• SourceMod.Market
    174 replies, posted
[img]https://sourcemod.market/assets/images/logos/banner.png[/img] You might remember the last thread I made in this section by the name of Scriptspawn which was essentially another marketplace. Since it's release, it has received lots of feedback which has inspired or influenced other marketplaces. However, Scriptspawn did not exploit it's fullest potential, though the concept was still admired by many. So today I present to you an absolute remake of it- everyone's feedback has been taken into consideration and the result is a much stronger, secure and advanced marketplace that this community has never seen before: Sourcemod Market. Boy, that was painful to read- but it's okay, we've got the easy lists right over here: So what's good for... [B]Developers:[/B] • Submitting a script is free. • Absolutely fair and balanced commission system which you can read up on. • Advanced statistics which visually displays your profit, number of sales, number of issues with your scripts, number of downloads and much more in detail. • Dashboard that displays all the information you need as well as your commission percentage. • Simple notifications for your scripts. • You can sell free scripts. • View the status of your scripts. • Better version system: each version of your script can be saved for re-download for you and your customers. • Create DLCs for your scripts. • Create script packs. • Multiple games to create scripts for. • SourceGuard: we feel it would be wrong not to offer developers a system to monitor which servers are running their scripts, which is why we have [url=http://pastebin.com/rM7WrusJ]SourceGuard for everyone to use![/url] You can read up on it here: [url]https://sourcemod.market/help/faq[/url] [B]Buyers/Everyone:[/B] • Clean and simple UI • Easily report users and scripts. • Easy personal messaging system. • Request script support by opening tickets. • Easily review scripts. • Download previous versions of scripts. • Informative reputation system. • Discuss on people's scripts. • Real-time notification system. • Multiple games to buy/download scripts from. • Discuss on the forum. • Incredibly advanced and simple search/filter system. •[I] Super-duper job system in beta.[/I] • An active, dedicated and passionate staff to assist you. Isn't that :neat: ? Sourcemod Market is developed by veteran modders in the Garry's Mod and Counter-Strike scene, which means we know what developers need and want, so here's the result. If you have any questions or feedback do not hesitate to post them right here. [url=https://sourcemod.market/][B][U]Sourcemod.Market[/U][/B][/url]
is it still wordpress
[QUOTE=StonedPenguin;50947032]is it still wordpress[/QUOTE] Haha, not one bit.
Your site feels so cluttered.
[QUOTE]You can sell free scripts.[/QUOTE] How does one sell something that is free?
[QUOTE=Ilyaaa;50947090]How does one sell something that is free?[/QUOTE] Just set the price to 0 :v:
[QUOTE=Ilyaaa;50947090]How does one sell something that is free?[/QUOTE] "call now for your free gift" no i want to pay for my gift
I don't have the problem with what is essentially ScriptFodder for SourceMods. What I [I]do[/I] have a problem is when you try to make yourself out to be much bigger than you are. Something I dislike very much about people with the mindset of a "future entrepreneur" is that they get ahead of themselves and say silly things like "Steam is an official partner of our business": [t]https://dl.dropboxusercontent.com/u/965202/ShareX/2016/08/2016-08-25_12-58-15.png[/t] Really? Laravel's supporting this too? How [I]strange[/I]. Could it be that you're lying?
Doesn't Steam explicitly state not to list them as a partner if you're using the API? Typically you have to have some sort of business agreement.
Minecraft mods can only be free here (we're aware of the EULA)- but either way we'll remove it since we want to remain within the Source engine.
5. Limited Relationship. You and Valve are independent contractors, and [B]nothing in these API Terms of Use shall be construed as[/B] creating an employer-employee relationship, [B]a partnership[/B], or a joint venture. While you may publicly refer to the fact that you have implemented the Steam Web API, [B]you agree not make any other public statements that assert or imply any other relationship with Valve[/B], unless you have Valve's prior written approval. [URL="http://steamcommunity.com/dev/apiterms"]Click here for more information[/URL]
It's a lot like how using Charmin brand toilet paper doesn't mean you or your ass is in a business relationship with Charmin as a company. You're a consumer and user of Steam, not a business affiliate.
[QUOTE=Goodroid;50947194]5. Limited Relationship. You and Valve are independent contractors, and [B]nothing in these API Terms of Use shall be construed as[/B] creating an employer-employee relationship, [B]a partnership[/B], or a joint venture. While you may publicly refer to the fact that you have implemented the Steam Web API, [B]you agree not make any other public statements that assert or imply any other relationship with Valve[/B], unless you have Valve's prior written approval. [URL="http://steamcommunity.com/dev/apiterms"]Click here for more information[/URL][/QUOTE] We'll fix those up.
Same with Laravel I believe.
[QUOTE=Nookyava;50947238]Same with Laravel I believe.[/QUOTE] [B]Warranty Disclaimer[/B] [B]We have no special relationship with or fiduciary duty to you.[/B] You acknowledge that we have no duty to take any action regarding: which Subscribers gain access to the Services; what Content you access via the Services; or how you may interpret or use the Content. You release us from all liability for you having acquired or not acquired Content through the Services. We make no representations concerning any Content contained in or accessed through the Services, and we will not be responsible or liable for the accuracy, copyright compliance, or legality of material or Content contained in or accessed through the Services. [...] [URL="https://forge.laravel.com/terms"]Click here for more information[/URL]
[quote] which means we know what developers need and want[/quote] Who are you trying to convince, you or me? [editline]25th August 2016[/editline] [quote]We offer a variety of features, such as "reviews, versions, stats, notifications, issues tracker" and many more![/quote] Why are those features in quotes? [editline]25th August 2016[/editline] [quote]Sourcemod.Market is the best solution for you![/quote] There's a lot of baseless claims trying to convince me this site is best but it seems like a ScriptFodder competitor that's trying to blast me with a list of features (and leave me on a cliffhanger by saying 'and many more!') in hopes I'll use you over them? [editline]25th August 2016[/editline] And every time I try to click on the first job on the jobs page the navigation expands for whatever section I'm next to and I can't click on anything.
[QUOTE=Handsome Matt;50947124]Also you need to handle VAT if you wanna sell to EU users.[/QUOTE] I'm sure he'll be fine avoiding it for 2 years, you can even vouch!
[QUOTE=Banana Lord.;50947268]Who are you trying to convince, you or me? [editline]25th August 2016[/editline] Why are those features in quotes? [editline]25th August 2016[/editline] There's a lot of baseless claims trying to convince me this site is best but it seems like a ScriptFodder competitor that's trying to blast me with a list of features (and leave me on a cliffhanger by saying 'and many more!') in hopes I'll use you over them? [editline]25th August 2016[/editline] And every time I try to click on the first job on the jobs page the navigation expands for whatever section I'm next to and I can't click on anything.[/QUOTE] You can use what you want, we're just here to present our work! But keep in mind I never mentioned ScriptFodder in the original post - and I'd appreciate if the discussion doesn't turn into a ScriptFodder thread ;) As for that navbar issue, we'll look into that. Should be an easy fix. As for now, just refresh your page- that should do the trick.
-snip- Didn't see Banana Lord's edit about the navbar, my apologies.
If this does gain traction i'm 90% sure a steam paid mods will happen and people will sell stuff that was once free
[QUOTE=Jelman;50947482]If this does gain traction i'm 90% sure a steam paid mods will happen and people will sell stuff that was once free[/QUOTE] Well, we'll know who to blame, atleast.
[QUOTE=Handsome Matt;50947124]I see you still have Minecraft listed, fyi it's illegal to sell Minecraft mods.[/QUOTE] [URL="https://www.spongepowered.org/"]Sponge[/URL] plugins would fall under special case where you could sell plugins. [IMG]http://hawtredocstest.readthedocs.io/en/latest/_images/faq1.png[/IMG] Sponge plugins are not mod of minecraft, it's a mod of Sponge. Sponge use Sponge API for MC(which is mc mod) to work with minecraft. Sponge itself is completely separate entity, and uses 0 minecraft code, and can work without minecraft itself. [url]http://hawtredocstest.readthedocs.io/en/latest/faq.html#what-license-will-sponge-be-placed-under[/url] [url]http://hawtredocstest.readthedocs.io/en/latest/faq.html#how-does-it-all-fit-together[/url]
So we're keeping MC scripts finally (but they're still going to be only-free) for those that are interested. The footer has been adjusted.
[QUOTE=edgarasf123;50947498]:what:[/QUOTE] You are wrong... making a modification for the Sponge API (with the intention to use it in Minecraft) still counts as minecraft mod. It doesn't matter whether or not you have ton of "middleman" APIs/Mods, in the end it still sums up to minecraft code otherwise it wouldn't run.
[QUOTE=Goodroid;50947956]You are wrong... making a modification for the Sponge API (with the intention to use it in Minecraft) still counts as minecraft mod. It doesn't matter whether or not you have ton of "middleman" APIs/Mods, in the end it still sums up to minecraft code otherwise it wouldn't run.[/QUOTE] Its not a mod of MC if my plugin can work without their game. My intention is to make sponge plugin for [URL="https://www.glowstone.net/"]Glowstone [/URL]and Mojang(Microsoft) can't do shit because it doesn't interact with their game. What if I create a opensource glua plugin that will make all glua scripts compatible with their minecraft, does that make all scripts on scriptfodder illegal?
[QUOTE=edgarasf123;50948018]:what:[/QUOTE] It doesn't fucking matter, you are still selling a modification which INTERACTS with Minecraft and EXTENDS its functionality. Glowstone may or may not contain Minecraft code (I have never heard about it before really) but it still interacts with and extends Minecraft (otherwise you wouldn't be able to join with the official Client) therefore it is covered by the Minecraft EULA. The image you posted up their may be right or not but it is missing one crucial thing.. the Minecraft client. All of these pieces still rely on the official Client because there is no custom client. btw. if you still don't believe me then start selling mods and hire a team of lawyers to stand against Mojang. [QUOTE=edgarasf123;50948018]What if I create a opensource glua plugin that will make all glua scripts compatible with their minecraft, does that make all scripts on scriptfodder illegal?[/QUOTE] Go ahead and we will talk (even tho I already know the answer).
[QUOTE=edgarasf123;50947498][URL="https://www.spongepowered.org/"]Sponge[/URL] plugins would fall under special case where you could sell plugins. [IMG]http://hawtredocstest.readthedocs.io/en/latest/_images/faq1.png[/IMG] Sponge plugins are not mod of minecraft, it's a mod of Sponge. Sponge use Sponge API for MC(which is mc mod) to work with minecraft. Sponge itself is completely separate entity, and uses 0 minecraft code, and can work without minecraft itself. [url]http://hawtredocstest.readthedocs.io/en/latest/faq.html#what-license-will-sponge-be-placed-under[/url] [url]http://hawtredocstest.readthedocs.io/en/latest/faq.html#how-does-it-all-fit-together[/url][/QUOTE] You can sell [URL="https://www.spigotmc.org/resources/categories/premium.20/"]Spigot/Bukkit plugins[/URL] too, just not mods.
[QUOTE=Sweepyoface;50948276]You can sell [URL="https://www.spigotmc.org/resources/categories/premium.20/"]Spigot/Bukkit plugins[/URL] too, just not mods.[/QUOTE] Please leave.. plugins are still mods (and before you start talking.. yes the word "plug-in" is included in the EULA). It doesn't mean you are allowed to just because some site sells modifications/plugins. whatever, #btt please. He already stated that they are not going to sell them.
[QUOTE=Goodroid;50948200]It doesn't fucking matter, you are still selling a modification which INTERACTS with Minecraft and EXTENDS its functionality. Glowstone may or may not contain Minecraft code (I have never heard about it before really) but it still interacts with and extends Minecraft (otherwise you wouldn't be able to join with the official Client) therefore it is covered by the Minecraft EULA. [/QUOTE] Glowstone use minecraft network protocol(not copy/paste), and network protocols are not copyrightable you can only patent them, which Mojang haven't done that. [QUOTE=Goodroid;50948200] The image you posted up their may be right or not but it is missing one crucial thing.. the Minecraft client. All of these pieces still rely on the official Client because there is no custom client. [/QUOTE] [url]http://wiki.vg/Client_List[/url] [QUOTE=Goodroid;50948200] Go ahead and we will talk (even tho I already know the answer).[/QUOTE] And the answer is? All paid scripts will get illegal? Because they would be able to interact and extend functionality of minecraft. And the glua plugin itself would be completely legal as it would be available for free, and you could use free and paid scripts with it. This is all of course hypothetical, but what I'm trying to say. Since sponge plugins can run without minecraft itself, it does not make a mod of minecraft, it makes a mod of Sponge API. Sponge API could be extended to other games like Ace of Spades and etc, they do not specifically focus on just Minecraft.
[QUOTE=Goodroid;50948200][b]It doesn't fucking matter[/b], you are still selling a modification which INTERACTS with Minecraft and EXTENDS its functionality. Glowstone may or may not contain Minecraft code (I have never heard about it before really) but it still interacts with and extends Minecraft (otherwise you wouldn't be able to join with the official Client) therefore it is covered by the Minecraft EULA. The image you posted up their may be right or not but it is missing one crucial thing.. the Minecraft client. All of these pieces still rely on the official Client because there is no custom client. btw. if you still don't believe me then start selling mods and hire a team of lawyers to stand against Mojang.[/quote] but it very much does in this case. game modding is a very curious grey area of copyright law but there's no reasonable legal defense mojang could make if none of the code actually interacts with minecraft directly. every time mods come up in a legal context, they're usually shot down for some stupid loophole in copyright law (for example, the time blizzard won a case against a WoW botting company because the bot itself copied various pieces of game code into RAM: [url]https://casetext.com/case/mdy-industries-v-blizzard-entertainment[/url]) mojang would have to find a stupid loophole like this -- and even if they did, they're not certain to win. take the case of [url=https://en.wikipedia.org/wiki/Lewis_Galoob_Toys,_Inc._v._Nintendo_of_America,_Inc.]galoob vs nintendo[/url] for example. galoob WON that because it was deemed that game genie codes do not infringe on copyright since they don't create a lasting effect on the game. it's not a direct parallel to what's happening right now, but it could be argued that glowstone is the "game genie" and the mods are the "codes" in comparison. it's hard to say. regardless, mojang would have to tackle the glowstone developers in court directly and they really don't want to do that given their entire game this late into development pretty much hinges on mods for its popularity. you can scream up and down about how by using glowstone, a mod using the glowstone api is implicitly a minecraft mod but law isn't implicit in that way. [QUOTE=Goodroid;50948200]Go ahead and we will talk (even tho I already know the answer).[/QUOTE] you shoot this guy down without any argument at all but he makes an extremely good point, what exactly ties a glowstone mod to minecraft specifically? if the api was reimplemented it could very well work in any other game.
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