RE: [hlcoders] Test

2006-07-10 Thread Spencer 'voogru' MacDonald
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


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Re: [hlcoders] Key Binding

2006-07-10 Thread John Sheu
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

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Re: [hlcoders] Test

2006-07-10 Thread Jeffrey \botman\ Broome

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

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RE: [hlcoders] Key Binding

2006-07-10 Thread Yahn Bernier
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

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[hlcoders] Sort of a dumb why question

2006-07-10 Thread Tim Holt
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?

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[hlcoders] Bone Followers

2006-07-10 Thread Meow Mew

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/


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[hlcoders] Roll angle confusion

2006-07-10 Thread Justin Krenz

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?

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RE: [hlcoders] Bone Followers

2006-07-10 Thread Jay Stelly
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/


 ___
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 archives, please visit:
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Re: [hlcoders] studiomdl.exe not working?

2006-07-10 Thread Dan Tooms

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


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 --
 Programmer for Resistance and Liberation
 www.resistanceandliberation.com
 --

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--
~skidz
--

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Re: [hlcoders] Bots that don't use client slots?

2006-07-10 Thread Jeffrey \botman\ Broome

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

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Re: [hlcoders] HL1 MOD crash when I try to kick bot.

2006-07-10 Thread Jeffrey \botman\ Broome

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

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Re: [hlcoders] Test

2006-07-10 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Hi

On 7/7/06, Eric Smith [EMAIL PROTECTED] wrote:


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- Benjamin Davison
--

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Re: [hlcoders] Test

2006-07-10 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Test2
--

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Re: [hlcoders] Test

2006-07-10 Thread Jeff Fearn

Damn noobs!

/me runs like hell

On 7/8/06, Eric Smith [EMAIL PROTECTED] wrote:


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--
Jeff Fearn

Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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[hlcoders] Sound

2006-07-10 Thread Aaron Schiff
--
[ 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
--

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Re: [hlcoders] Test

2006-07-10 Thread Andrew Foss

arrgh, your changes broke compatability with my mod!

:D

On 7/7/06, Eric Smith [EMAIL PROTECTED] wrote:


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[hlcoders] sin -- valve? ritual?

2006-07-10 Thread Tony \omega\ Sergi
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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[hlcoders] sin -- valve? ritual?

2006-07-10 Thread Tony \omega\ Sergi

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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[hlcoders] Sound

2006-07-10 Thread Aaron Schiff
--
[ 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
--

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RE: [hlcoders] Sound

2006-07-10 Thread Jay Stelly
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
 --

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Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Ryan Sheffer
--
[ 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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--
~skidz
--

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Re: [hlcoders] studiomdl.exe not working?

2006-07-10 Thread Ryan Sheffer
--
[ 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
  
  
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Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Ryan Sheffer
--
[ 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?


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Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Tim Holt
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?
  
  
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Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Michael Kramer
--
[ 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.
--

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