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1  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: *MeleeMaster500's Textures* =MeleeMaster's Mega Moveset Mix v.1.00= (3/27) on: April 26, 2016, 05:29:27 PM
I'm making a post notifying people who happen upon my files, and I somehow don't get notifications asking about my existing files.

Today, I recieved 2 DMCA claims by nintendo on mediafire on 2 brawl mod files. I cant recall if these were modified files or directly ripped files that i uploaded for making other mods work.

anyways, here's the content of one of those emails


Code:
Dear MediaFire User:
MediaFire has received notification under the provisions of the Digital Millennium Copyright Act ("DMCA") that your usage of a file is allegedly infringing on the file creator's copyright protection.

The file named dark link fix.zip is identified by the key (f23du1ufg51fe5a).

As a result of this notice, pursuant to Section 512(c)(1)(C) of the DMCA, we have suspended access to the file.

The reason for suspension was:

Copyright Infringement property of Nintendo.
Information about the party that filed the report:

Company Name: Nintendo of America Inc.
Contact Address: 4600 150th Avenue N.E., Redmond, WA 98052
Contact Name: Jason Allen
Contact Phone:
Contact Email: jason.allen@noa.nintendo.com
Copyright infringement violates MediaFire's Terms of Service. MediaFire accounts that experience multiple incidents of alleged copyright infringement without viable counterclaims may be terminated.

If you feel this suspension was in error, please submit a counterclaim by following the process below.

Step 1. Click on the following link to open the counterclaim webpage.

http://www.mediafire.com/myaccount/suspension_claim.php? u=85f340ced50004ee2e2db04ffba3d969e850bcca8770bb96
Step 2. Use this PIN on the counterclaim webpage to begin the process:

[mm500's note, there was a pin here btw]
Step 3. Fill in the fields on the counterclaim form with as much detail as possible.




This is a post-only mailing. Replies to this message are not monitored or answered.

same thing with another file called  'v1.2 patch.zip' with the key wyq9wt7y25bq2b7

I'll keep my files up there as long as possible, but be aware that they may be taken down, and if more claims are made, then all of my uploads will be taken down. It would be a lot of work before anything is reuploaded on better sites.

If you're using mediafire beware as well, as clearly nintendo can identify files with keys found in files in their own products, and will clearly make DMCA claims. If you obscure or change the key somehow (if thats even possible, idk) then they wouldnt be able to scan for these in the future.
2  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 18, 2014, 02:17:08 PM
Make sure you don't have the random ID in the random roster or it runs the risk of random selecting random. Which is bad.

again, I have random set up entirely correctly. that's why im confused why i received the report that exiting the css is required for my pack to prevent freezing over time. random wont select any incorrect slots so that's out of the question, and I haven't added anything for gfx or the like. this points to a problem that could be plaguing all brawlEX packs.
3  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 17, 2014, 10:52:28 AM
i don't think so because so far with my custom build of brawlex i haven't had to do that even once so far.

the reason why you might be experienceing that freeze is because you still have a random slot that's chooseable.

i know i use to experience the same freeze you are but as soon as i removed my random slot i didn't experience any more freezes from not exiting the css after every match, so maybe you should try the same thing.

Post Merge: June 17, 2014, 12:42:37 AM
the random slot isn't something you have to keep you know unless you really want it.

if you or anyone else wants to know how to select computers without a random slot just ask me and i will tell you how.

well it's not me setting up the random selection incorrectly. it's set to avoid broken slots. If random still has something to do with it despite it being set up right, then idk.
4  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 16, 2014, 11:43:21 PM
So, i was told that my pack, despite not messing with custom gfx, also may require backing out of the css after each match. sooo, that might be something fundamentally wrong with brawlex
5  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: June 04, 2014, 12:24:16 PM
yeah, KingImpris has the highest number of characters
6  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: June 02, 2014, 10:09:18 PM
yeah there should be a new thread for sammi's tool, or just another thread that has all the updates to brawlex available on the OP, just since this OP isn't getting any updates. then it could have easy to access tutorials and links for new tools, techniques, tutorials, and modules.
7  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: *MeleeMaster500's Textures* =MeleeMaster's Mega Moveset Mix v.1.00= (3/27) on: May 04, 2014, 06:41:07 PM
i confirm this, i'll remove the download
8  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: May 01, 2014, 10:23:45 AM
usbloader gx w/ codes works btw
9  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 21, 2014, 10:00:58 AM
i suppose that by default, the css slots are linked to some or no data for those particular characters. but if you re-linked them, say nana's css slot to other data, i think you could use that css slot. but as for say, sheik, i believe without modification, using her css icon slot will load her fighter data, and overwriting that would prove to remove zss from the game, which is not what we want. if this is true, then the individual pokemon css slots could be used as extra available css slots, if we could re-link the slots.

and alloys, can we make them usable?
10  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 17, 2014, 04:46:47 PM
if you replace boss data, it will replace bosses. they will break obviously
11  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 17, 2014, 07:26:31 AM
I think your shadowball growing past it'supposed  size is probably related to how it's animated. ie it might have a keyframe right on a certain bone that it previously used to "grow" with that is conflicting with your current animations.

im excited to add the extra slots soon. I also think that nebulon's boss method seems to be something which could be used for alloys, giga bowser, and wario man, freeing us 6 more slots. we shouldn't touch nana, cause she should be included in the non-addition characters to reach 100 i think. and messing with her will screw up ice climbers 100%
12  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 16, 2014, 04:44:57 PM
the master hand PSA plays more like an alloy than master hand... still a good idea, but the fact that it has game-freezing potential and plays not much like master hand is why i even prefer the default alloys to that particular PSA. I think it'll be more useful to be able to override them than make good PSAs for them, since all the PSAs so far appear to have no ledgegrabbing, B moves, or item grabbing
13  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 16, 2014, 12:26:24 PM
amazing work nebulon. I look forward to playing your pack. So far, every pack with alloys has just been loading them like giga bowser. no one has developed a method to replace them with other fighters. That said, and I haven't had time to look into this method you've all posted about, this method might be able to be used to replace alloys
14  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project M Unbound (Mewtwo Shadowball and Floating Working) Need PSAer on: April 16, 2014, 08:38:38 AM
what exactly do you mean "no compatible melee air dodge?" the melee air dodge should be a code: a general engine change for everyone
15  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 13, 2014, 10:27:40 AM
What is the latest method of adding Alloys?

I have this probably impossible idea that if I take say a BrawlEx Marth rel and name it ft_zako, and then replace the alloys with Marth PSAs, then that'd be four new clones slots in a sense...

I just need to see what files we use for the Alloys... if it's similar to how we already do BrawlEX then I'm not sure there'd be an issue, from what I understand we can already replace normal characters with these perfect rels anyway...

But now I'm just talking, could someone direct me to it?

you just add the alloy cosmetic files on the OP, and once they're all added and linked, add them to the roster

and no I haven't added giga yet, but I assume it works and am looking forward to adding it
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