: For what it's worth, both M1A1 and Rubicon AO Lite were released as entire
: packages for use with AO. Legally, there is no question that they violated
: Bungie's copyright. Do the Bungie folks know about it - absolutely. Have
: they notified their owners at M$ - I doubt it. In other words, until and
: unless M$ starts cracking down on the use of Bungie's copyrighted
: material, which they have every legal right to do, I think it's safe to
: say that you can get away with releasing full scenarios.
Actually, I believe there is some legal precedent that if you don't enforce your copyrights, in that you knowingly and willingly allow someone to violate them as Bungie clearly has here, that you have basically given implicit permission for others to use your copyrighted materials in the same manner. I might be thinking of trademarks though...
: Realistically
: this is probably the only way you can make a new scenario for AO widely
: available unless the open source community can be convinced to make
: universal installers for Mac, PC and Linux that at least verify the
: availability of the MAS.
Right. I'm hoping to have Eternal as part of a portfolio of game mods I want to make, that will eventually get me hired somewhere. I'd like potential employers to be able to just download and run the package on their (most likely) Windows PCs, and not have to bother with ordering the Sack (even if it is just $10), downloading AO/Win, patching all of their files - hell, CAN you even patch a Shapes file on Windows? - etc etc etc.
On a related topic, what does one have to do to make files with resource forks, such as Map and Images, work properly on AO/SDL? Will those files, once modified, still work on the Mac OS version of AO, or do I need to keep two separate versions?