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Yea, people would need to own SIN Eps to play your mod.

On 7/10/06, Scott Loyd <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If you can setup the 'Search Path' for the game in gameinfo.txt, then it
> should be no diff. than using content from hl2/hl2mp/CSS.  You shouldn't
> export/copy/paste the content into your mod though.
>
> On 7/10/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thats a big no. Rituals Content is not the property of Valve.
> >
> > On 7/10/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >
> > > Welp, now that hlcoders is working again, I'll re-post this.
> > >
> > > If the original post goes through, sorry. ;)
> > >
> > >
> > > Are we allowed to use SiN models in our hl2 mods?
> > >
> > >
> > >
> > > There's a couple weapon models I'd like to use for now in one of my
> > mods,
> > > plus some other props. I know that there are a number of hl2 props
> used
> > in
> > > sin, but ritual licensed the engine.
> > >
> > > Are we, as modders of hl2 itself, allowed to use any of ritual's
> > content,
> > > or
> > > has the licensing changed since hl1
> > >
> > >
> > > --------------
> > > -- omega
> > > Heroes of Excelsior
> > > http://www.heroesofexcelsior.com
> > > Blackened Interactive
> > > http://www.blackened-interactive.com
> > >
> > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
> >
> >
> > --
> > ~skidz
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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>
>


--
~skidz
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