RE: [hlcoders] Test
Test Smest... - voogru. -Original Message- From: Eric Smith [mailto:[EMAIL PROTECTED] Sent: Friday, July 07, 2006 1:57 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Test ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Key Binding
On Tuesday 04 July 2006 12:23 am, John Sheu wrote: Referring to cdll_int.h: // key trapping (for binding keys) virtual voidStartKeyTrapMode( void ) = 0; virtual boolCheckDoneKeyTrapping( int buttons, int key ) = 0; So, I suppose that these are used when binding keys. How do they work? Played around with them. As you might guess, I'm coding a binding interface. Still have two issues: 1. Can't seem to completely trap events; mouse clicks, for example, still register on VGUI elements. 2. How the heck do you hide the cursor? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Test
Eric Smith wrote: List has been *REAL* quiet in the last few days. Perhaps my email server is broken? P.S. VALVe rox my sox! ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Key Binding
1. You could create a full screen panel which is a popup and make it topmost on the vgui surface 2. SetCursor(dc_blank) Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Sunday, July 09, 2006 3:38 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Key Binding On Tuesday 04 July 2006 12:23 am, John Sheu wrote: Referring to cdll_int.h: // key trapping (for binding keys) virtual voidStartKeyTrapMode( void ) = 0; virtual boolCheckDoneKeyTrapping( int buttons, int key ) = 0; So, I suppose that these are used when binding keys. How do they work? Played around with them. As you might guess, I'm coding a binding interface. Still have two issues: 1. Can't seem to completely trap events; mouse clicks, for example, still register on VGUI elements. 2. How the heck do you hide the cursor? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sort of a dumb why question
Why not implement blunt weapons simply as extremely short ranged combat weapons? The main reason that jumped out at me was to differentiate damage types - blunt versus sharp. Other than that, any other particular reason why they are different? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bone Followers
There was a previous post on the $keyvalues command bone_followers before, but since I hadn't truly done tests or needed something that uses them, I never realized there are unresolved difficulties. This is all during the model compilation stage of the content pipeline. To at least explain, a bone follower is how you get the physics to follow an animation on an animated prop instead of prop_physics. You don't want gravity or other physics to move the thing around, but you do want the animation to accurate block the player or other physics. They are automatically implemented in doors as shadow controllers, but you need the key values in other props as a working interface. The problem I've been having is every time I add the key value, I get weird rotation/offsets on my physics. The vcollide_wireframe command in game seems to show what I'd expect out of my collision model, but model viewer and how the game actually pushes the player around show something different. However many times I test, what I see in model viewer is what the game physics does, regardless of the vcollide_wireframe saying otherwise. Here's how the rotation/offset of the model ends up looking in modelviewer: http://img350.imageshack.us/my.php?image=modelviewerdrawer7oq.png and here's how the vcollide_wireframe shows how I WANTED it to look in game, but it never actually works how this displays. This is how the collision model was made to look. http://img178.imageshack.us/my.php?image=gamedrawer8dw.png Ravendoor is a model in the props_lab that comes with Halflife2, and it uses the bone followers too. It turns out that it has the exact same weird rotation/offset happening to it's collision model except in reverse. Was there just a compensation for the strange angles and movement in their collision model? http://img350.imageshack.us/my.php?image=modelviewerravendoor0bx.png http://img350.imageshack.us/my.php?image=gameravendoor2ni.png If anybody can please help or clarify why the physics gets rotated when using this command and if there's a simple solution (that hopefully doesn't involve trying to re-orient all of our physics incorrectly so they match again after the offsets occur). Any suggestions or advice or welcome and many thanks before-hand to any support available. _ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Roll angle confusion
Why is it that the roll angle (.z) of an entity only goes from -90 to 90 and not -180 to 180 like the other two angles? How would I go about getting the full range of the roll angle? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bone Followers
vcollide_wireframe appears to have two bugs with bone followers. First of all, you can't toggle it in the middle of a level, you must start the level (or restart) with vcollide_wireframe 1 in order for the bone follower entities to be networked to the client. Secondly, vcollide_wireframe does visualize the physics of the prop_dynamic that the bone followers are attached to. It does it just like a physics prop, so it only draws the first solid, and it draws it rigidly attached to the root transform. If this happens to be valid for your prop everything will look fine, otherwise you've got an extra and incorrect solid drawing (as in your screenshots). So, don't change it without restarting if you need it to work with prop_dynamic. And also disable the drawing in the code like this: // c_baseanimating.cpp if ( vcollide_wireframe.GetBool() ) { if ( IsRagdoll() ) { m_pRagdoll-DrawWireframe(); } else if ( IsSolid() ) { to only draw the vcollides of solid props. That should make your visualization match the actual collisions. Note that you can still use ent_bbox phys_bone_follower to draw the bboxes at any time. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Meow Mew Sent: Monday, July 10, 2006 9:40 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Bone Followers There was a previous post on the $keyvalues command bone_followers before, but since I hadn't truly done tests or needed something that uses them, I never realized there are unresolved difficulties. This is all during the model compilation stage of the content pipeline. To at least explain, a bone follower is how you get the physics to follow an animation on an animated prop instead of prop_physics. You don't want gravity or other physics to move the thing around, but you do want the animation to accurate block the player or other physics. They are automatically implemented in doors as shadow controllers, but you need the key values in other props as a working interface. The problem I've been having is every time I add the key value, I get weird rotation/offsets on my physics. The vcollide_wireframe command in game seems to show what I'd expect out of my collision model, but model viewer and how the game actually pushes the player around show something different. However many times I test, what I see in model viewer is what the game physics does, regardless of the vcollide_wireframe saying otherwise. Here's how the rotation/offset of the model ends up looking in modelviewer: http://img350.imageshack.us/my.php?image=modelviewerdrawer7oq.png and here's how the vcollide_wireframe shows how I WANTED it to look in game, but it never actually works how this displays. This is how the collision model was made to look. http://img178.imageshack.us/my.php?image=gamedrawer8dw.png Ravendoor is a model in the props_lab that comes with Halflife2, and it uses the bone followers too. It turns out that it has the exact same weird rotation/offset happening to it's collision model except in reverse. Was there just a compensation for the strange angles and movement in their collision model? http://img350.imageshack.us/my.php?image=modelviewerravendoor0bx.png http://img350.imageshack.us/my.php?image=gameravendoor2ni.png If anybody can please help or clarify why the physics gets rotated when using this command and if there's a simple solution (that hopefully doesn't involve trying to re-orient all of our physics incorrectly so they match again after the offsets occur). Any suggestions or advice or welcome and many thanks before-hand to any support available. _ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] studiomdl.exe not working?
Is anybody still getting this problem? I still am, and changing Current Game to hl2 doesn't fix it. I'm actually really new to compiling models, here's my .qc $modelname wtf.mdl $body Body wtf.smd $scale 1.0 $cdmaterials models $staticprop $surfaceprop wood_solid $upaxis Y $sequence idle wtf fps 3 It compiles fine without the $cdmaterials On 6/16/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Ive had this issue so I compile models to Half-Life 2 instead of my mod which is currently using the updated engine that doesnt work. On 5/25/06, Tony omega Sergi [EMAIL PROTECTED] wrote: I didn't bother trying out the beta engine because of that problem. Didn't have time or patience to email about it at the time either. When the beta engine was first mentioned, I added -beta etc etc, let it update, then studiomdl wouldn't even run, so I refreshed the mod tools; soon as I did that, it would error on compile _or_ bitch about tier. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Jonathan Murphy [mailto:[EMAIL PROTECTED] Sent: May 25, 2006 6:49 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] studiomdl.exe not working? -- [ Picked text/plain from multipart/alternative ] That is quite odd, as I have been using studiomdl.exe today with no problems... On 5/26/06, Jay C. [EMAIL PROTECTED] wrote: I love it when they don't even acknowledge this kind of thing. Last week it compiled, this week the exact same setup causes those errors. And yeah, it has 4 errors repeated. - Jay -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of James Hair Sent: 25 May 2006 18:09 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] studiomdl.exe not working? I am getting this error with studiomdl, however I am not using the beta version of anything. It appeared this morning after steam updated on my system. Refreshing the sdk content does not have any effect for me. One thing I can elaborate on is that the error pops up 4 times for one particular model, and there are four sequences defined in the QC file. Coincidence? I think not! Well it could be ... - Original Message - From: Gus [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 25, 2006 5:06 PM Subject: Re: [hlcoders] studiomdl.exe not working? Try refreshing SDK tools Btw, seems that the beta engine was release! Just last night an update was released..wasn't using beta engine at that time and it all reverted back to some previous errors I was getting. --- Since I started using the -beta engine, I can no longer use studiomdl.exe to work. I tried removing that cmd line arg and I have the same problem so I'm under the impression maybe I was wrong. It gets down to SMD MODEL:ragdoll.smd and then I am presented with the following error. Stuidomdl.exe - Entry Point Not Found The procedure entry point CommandLine_Tier0 could not be located in the dynamic link library tier0.dll. Anyone else ever seen this? -Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots that don't use client slots?
Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] I thought I had read somewhere that someone (zombie horde mod?) has set up bots that don't use client slots. Is this true? Either way I was wondering if anyone knew if this could be done in such a way that doesn't deviate too much from how normal bots are implemented. I'm doing bots for a mod and the subject has come up to use non client bots in a certain game mode. Any info or suggestions is appreciated. Just make them NPC entites (like the normal AI enemies in the single player game). NPCs don't take up a client slot. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL1 MOD crash when I try to kick bot.
THE STORM wrote: So the Bot pointer is set to NULL and BotThink() for this Bot is not called anymore in StartFrame() but still when I kick him the game crash. What I'm supposed to do? Run it in the debugger? ;) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Test
-- [ Picked text/plain from multipart/alternative ] Hi On 7/7/06, Eric Smith [EMAIL PROTECTED] wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Test
-- [ Picked text/plain from multipart/alternative ] Test2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Test
Damn noobs! /me runs like hell On 7/8/06, Eric Smith [EMAIL PROTECTED] wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Jeff Fearn Postmodernism: Once more without feeling. -- Geoffrey Nunberg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sound
-- [ Picked text/plain from multipart/alternative ] If I use mp3s for generic sounds, will they get added to the soundcache if I rebuild it? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Test
arrgh, your changes broke compatability with my mod! :D On 7/7/06, Eric Smith [EMAIL PROTECTED] wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sin -- valve? ritual?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sin -- valve? ritual?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sound
-- [ Picked text/plain from multipart/alternative ] If I use mp3s for generic sounds, will they get added to the soundcache if I rebuild it? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Sound
mp3s are not in the soundcache. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Schiff Sent: Monday, July 10, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Sound -- [ Picked text/plain from multipart/alternative ] If I use mp3s for generic sounds, will they get added to the soundcache if I rebuild it? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sin -- valve? ritual?
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] studiomdl.exe not working?
-- [ Picked text/plain from multipart/alternative ] $cdmaterials models\ might work. On 7/8/06, Dan Tooms [EMAIL PROTECTED] wrote: Is anybody still getting this problem? I still am, and changing Current Game to hl2 doesn't fix it. I'm actually really new to compiling models, here's my .qc $modelname wtf.mdl $body Body wtf.smd $scale 1.0 $cdmaterials models $staticprop $surfaceprop wood_solid $upaxis Y $sequence idle wtf fps 3 It compiles fine without the $cdmaterials On 6/16/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Ive had this issue so I compile models to Half-Life 2 instead of my mod which is currently using the updated engine that doesnt work. On 5/25/06, Tony omega Sergi [EMAIL PROTECTED] wrote: I didn't bother trying out the beta engine because of that problem. Didn't have time or patience to email about it at the time either. When the beta engine was first mentioned, I added -beta etc etc, let it update, then studiomdl wouldn't even run, so I refreshed the mod tools; soon as I did that, it would error on compile _or_ bitch about tier. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Jonathan Murphy [mailto:[EMAIL PROTECTED] Sent: May 25, 2006 6:49 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] studiomdl.exe not working? -- [ Picked text/plain from multipart/alternative ] That is quite odd, as I have been using studiomdl.exe today with no problems... On 5/26/06, Jay C. [EMAIL PROTECTED] wrote: I love it when they don't even acknowledge this kind of thing. Last week it compiled, this week the exact same setup causes those errors. And yeah, it has 4 errors repeated. - Jay -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of James Hair Sent: 25 May 2006 18:09 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] studiomdl.exe not working? I am getting this error with studiomdl, however I am not using the beta version of anything. It appeared this morning after steam updated on my system. Refreshing the sdk content does not have any effect for me. One thing I can elaborate on is that the error pops up 4 times for one particular model, and there are four sequences defined in the QC file. Coincidence? I think not! Well it could be ... - Original Message - From: Gus [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 25, 2006 5:06 PM Subject: Re: [hlcoders] studiomdl.exe not working? Try refreshing SDK tools Btw, seems that the beta engine was release! Just last night an update was released..wasn't using beta engine at that time and it all reverted back to some previous errors I was getting. --- Since I started using the -beta engine, I can no longer use studiomdl.exe to work. I tried removing that cmd line arg and I have the same problem so I'm under the impression maybe I was wrong. It gets down to SMD MODEL:ragdoll.smd and then I am presented with the following error. Stuidomdl.exe - Entry Point Not Found The procedure entry point CommandLine_Tier0 could not be located in the dynamic link library tier0.dll. Anyone else ever seen this? -Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sin -- valve? ritual?
-- [ Picked text/plain from multipart/alternative ] In this case we have a company that wouldnt apprieciate their work used in another game. But you could always make a private mod, I dont see any problems with that. On 7/10/06, Tony omega Sergi [EMAIL PROTECTED] wrote: Only reason I asked is because we were allowed to use gunman stuff in hl1 mods, and valve didn't own gunman either. So I thought I'd throw the question out anyway; as it applied then, as it was a game derived off of hl1; so I wasn't sure if it was the same for source or not. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Jeremy Swigart [mailto:[EMAIL PROTECTED] Sent: July 10, 2006 8:12 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] sin -- valve? ritual? -- [ Picked text/plain from multipart/alternative ] I can say pretty confidently that you probably can't do that. On 7/7/06, Tony omega Sergi [EMAIL PROTECTED] wrote: Are we allowed to use SiN models in our hl2 mods? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sin -- valve? ritual?
It's sort of a no brainer really. You could make a SIN mod (if they allow modding) or you could make a HL2 mod. But making a SIN/HL2 mod would really start to cross some bizarro legal/EULA boundaries. Could you use Red Orchestra content in your HL2 mod? Both on Steam. But it's a pretty good guess the answer is no. But in the end, just email Ritual and ask them. Quoting Scott Loyd [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] In this case we have a company that wouldnt apprieciate their work used in another game. Are you a representative of this company, or have an article/statement/anything that validates your statement? On 7/10/06, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In this case we have a company that wouldnt apprieciate their work used in another game. But you could always make a private mod, I dont see any problems with that. On 7/10/06, Tony omega Sergi [EMAIL PROTECTED] wrote: Only reason I asked is because we were allowed to use gunman stuff in hl1 mods, and valve didn't own gunman either. So I thought I'd throw the question out anyway; as it applied then, as it was a game derived off of hl1; so I wasn't sure if it was the same for source or not. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Jeremy Swigart [mailto:[EMAIL PROTECTED] Sent: July 10, 2006 8:12 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] sin -- valve? ritual? -- [ Picked text/plain from multipart/alternative ] I can say pretty confidently that you probably can't do that. On 7/7/06, Tony omega Sergi [EMAIL PROTECTED] wrote: Are we allowed to use SiN models in our hl2 mods? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sin -- valve? ritual?
-- [ Picked text/plain from multipart/alternative ] I think you would be able to do a SIN Mod, using their content, but you would have to mount the GCF and only those that legally own the game would be able to play it. But im not sure, you should email Ritual and ask. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders