>
> b) Do any of the Source game packs that allow you to play a mod made
> with the SDK *not* include CSS these days?
>

Orange Box doesn't, nor does L4D ;)

2009/5/14 Jed <[email protected]>

> Yeah but...
>
> a) You need another Source game to be able to play the mod anyway so
> Valve are getting a sale right here.
> b) Do any of the Source game packs that allow you to play a mod made
> with the SDK *not* include CSS these days?
>
> I'd say that maybe 85% of the time someone with the relevant "base"
> games to play your mod probably has CSS installed anyway. If you want
> to use CSS content in an unmodified form, then yes, just mount the GCF
> and make it a requirement for the mod. If you're making derived model
> then it will be necessary to ship with your mod.
>
> I think as well you have to think a bit beyond "he stole my bike!" -
> stopping this kind of derivative work stifles innovation and puts
> people off modding. I'd say at least 75% of the mods I've seen out
> there use modified content from other Source games in one form or
> another. As it's being used for a Source game, your in a way "keeping
> it in the family" and there's also the follow on of tying a playing to
> Steam, exposure to other games and maybe leading to more sales. Also
> don't forget that games like CSS, DoDS and TF2 all started out as
> mods. It's not in Valves interest to stifle this kind of derivative
> work - especially when its non-profit and could potentially lead them
> to their next-big-hit.
>
> As I said, I think Valve "get" this and are forward thinking enough to
> see that this sort of incestuous breeding of content across their
> games is actually a good thing.
>
> - Jed
>
>
> 2009/5/14 Julian Moschüring <[email protected]>:
> > I agree, but your second point implies that you mount, in this case, the
> > CS:S content, which was the question which started this thread. :-)
> > Perhaps one of the main reason someone plays your mod is that the models
> > are so great. If you don't mount the CS:S content you would take money
> > from valve because if you had mounted it some people would have bought
> > CS:S to play your mod... mmh
> >
> > I would mount the content and publish the mod with the model. You could
> > also check if the content is mountable and if not use some standard
> > model instead of the CS:S ones.
> >
> > Jed schrieb:
> >> I think the great questions are:
> >>
> >> Is it hurting them?
> >> Is it worth them taking legal action?
> >>
> >> As has been pointed out, if you are just borrowing a few low-key (i.e
> >> not character/player)  models such as props you're not really giving
> >> away the whole CSS game nor are you really damaging sales.
> >>
> >> Secondly, if borrowing a few models helps you get your free mod out
> >> the door, it might well prompt a player to purchase say the Orange Box
> >> to be able to play your mod - $$$ for Valve.
> >>
> >> Thirdly, the legal costs of taking any modder to task for borrowing a
> >> few props for his Source mod is going to be far in excess of their
> >> market value.
> >>
> >> >From my experience of dealing with Valve first hand I like to think
> >> their a level headed bunch of chaps and their attitude is that if
> >> you're not "taking the piss" with borrowed/reworked content or using
> >> it outside of a Source mod then it's acceptable. Of course that's my
> >> opinion and not fact.
> >>
> >> Then again I think it's a sad reflection on the litigious society of
> >> today if a few modders would be stomped on from trying to learn and
> >> innovate for fear of legal repercussion.
> >>
> >> - Jed
> >>
> >>
> >>
> >>
> >> 2009/5/14 Jonas 'Sortie' Termansen <[email protected]>:
> >>
> >>> Technically, you are not stealing from Valve by making a copy of their
> >>> works, if they don't lose anything, which the clause that you only use
> a
> >>> small portion of their content includes, because the content cannot
> >>> substitute CS:S, and then it won't affect their sales, thus it can
> quality
> >>> as Fair Use under the US Copyright laws. But it's still untested in
> court,
> >>> and will vary on a case basis, and I am not an US copyright expert. The
> same
> >>> argument goes for editing the content. Again, note that I don't
> recommend
> >>> doing this, but if it's legal due to Fair Use, and you only use small
> >>> amounts of content, it will be much faster for the mod to load the
> content
> >>> from its own folder, instead of adding another search path, which
> increases
> >>> loadtimes.
> >>>
> >>> Oh and be careful when mounting .GCFs from code and not the
> gameinfo.txt, I
> >>> had some experience that some people couldn't launch the mod
> successfully,
> >>> even if they had the .GCF I was mounting. Might be fixed though, but
> still.
> >>>
> >>> ----- Original Message -----
> >>> From: "Julian Moschüring" <[email protected]>
> >>> To: "Discussion of Half-Life Programming" <
> [email protected]>
> >>> Sent: Thursday, May 14, 2009 2:57 PM
> >>> Subject: Re: [hlcoders] Game Content
> >>>
> >>>
> >>>
> >>>> "-You only included small amounts of Valve's copyrighted works"
> >>>> Nice reasoning, so if I go into a shop and only steal eg a part of a
> >>>> computer thats okay? :-)
> >>>>
> >>>> I think you should mount the CS:S content because you have to make
> sure
> >>>> the users who use your mod own the right to have the models you
> provide.
> >>>> Legally you are not even allowed to ship the modified model. To do it
> >>>> totally right you would have to extract the gcf during install and
> modify
> >>>> the original model... but, as Jonas said, I don't think valve will
> >>>> complain about this.
> >>>>
> >>>>
> >>>> Jonas 'Sortie' Termansen schrieb:
> >>>>
> >>>>> My personal expierence is that you can use CS:S Content in your mod.
> The
> >>>>> 100% legal way is to mount CS:S content but that requires CS:S to be
> >>>>> installed and owned by everyone who own your mod. Then if you modify
> a
> >>>>> few
> >>>>> models, you can simply make some replacements in your own mod folder
> that
> >>>>> will override the CS:S content.
> >>>>>
> >>>>> If you want a more questionable method that allows everyone to play
> your
> >>>>> mod
> >>>>> (and faster because you don't have to mount another .gcf file or
> two),
> >>>>> you
> >>>>> can simply extract the few models you wish to edit and their
> materials,
> >>>>> and
> >>>>> put them in your mod's folder. This way you don't depend on any extra
> >>>>> .gcf
> >>>>> files or that people have CS:S installed. This should work fine for
> small
> >>>>> amounts of content. While untested in court, it could qualify for
> Fair
> >>>>> Use
> >>>>> because:
> >>>>> - You only included small amounts of Valve's copyrighted works
> >>>>> - The content required at least one of Valve's products
> >>>>> - The content used doesn't include the whole CS:S and doesn't limit
> >>>>> Valve's
> >>>>> sales, because the content isn't CS:S
> >>>>> - You do not earn any money from their works
> >>>>> - (You edited their works to some degree)
> >>>>> - (I have never heard of Valve having any complaints about this, as
> long
> >>>>> as
> >>>>> the above is true, despite the EULA probably saying otherwise)
> >>>>>
> >>>>> Again, whether it's legal or advised to extract and ship the contents
> of
> >>>>> a
> >>>>> GCF file, the perfectly safe but annoying way of doing it is mounting
> the
> >>>>> CSS GCF file, but the way you do it is up to you.
> >>>>>
> >>>>> ----- Original Message -----
> >>>>> From: "Yaakov Smith" <[email protected]>
> >>>>> To: "'Discussion of Half-Life Programming'"
> >>>>> <[email protected]>
> >>>>> Sent: Thursday, May 14, 2009 12:09 PM
> >>>>> Subject: [hlcoders] Game Content
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>> Example: I want to mess with CS:S models and include modifications
> of
> >>>>>> the
> >>>>>> said models in my mod.
> >>>>>>
> >>>>>> Could I legally do that, but mount the CS:S content to cover the
> legal
> >>>>>> aspect?
> >>>>>>
> >>>>>> _______________________________________________
> >>>>>> 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
> >>>
> >>>
> >>>
> >>
> >> _______________________________________________
> >> 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

Reply via email to