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> From: [email protected]
> Date: Thu, 14 May 2009 18:38:13 +0200
> To: [email protected]; [email protected]
> Subject: Re: [hlcoders] Game Content
> 
>>
>> 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?
>>>>>>>>
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>>>>>>>>
>>>>>>>>
>>>>>>>>
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>>>>>>>
>>>>>>>
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>>>>>>
>>>>>>
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>>>>>
>>>>>
>>>>>
>>>>
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>>>
>>>
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