Talk:Mod Content Usage

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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)


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)