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Super Smash Bros. Brawl Hacking / General Hacking Discussion / The PMBR and how they handle those who mod/hack Project M
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on: February 15, 2013, 08:09:43 PM
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Project M is a -very- serious and -very- professional mod. With that said, it is an unauthorized modification of a licensed game. Some of the gaming venues I've been to have been sent cease and desist letters from Nintendo for being caught having Brawl mods, unfortunately meaning no Project M would be had at said events. That means that no matter how noble of an effort Project M is, no matter how hard they worked on it, that does not change what Project M is.
Now I know the PMBR goes to great lengths to change the reputation of Brawl mods and also to protect the stability and reputation of Project M. All the same, I still see mods of Project M content sometime being reported. A .gct that added many other codes from other less balanced/more obsolete projects such as Brawl + and Brawl - seemed to have been reported, and seems to have had its description edited to say not to "massacre" such a great game, but the mod didn't break any of kc-mms rules (and is still there, as such. I want to add that I am sure the purpose of this mod was either for fun, or for experimentation). The instant Project M 1.0 came out I started modding it just to see how they got everything to work. I've written about my findings on a wiki article, and have found it modded by someone who according to my research very well might be a part of the PMBR. While they avoided the intellectual offence of removing the information about my finds (which I posted for educational purposes, the pursuit of knowledge), the edit got rid of some of the details that could have been seen as instructional and took on a somewhat antagonistic tone, claiming we should not mod the content we are "privileged" to have. I see what they're trying to do, but I just think it comes off as hypocritical and a little immature.
We should be very thankful that so many people got together and made something like Project M, and we should be respectful of the PMBR. However, if you are respectful of what you are modding, perhaps in a fashion similar to the Classic Stage Expansion 5.2 m mod (adding a disclaimer to the strap screen or something), shouldn't it be okay to edit Project M? The files are made available freely on the internet. When you edit that .gct or .pac file with your own content it becomes your own intellectual property the same way the files from Brawl became there own when they edited them. Aren't they just being like Nintendo at this point?
I am aware that Project M has put boards on there own forum where mods can be submitted, and this does help towards the effort of controlling how many less than professional get out to the public, which can be good, and what this does mean is that they do to a certain extent support modding Project M if it is in a controlled environment, but for those who go elsewhere I really think they are coming off as hypocritical to try and stop people from modding Project M content. The files are freely available, we are entitled to mod them under the same logic that we ALL, including them, are entitled to edit files from Brawl.
The point I am trying to make here is I want to know what other modders think of this.
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Help & Tutorials / Help / Possibly already asked before... Giga Bowser and Warioman Hacks
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on: January 17, 2013, 08:25:58 AM
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I've looked around, but still don't have a very good grasp of the full extent of what is possible when modding Giga Bowser and Wario. So many unanswered questions, and too few good PSAs to research (though perhaps I am behind the curve, or missed something). I was wondering a few things.
First of all, I know that it is possible to make Warioman, Giga Bowser, and all the Alloys available on the CSS. However, what I do not know is can if Warioman or Giga Bowser reasonably be replaced with, lets say something generic as an example, something like Shadow, or the lost Melee characters? If this is done, what problems does this cause for Wario and Bowsers final smash? Would they turn into those characters, or would something cause problems? Also, it seems modding the Alloys has some limitations, is it a coincidence that so many Alloy PSAs I've played are almost completely unplayable, or can more be done? I've heard that when it comes to model imports it is best for the new model to have more bones that the model it is replacing. Would this cause problems when modding someone like Giga Bowser who I imagine has very many bones?
Thank you for reading.
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Help & Tutorials / Help / Ness freezes in Brawl Mods
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on: August 21, 2012, 02:49:21 AM
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When I use Brawl Mods, Ness loses parts of his moves and sometimes freezes the game. His yo-yo goes missing, he loses all his aerials, his PSI-Magnet doesn't make the barrier, PK Thunder doesn't fire a projectile, so he stays his "controlling PK Thunder" pose, PK Fire does nothing but Ness's animation for firing it (no projectile comes out), and in Project M, he loses directional air dodges. What the hell? Is this maybe just my disk or Wii? This happens no matter what .pac I use or if I use none at all, it happens whenever I load Brawl with any codes (a .gct file).
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