Cracked versions of Half-Life/Source games used to (are still?) be
called Non-Steam distributions because you didn't need to have Steam
installed to play them, they instead were distributed with hacked
binaries that tricked the game into thinking it was being launched
with Steam.

The only limitation to making a mod that works with Non-Steam distros
would be having the correct version of the source to build your hl.dll/
server.dll. Which might be fairly difficult to find.

And as encouragement of piracy is not condoned on this list I'd
imagine you won't find a lot of help here anyway.



On 25/07/2010, at 1:16 PM, Katrina Payne
<[email protected]> wrote:

> On Saturday, July 24, 2010 04:44:19 pm Jonas 'Sortie' Termansen wrote:
>>
>>> I find it ammusing that you follow the trend and use a more
>>> complicated vocabulary as well which will probably leave the op
>>> quite
>>> confused when he runs this through google translate.
>>>
>>>
>>
>> #ifdef __INTELLIGENCE__
>>
>> I just wrap my posts in ifdefs if I don't want some people to read
>> them.
>> And when I don't want anybody to read them at all, I encode them in
>> EBCDIC.
>>
>> #endif
>>
>> I don't think this guy even has a codebase, at least that's how I
>> understand his post, that he is looking for a Non-Steam Half-Life
>> SDK.
>> He sounds like he is able to make Steam-based Half-Life mods and has
>> found some Non-Steam mods, and that he is now confused how to do it.
>> Though, this HL.dll thing sounds weird to me. Do we have the source
>> code
>> for that?
>>
>> _______________________________________________
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> please visit:
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>>
>>
>
> #ifdef __INTELLIGENCE__
>
> extern "Geek Humour" {
>
> Well you can always encode them in preISO ASCII-7. Maybe also have
> them
> translated to 1337 speak based Aremaic, with a few items demostrated
> only via
> Perl 4 base Jephs (that is, "pretty" code, sometimes ASCII Art that
> essentially does nothing when ran), then encrypted using Megatoyko's
> update
> schedule for your key.
>
> };
>
> #endif
>
> To be fair. Half Life DOES kind of predate Steam. He may have found
> a few
> items and elements that were done with Half Life prior to Steam's
> creation.
>
> This means he does not have to worry about quite as strict of a copy
> protection scheme. Which has been one of Steam's biggest complaints.
> Mostly
> for games, that lock out, if they cannot talk with a Steam server to
> confirm
> they are okay for it. Which does kind of suck, if you are not able
> to talk to
> Steam on the current computer you are on. Be it for Valve going
> under, or
> Valve shutting down Steam--but not continuing certain loved games
> that used
> this copy protection scheme or you are doing a LAN party of sorts.
>
> Though a con is that he would also be using an excessively OLD code
> base.
>
> We also have a few people that mentioned in the hlds_linux mailing
> list about
> a project to make a Source Workalike that can get mods that do not
> use Valve
> properties in them (such as models, gadgets and what not) to work
> without Half
> Life 2.
>
> Though my understanding was that the Source Workalike to run Mods
> that do not
> contain Valve IP in them (that is, taking models and what not from
> Half Life
> 1, Half Life 2, Half Life Episodes, TF, TFC, CS, CS:S, Blue Shift.,
> etc.,
> etc., etc) was only still, at the very most in an Alpha state, if at
> that
> stage of things.
>
> So--there could be a few things that he COULD be trying to have a
> nonSteam
> Half Life Mod run...
>
> Just chances are, if he can get them to run--he could not get them
> to run well
> in any way.
>
> ~Katrina
>
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> archives, please visit:
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>

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