Re: [hlcoders] sin -- valve? ritual?
-- [ Picked text/plain from multipart/alternative ] That's whole point though isn't it? If you own the game then you'll get to use that content where as if you don't own the game, what right do you have to use the assests? So if you make a mod using a couple of different Games contents, ie. HL2 and Sin, both of which can be mounted easier than say extracting and recompiling RO stuff for use in HL2, then wouldn't it make sense that at the VERY least you'd be required to own both games. I'm not a legal expert, hell I'm not even a legal novice, but I'd imagine that common sense would prevail here, and that would be : If you don't own the game or your clients won't own the game, don't use that games content. :D Just my 2 cents -- ___ 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 ] 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 > > > > > > > > > > > > ___ > > > 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 > > -- ~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?
-- [ Picked text/plain from multipart/alternative ] The problem with appid mods is that if the player does not have SinEP they are screwed and wont see any of the content. On 7/11/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Ritual isn't really who to contact about using contact.. Valve is. It's > all > part of an agreement... I asked Ritual about using CZDS content and they > said to ask Valve. > > Making appid mods shouldn't really be a problem and nobody should whine > because it is not really crossing any distribution boundaries. > > -- > ts2do > -- > > ___ > 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] sin -- valve? ritual?
-- [ Picked text/plain from multipart/alternative ] Ritual isn't really who to contact about using contact.. Valve is. It's all part of an agreement... I asked Ritual about using CZDS content and they said to ask Valve. Making appid mods shouldn't really be a problem and nobody should whine because it is not really crossing any distribution boundaries. -- ts2do -- ___ 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
Re: [hlcoders] sin -- valve? ritual?
I dont think you can use RO, becuase of it being a UE2.5, and not a Source - everything wont work - all but some ogg, but then hl2 cant play them either. --- Tim Holt <[EMAIL PROTECTED]> wrote: > 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 > > My Website http://www.ammahls.com Developer of CST and ZHLT 3.0 http://www.zhlt.info Studio Manager - Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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?
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 ] "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
Re: [hlcoders] sin -- valve? ritual?
-- [ 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 > > > > > > > > ___ > > 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
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?
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
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? > > > > 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 > > -- ___ 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
[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] 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