Using icons from Unity port in custom mod

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Using icons from Unity port in custom mod

Postby Player701 » Mon Oct 05, 2020 4:06 am

So I've finally managed to get my hands on the Doom Unity port, and I've noticed that it uses special icons for the automap counters (kills, items, secrets) that I haven't seen anywhere before. And it just so happens that I have a custom HUD in my mod with the same counters, and they look just great with these icons (IMO):



Would it be OK to include them in a public mod release? I understand it's extremely unlikely that I'll get a C&D from Bethesda or whoever owns the Doom IP right now, but won't the forum moderators here consider it a copyright violation or something? Just asking because I want to be sure that my project thread doesn't get locked due a potentially stupid mistake.

Thanks in advance.
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Re: Using icons from Unity port in custom mod

Postby Rachael » Mon Oct 05, 2020 4:19 am

Follow their license. As far as I understand it the Unity version has a more strict license than the original id Software did.

FWIW from what I understand Sponge (who works there) is pretty easily accessible on Doomworld, you can try and ask him.

If you dislike Doomworld (and I wouldn't blame you considering the over-the-top zealous nature of some folks there) and happen to use Discord, you can join https://discord.gg/DOOM and (maybe?) reach him there.
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Re: Using icons from Unity port in custom mod

Postby Player701 » Mon Oct 05, 2020 4:28 am

Rachael wrote:Follow their license.

Sorry, I'm not very well versed in dealing with issues of this kind. Could you please tell me where I can find it?

Rachael wrote:FWIW from what I understand Sponge (who works there) is pretty easily accessible on Doomworld, you can try and ask him.

Thanks, I'll try contacting him.
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Re: Using icons from Unity port in custom mod

Postby Rachael » Mon Oct 05, 2020 4:45 am

Hmm, not sure, I thought it'd be easier to find. If you get a reply from Sponge it may be useful to re-post it here. (Even better if he does it, himself)
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Re: Using icons from Unity port in custom mod

Postby Graf Zahl » Mon Oct 05, 2020 5:48 am

Nice icons - but...

Can't we derive something similar from existing sprites - or use them directly as is?
Like, using the skull from the menu for kills, the health potion sprite for items and the font's question mark for secrets? You won't even have to add new graphics for that.
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Re: Using icons from Unity port in custom mod

Postby Player701 » Mon Oct 05, 2020 6:06 am

Rachael wrote:If you get a reply from Sponge it may be useful to re-post it here. (Even better if he does it, himself)

I've sent a message to Sponge on Doomworld, let's see if I can get a reply from him. If he answers, I'll also ask him to repost his reply here.

Graf Zahl wrote:Nice icons - but...

Can't we derive something similar from existing sprites - or use them directly as is?
Like, using the skull from the menu for kills, the health potion sprite for items and the font's question mark for secrets? You won't even have to add new graphics for that.

Well, that's not what I asked... But the thing is, these Unity icons are all drawn in the same style, which can't be said for all those different lumps. Besides, the question mark from the font would look weird because the same font is used for the counter itself.
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Re: Using icons from Unity port in custom mod

Postby Nash » Mon Oct 05, 2020 8:26 am

Image

Made these from scratch. I hereby declare these public domain. Feel free to use. :) PNGs with transparency are attached below. They are in the Doom palette.
You do not have the required permissions to view the files attached to this post.
Last edited by Nash on Mon Oct 05, 2020 9:13 am, edited 1 time in total.
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Re: Using icons from Unity port in custom mod

Postby Player701 » Mon Oct 05, 2020 8:44 am

Hey, thank you very much! Although the skull icon is perhaps a little too bright, they still look rather good in-game. Well, I'm actually in no position to complain here... I'm primarily a coder, and I have no drawing skills whatsoever, so I have to scrounge around for whatever resources I can find. Thanks again! I guess I will use these icons instead of the Unity ones if it turns out there might be legal issues. I will of course add you to the credits list in this case. :thumb:
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Re: Using icons from Unity port in custom mod

Postby Nash » Mon Oct 05, 2020 8:51 am

Image

Are these any better?

(Top - slightly darkened. Bottom - darkened even more)
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Re: Using icons from Unity port in custom mod

Postby Player701 » Mon Oct 05, 2020 9:08 am

The bottom one is even better. Much appreciated! =:)
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Re: Using icons from Unity port in custom mod

Postby Nash » Mon Oct 05, 2020 9:13 am

Ok cool, I've updated the ZIP file. Cheers!
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Re: Using icons from Unity port in custom mod

Postby Player701 » Fri Oct 09, 2020 10:02 am

Regarding the original question, I did get a reply from Sponge a couple days ago. I asked him whether he would re-post it here or if I could do it for him instead, but so far he hasn't answered.

Basically, he says he can't give any permissions himself, and the rules would probably be the same as for other IWAD resources. But if Rachael says the license for the Unity version is more strict, I have no idea what exactly that could mean. Someone more experienced in these matters might be able to provide a clarification.

BTW, a new version of my mod has been released and it has Nash's icons, go check it out :P (shameless self-promotion)
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Re: Using icons from Unity port in custom mod

Postby Rachael » Fri Oct 09, 2020 10:26 am

I remember there being a lot of uncertainty around the usage of the newer resources. The green plus sign health kits I extracted didn't get C&D'd though so that's a plus. (pun not intended)

It would be nice if we can get an official word from Bethesda regarding the license using these resources though. Thank you for letting us know, Player701.
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