Talk:Mod Content Usage

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Just talked to a lawyer at Valve, it's a no-go. You cannot use anything outside of whats provided by the SDK, so this only lets us use HL2 content. I'm just about to get clarification on HL2DM content. And I'm just getting confirmation that I can repost his email.

I think we need clarification and it being posted and confirmed as 100% accurate by Valve. The above seems to contract did the following comment posted here: "Yes, all content covered under the SDK is allowed within use for other modifications. Counter-Strike materials are allowed for use in Half-Life 2 mods."
From how I read it, you may use anything from the sdk_content folder and anything that comes within the source gcf's which ship with all Source based games as their common to all. However, whats Valve's stance on re-working said content? Wunderboy 09:56, 13 Feb 2006 (PST)
So to clarify, CS:S content is allowed in HL2 mods, but only if it stays in it's original GCF? This basically means you cannot use CS:S content in HL2 mods, because there is no way to mount more than one GCF at a time.--Fitzroy doll 06:21, 31 May 2006 (PDT)
I was under the impression that you could set multiple SearchPaths in the gameinfo.txt for your mod? --Giles 06:47, 31 May 2006 (PDT)
No, it doesn't work. You should be able to write:
	game	"My Mod"
	title	"My Mod"
	type	singleplayer_only

	developer	"Fitzroy_Doll"
	icon		"icon"

		SteamAppId				220
		ToolsAppId				211
			Game				|gameinfo_path|.
			Game				cstrike
			Game				hl2
But it does not work. Anything in the HL2 sp map that came from Counter Strike is missing. If you look at the CS:S gameinfo.txt you will see it is using this system to access HL2 resources, but it does not seem to work the other way around. Apparently the only mod to do it is Garry's Mod and that was by editing the client dll (see Mounting multiple GCFs). Is there any way of doing this that does not require editing the client dll?--Fitzroy doll 07:15, 31 May 2006 (PDT)
Success! Someone has already made the required dlls. Check this post by "ProZak": . It contains a link to two dlls which will mount HL2DM, CS:S and HL2 gcfs in your mod. It appears to work well.--Fitzroy doll 08:34, 31 May 2006 (PDT)

Ts2do - your table edit removed the usage of HL1 game content in a HL2 based game. Can I take a TFC player model, decompile and recompile and put in a Source mod for example? --Holtt 22:30, 9 Jan 2006 (PST)

Sorry...didn't notice this...but we could easily add a porting table—ts2do 17:37, 12 Feb 2006 (PST)

I'm confused about this...mods use their own dlls—ts2do (Talk | @) 21:05, 9 Jan 2006 (PST)

I think he's refering to some mods which take the existing game, DLL's included and replace/upgrade all other content such as sounds, models, textures to improve upon it. They don't change anything game wise from a code perspective --Wunderboy 21:11, 9 Jan 2006 (PST)
Exactly. Also single player maps. Metastatis is a mod of HL2 that uses it's DLLs basically. DOD:C is a DOD:S mod that uses DOD:S DLLs as the base.
--Holtt 21:16, 9 Jan 2006 (PST)

This really needs some sort of official clarification from Valve as to whats "allowed" in terms of borrowing from Valve's product catalogue for Mods that are being created. I'm seeing a lot of maps for DoD:S that are using models and textures from CS:S and new mods made with the SDK codebase incuding DoD:S, CS:S and HL2 content. I've also seen a lot of Goldsrc game content being ported to Source to make up for a lack of props, etc. --Wunderboy 21:09, 9 Jan 2006 (PST)

Yes, all content covered under the SDK is allowed within use for other modifications. Counter-Strike materials are allowed for use in Half-Life 2 mods.

Actually, maybe as part of the SDK ownership "deal" for those developing Mods, Valve could produce a library of sorts where they list, for each Valve Source Game, what files of a specific type may be take and used in your Mod. They could also list limitations so for example you can use the Jeep from DoD:S buy you aren't allowed to decompile and re-work the model.--Wunderboy 21:32, 9 Jan 2006 (PST)

STEAM SUBSCRIBER AGREEMENT 2C is about Source SDK licence. It's still puzzling, though... --n-neko 02:38, 10 Jan 2006 (PST)

Okay i read that and I've got a clear idea of what thier ruling is. "If someone could make it for themselves then they can play your mod"

Use the HL2 jeep, they have to own HL2 to play it.
Remodel the HL2 jeep into a pimpwagon, they have to own HL2 to play it.

Thats what I think their getting at. If your borrowing or reformating content the player has to be able to acess the same sources you did to make the mod. If you made it all from scratch and merley used a blank source codebase anyone could play, if they owned HL2 or CS:S or DOD:S only. Its all coming back to "can they acess the same sources you did?". Realistically they probably wont push against you for bending it slightly, like a CS:S model in a HL2 mod release. But theres a law and I'm going to stick by it. Angry Beaver 01:11, 12 Feb 2006 (PST)

This new page just screams for a member from Prodod (DOD:C) to post here, so here I am :) Here is my take on things, firstly, I must point you to the steam EULA, which states:

"Except as otherwise permitted under Section 2(C) with regard to the SDK, you may not, in whole or in part, copy, photocopy, reproduce, translate, reverse engineer, derive source code, modify, disassemble, decompile, create derivative works based on, or remove any proprietary notices or labels from the Steam Software or any software accessed via Steam without the prior consent, in writing, of Valve."

This statement makes a lot of claims and laws, ignoring the part about the sdk I would say that from this statement you cannot make a half life 2 mod at all. So, lets start chiseling away at that notion. In other words, instead of asking what is illegal, ask your self what is legal. Ready? Well heres Section 2(C):

"Your Subscription(s) may contain access to the Valve software development kit (the "SDK") for the computer game engine used in Half-Life 2 and other compatible Valve products (the "Source Engine"). You may use, reproduce and modify the SDK on a non-commercial basis solely to develop a modified game (a "Mod") for Half-Life 2 or other Valve products compatible with and using the Source Engine. You may reproduce and distribute the Mod in object code form, solely to licensed end users of Half-Life 2 or other compatible Valve products, provided that the Mod is made publicly available and distributed without charge on a non-commercial basis"

And that my friends is a big jack hammer. Basically, it says you can use the sdk to create a game that is freely distributed and must require or use a source engine game. So in other words, as long as you don't charge for your game, you can do anything, as long as you use the sdk. You can read that how you want, but that is what I read. The sdk is your gateway into full access of the source engine.

Which I take that to mean you can do anything with your mod, except claim it as your own, or make people pay for it. Correct me if I am wrong. And yes, angry beaver is right, you cannot use css models in a hl2 mod. If you want to use css models then you must require the players to own css. Just like prodod requires people to own dods but not hl2. --Red Comet 10:41, 31 May 2006 (PDT)

I also think you should add to the table 'Modded models', 'Modded Maps', etc. Those are more questionable compared to Original stuff. --Red Comet 10:51, 31 May 2006 (PDT)