, and use it in Fallout 3.)

Whenever I've needed a custom sound, I've either used a public domain sound effect, or recorded my own.

minmay
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Re: Legal Sounds In Game Modified

Post by minmay » Sun Jan 13, 2019 10:42 pm

viewtopic.php?f=22&t=9505
petri wrote:
Wed Feb 11, 2015 2:23 pm
The full asset pack for modding has been released. The pack contains practically all scripts, textures, models and animation files of the game. Sound files are not included because their licensing terms don't allow redistributing them.
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Willigamer
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Re: Legal Sounds In Game Modified

Post by Willigamer » Sun Jan 13, 2019 11:36 pm

First of all thank you for your answers :D
7Soul wrote:
Sun Jan 13, 2019 5:57 pm
[...]What you can't is modify and use them in some other project or resell them as your own
Yes, I don't intend to publish them elsewhere anyway, that's understandable.
Isaac wrote:
Sun Jan 13, 2019 7:14 pm
[...]A good rule of thumb (I think) is that one should only modify assets found in the asset pack of the game it was intended for[...]

Whenever I've needed a custom sound, I've either used a public domain sound effect, or recorded my own.
minmay wrote:
Sun Jan 13, 2019 10:42 pm
viewtopic.php?f=22&t=9505
petri wrote:
Wed Feb 11, 2015 2:23 pm
The full asset pack for modding has been released. The pack contains practically all scripts, textures, models and animation files of the game. Sound files are not included because their licensing terms don't allow redistributing them.
It seems clearer and logical to me now... I'm familiar with the Freesound (https://freesound.org/) site to get some public sounds, but do you know of other websites that do the same?
Isaac wrote:
Sun Jan 13, 2019 7:14 pm
[...]however I have seen LoG assets used in mods for LoG2, and vice-versa, and so have the developers. I have not seen them take issue with it.[...]
Damn it ! It's true that I use the temple environment of LoG1 on my mod, but it is really essential to keep it for me. I would say that this is understandable, even if in itself, I don't really have the right :lol:
"Always become the one you are, be the master and the sculptor of yourself"

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Isaac
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Re: Legal Sounds In Game Modified

Post by Isaac » Mon Jan 14, 2019 12:53 am

Willigamer wrote:
Sun Jan 13, 2019 11:36 pm
I'm familiar with the Freesound (https://freesound.org/) site to get some public sounds, but do you know of other websites that do the same?
8-)
https://sonniss.com/gameaudiogdc2016/
https://sonniss.com/gameaudiogdc2017/

minmay
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Re: Legal Sounds In Game Modified

Post by minmay » Mon Jan 14, 2019 5:36 am

Willigamer wrote:
Sun Jan 13, 2019 11:36 pm
Isaac wrote:
Sun Jan 13, 2019 7:14 pm
[...]however I have seen LoG assets used in mods for LoG2, and vice-versa, and so have the developers. I have not seen them take issue with it.[...]
Damn it ! It's true that I use the temple environment of LoG1 on my mod, but it is really essential to keep it for me. I would say that this is understandable, even if in itself, I don't really have the right :lol:
You're probably in the clear on that: viewtopic.php?f=22&t=8251#p83451
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Willigamer
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Re: Legal Sounds In Game Modified

Post by Willigamer » Mon Jan 14, 2019 1:37 pm

That sounds pretty good, thank you for your links, I hadn't seen this topic 'asset LoG1 on mod LoG2'.
Everything it's ok for me, I appreciate for your help...
"Always become the one you are, be the master and the sculptor of yourself"

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