Re: [hlcoders] What MSVC version do you use/have?
I use cygwin, that include a X client and command line tools (CVS, Bash, gcc, etc..). For developers: 90% you can't do with bash, cat and grep can be done with a Perl script. And If you really want linux, you can install coLinux on a usb pen, a lot faster than pvpm.metropipe.net linux. Red Hat has a cool tool for windows, 'sourcenav', that index everything on C/C++ projects. But I found VC6 with Tomato tools cool enough, so sourcenav its not needed. Brian A. Stumm wrote: On Thu, 21 Oct 2004, Florian Zschocke wrote: Brian A. Stumm wrote: Oh I use this really fancy window manager, its kind of a black screen with a white blinkey line in the upper left corner of the screen... Riiight. And Alfred calls *me* living in the past. =) Or you're just running Linux servers but don't use it on your desktop... I *use* linux directly from the linux pc all the time as well as via ssh from a windows desktop, both at work and at home. I have one box at work with a desktop but I just run fluxbox on it (older pc). I've used the various desktops and all (prefer Gnome) but I'm not a big fan of GUI's they just aren't as intuitive as people claim. Whats that quote? Something about intuitive being what the software dev thinks intuitive means or something like that (its in the linux_cookie fortune stuff). I'm just a command line kinda guy i guess... ___ 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] Copy/Trademark question
On Fri, Oct 22, 2004 at 04:13:01PM +1000, Bruce Bahamut Andrews wrote: The EULA is not a law, Its a contract. And you cant broken a contract you have not sign. No one on Freecraft or BNETD have sign that EULA. Hmm, perhaps I can send this discussion in a better direction by elaborating on this. I am not a lawyer, but this is my amatuer understand on how these things work: A EULA is not a contract, it is a license. A contract you sign and cannot break, and it can pretty much stipulate your behavior on anything that does not infringe on the law and your rights under it. A contract can cause you to pay people, it can cause you not pay other people, it can cause you live in a certain place or use a certain phone. A contract is an agreement which is enforcable by law. A license on the other hand, is simply a statement of rights as pertaining to copyright law. When someone creates something they have the rights to make and distribute copies (ie copyright) unless they specifically allow someone else to do it as well. If you buy a book from the book store, you see that after the copyright notice it says All rights reserved. This means that the author of the book reserves all of the rights to make copies of and distribute that book, within the terms of the Fair Use Act. However, the copyright for most software comes with a license that lets the users copy and distribute the software under a certain set of conditions. For example, the GNU Public License (GPL) allows users the right to copy and distribute modified versions of the program, as long as the source code of those changes is distributed as well. Also, most Microsoft license agreements stipulate that you are not allowed to copy or make modifications to or distribute versions of their software at all. However, in both of these cases, the original author holds the copyright (read: the right to copy) and you are only licensed this right under a specific set of terms. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Copy/Trademark question
Thanks for that, might clear it up for our friend =) - note that text wasn't written by me, it was quoted by me :p - Bruce Bahamut Andrews Jorge Rodriguez wrote: On Fri, Oct 22, 2004 at 04:13:01PM +1000, Bruce Bahamut Andrews wrote: The EULA is not a law, Its a contract. And you cant broken a contract you have not sign. No one on Freecraft or BNETD have sign that EULA. Hmm, perhaps I can send this discussion in a better direction by elaborating on this. I am not a lawyer, but this is my amatuer understand on how these things work: A EULA is not a contract, it is a license. A contract you sign and cannot break, and it can pretty much stipulate your behavior on anything that does not infringe on the law and your rights under it. A contract can cause you to pay people, it can cause you not pay other people, it can cause you live in a certain place or use a certain phone. A contract is an agreement which is enforcable by law. A license on the other hand, is simply a statement of rights as pertaining to copyright law. When someone creates something they have the rights to make and distribute copies (ie copyright) unless they specifically allow someone else to do it as well. If you buy a book from the book store, you see that after the copyright notice it says All rights reserved. This means that the author of the book reserves all of the rights to make copies of and distribute that book, within the terms of the Fair Use Act. However, the copyright for most software comes with a license that lets the users copy and distribute the software under a certain set of conditions. For example, the GNU Public License (GPL) allows users the right to copy and distribute modified versions of the program, as long as the source code of those changes is distributed as well. Also, most Microsoft license agreements stipulate that you are not allowed to copy or make modifications to or distribute versions of their software at all. However, in both of these cases, the original author holds the copyright (read: the right to copy) and you are only licensed this right under a specific set of terms. -- Jorge Vino Rodriguez ___ 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] Copy/Trademark question
Tei raise his hand: Myself! -- Continuing with the off-topic threads, here is a remind to vote Nov 2: http://votergasm.org/ (this mail is read only, dont reply) Bruce Bahamut Andrews wrote: Thanks for that, might clear it up for our friend =) - note that text wasn't written by me, it was quoted by me :p - Bruce Bahamut Andrews Jorge Rodriguez wrote: On Fri, Oct 22, 2004 at 04:13:01PM +1000, Bruce Bahamut Andrews wrote: The EULA is not a law, Its a contract. And you cant broken a contract you have not sign. No one on Freecraft or BNETD have sign that EULA. Hmm, perhaps I can send this discussion in a better direction by elaborating on this. I am not a lawyer, but this is my amatuer understand on how these things work: A EULA is not a contract, it is a license. A contract you sign and cannot break, and it can pretty much stipulate your behavior on anything that does not infringe on the law and your rights under it. A contract can cause you to pay people, it can cause you not pay other people, it can cause you live in a certain place or use a certain phone. A contract is an agreement which is enforcable by law. A license on the other hand, is simply a statement of rights as pertaining to copyright law. When someone creates something they have the rights to make and distribute copies (ie copyright) unless they specifically allow someone else to do it as well. If you buy a book from the book store, you see that after the copyright notice it says All rights reserved. This means that the author of the book reserves all of the rights to make copies of and distribute that book, within the terms of the Fair Use Act. However, the copyright for most software comes with a license that lets the users copy and distribute the software under a certain set of conditions. For example, the GNU Public License (GPL) allows users the right to copy and distribute modified versions of the program, as long as the source code of those changes is distributed as well. Also, most Microsoft license agreements stipulate that you are not allowed to copy or make modifications to or distribute versions of their software at all. However, in both of these cases, the original author holds the copyright (read: the right to copy) and you are only licensed this right under a specific set of terms. -- Jorge Vino Rodriguez ___ 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] Copy/Trademark question
Ask. Ask first. if you don't, you'll be recieving a CD from the owners. If the owners of the copyrighted material cannot be found, A: Don't do it. or B: Do it, but don't keep your hopes up. (Not all companies are as cool as Valve was with the Codename Gordon guys.) If you aren't making a profit on it, and the copyright/IP (and how I hate the concept of IP) owners _do_ come out of the woodwork, you stand a better chance of recieving a pat on the head as opposed to a CD if you aren't making money off of their product. Make a concerted effort to find them, and ask permission/a contract to make the mod/game/TC for free, provided you don't make money off of it. Also, if you _do_ decide to take option B, make it look _good_ above all. not good to you, but good to the audience that they cater towards, because if you're making their IP look like crap, they won't be pleased. This would apply from the design doc to the concept sketches, from the first screenshots to the end product. On Fri, 22 Oct 2004 16:40:05 +0200, tei [EMAIL PROTECTED] wrote: Tei raise his hand: Myself! -- Continuing with the off-topic threads, here is a remind to vote Nov 2: http://votergasm.org/ (this mail is read only, dont reply) Bruce Bahamut Andrews wrote: Thanks for that, might clear it up for our friend =) - note that text wasn't written by me, it was quoted by me :p - Bruce Bahamut Andrews Jorge Rodriguez wrote: On Fri, Oct 22, 2004 at 04:13:01PM +1000, Bruce Bahamut Andrews wrote: The EULA is not a law, Its a contract. And you cant broken a contract you have not sign. No one on Freecraft or BNETD have sign that EULA. Hmm, perhaps I can send this discussion in a better direction by elaborating on this. I am not a lawyer, but this is my amatuer understand on how these things work: A EULA is not a contract, it is a license. A contract you sign and cannot break, and it can pretty much stipulate your behavior on anything that does not infringe on the law and your rights under it. A contract can cause you to pay people, it can cause you not pay other people, it can cause you live in a certain place or use a certain phone. A contract is an agreement which is enforcable by law. A license on the other hand, is simply a statement of rights as pertaining to copyright law. When someone creates something they have the rights to make and distribute copies (ie copyright) unless they specifically allow someone else to do it as well. If you buy a book from the book store, you see that after the copyright notice it says All rights reserved. This means that the author of the book reserves all of the rights to make copies of and distribute that book, within the terms of the Fair Use Act. However, the copyright for most software comes with a license that lets the users copy and distribute the software under a certain set of conditions. For example, the GNU Public License (GPL) allows users the right to copy and distribute modified versions of the program, as long as the source code of those changes is distributed as well. Also, most Microsoft license agreements stipulate that you are not allowed to copy or make modifications to or distribute versions of their software at all. However, in both of these cases, the original author holds the copyright (read: the right to copy) and you are only licensed this right under a specific set of terms. -- Jorge Vino Rodriguez ___ 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
Re: [hlcoders] HL2 Dev CPU Requirements
No really, I was wondering why, oh why, can't gmax support odd screen reolutions without complaining. Some of us don't, can't, run at 1280x1024. Much as I'd like to. On Thu, 21 Oct 2004 18:13:34 -0700, Matt Boone [EMAIL PROTECTED] wrote: Damn, I missed the day they gave those out. :( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, October 21, 2004 3:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] HL2 Dev CPU Requirements Brian Satertek Irelan wrote: You have to have a widescreen LCD monitor like all the guys at Valve. ...and you have to drive a Ferrari, like all the guys at Valve! ;) -- Jeffrey botman Broome ___ 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] What MSVC version do you use/have?
Florian: fluxbox with gnome-panel. my ~/.xinitrc looks like this: snip Esetroot /path_to_a_groovy_wallpaper.ext fluxbox gnome-panel /snip (note: leave off the on the last item, or X will mysteriously die, because the last program can't exit. fluxbox loves to have it's ) (huggles gentoo) Alfred, a VS.NET/VC*++ project-GCC makefile program, standalone, would be highly useful to a lot of people. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred Alfred, I'd rather see you guys release the SDK as soon as possible, even if it only contains MSVC.NET project files. I'd hate to see the SDK delayed in order to support older environments. If there are really that many people that use VC6 or whatever, there will be at least someone who does a conversion in order to make it work with VC6 (as long as there isn't anything else that requires MSVC.NET) and release a download link for it. I wouldn't be surprised if there was even an open-source group formed for this. Seriously though, just release it the most efficient way you can, the older dev community will adapt as it has all along. There are also update releases you can do that can include support for older environments. I'd just like to see the dev community having the ability to start working with the new SDK ASAP. There have been many projects sitting on hold for too many years waiting for the HL2 delivery promise to be fulfilled. With the holiday season approaching, many developers will have some extra holiday time to spend coding. So, let's not waste that. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
GCC is _not_ old.GCC is used more often than VC. it's free, and is continually improving. A basic makefile for those of us running cygwin envs, linux, and the BSDs is not that difficult, right? On Fri, 22 Oct 2004 13:45:32 -0500, SB Childe Roland [EMAIL PROTECTED] wrote: I'm with him. The sooner we can get the SDK, the sooner we can find something to replace that POS, CS:Source. On Fri, 22 Oct 2004 11:34:37 -0700, HoundDawg [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred Alfred, I'd rather see you guys release the SDK as soon as possible, even if it only contains MSVC.NET project files. I'd hate to see the SDK delayed in order to support older environments. If there are really that many people that use VC6 or whatever, there will be at least someone who does a conversion in order to make it work with VC6 (as long as there isn't anything else that requires MSVC.NET) and release a download link for it. I wouldn't be surprised if there was even an open-source group formed for this. Seriously though, just release it the most efficient way you can, the older dev community will adapt as it has all along. There are also update releases you can do that can include support for older environments. I'd just like to see the dev community having the ability to start working with the new SDK ASAP. There have been many projects sitting on hold for too many years waiting for the HL2 delivery promise to be fulfilled. With the holiday season approaching, many developers will have some extra holiday time to spend coding. So, let's not waste that. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- SB Childe Roland I will show you fear in a handful of jelly beans. ___ 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] What MSVC version do you use/have?
Andrew Foss wrote: GCC is _not_ old.GCC is used more often than VC. it's free, and is continually improving. A basic makefile for those of us running cygwin envs, linux, and the BSDs is not that difficult, right? What? I think you're replying to the wrong message. There was nothing in HoundDawg's post about gcc and nothing in the reply to his message about gcc either. Where did the rant about gcc come from? Here's another topic since people seem to be in the mood to post to this list recently... Realistically, how long do you think it will take a team to release a MOD for Half-Life2 after the SDK and game is made available to the public (and I'm talking about a MOD as something other than just changing the firing rate of the shotgun and releasing that as a MOD, i.e. something with brand new weapons, brand new maps, etc.)? My bet is that it will take about 3 to 4 months for MOD developers to get completely up to speed on the new tools and code. Add in another month or two for testing, bug fixing, and tuning. I'll predict that the first full MOD for Half-Life2 won't release a BETA version until at least May 2005. Does anyone have any expectations of releasing any full blown MOD any sooner than that? :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred then what would you call this: http://msdn.microsoft.com/visualc/vctoolkit2003/ so i guess everyone has access to vc.net compiler... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Remember even Counter-Strike beta 1 , and some other cool MP mods were released faster than that for HL1 if i remember correctly. Now HL2 is a more complicated engine and may take longer to build stuff for, but on the other hands: Valve has stated that hl2 is actually more friendly to modding, will this balance out with havig to create more detailed assets? Modders are much more experienced now than they used to be, there are even professional developers who do modding for fun now, where that seemed much more rare a few years ago. Lots of the assets and code for HL1 stuff, seems like it will port quite nicely to HL2, giving a leg up on getting things up and running. That being said, mods are infamous victims to bloat and feature creep, so who knows. Does anyone have any expectations of releasing any full blown MOD any sooner than that? :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Congrats Valve!
(so, how about unlocking us folks on the hlcoders list a few days early, eh? :) Hehe if that was true and it got out to the general populace at large I think valves list server would combust into many pieces. But anyway many congrats to valve! It must have been a hard journey to make but you made it, and if the reviews are anything to go by you succeed. And im looking forward to building a MOD with the tools you set forth, and hopefully I can put it in my future portfolio. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders Sent: 22 October 2004 20:20 To: [EMAIL PROTECTED] Subject: [hlcoders] Congrats Valve! Since we're barely on topic anymore anyway, I figured I'd give a big W00T to Valve. Just got my PCGamer today and they had a very, very good review of HL2. I've been following Valve and HL since I got my HL 1.0 disc. (which I still have!) In the days of people hacking their own editors and having to build their own hacks into the engines to get their mods to work at all, Valve stepped forward and BUILT the modern mod community with cooperation and style, not elitism. Now its (hopefully) going to happen all over again! I'm psyched! I have been very worried over the past year that this version was never going to happen... glad to see it was not worth the worry. (so, how about unlocking us folks on the hlcoders list a few days early, eh? :) D ___ 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] What MSVC version do you use/have?
Yes, I use MSVC.NET... but you could at least run the project converter (posted somewhere in this thread) on it.. Works fine for me. Anyway, it's still evil Redmond-housed companies changing Project file format _every_ version111oneone -Puvodni zprava- Od: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] uzivatele Alfred Reynolds Odeslano: Donnerstag, 21. Oktober 2004 04:34 Komu: [EMAIL PROTECTED] Predmet: [hlcoders] What MSVC version do you use/have? I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred ___ 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] What MSVC version do you use/have?
For the 4 millionth time, that is just the compiler. It can not read the project files. The IDE does that and you have to pay for the IDE. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, October 22, 2004 3:29 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] What MSVC version do you use/have? I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred then what would you call this: http://msdn.microsoft.com/visualc/vctoolkit2003/ so i guess everyone has access to vc.net compiler... ___ 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] What MSVC version do you use/have?
VC 6 here .. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred ___ 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] What MSVC version do you use/have?
GCC3 :) Hasan Aljudy wrote: VC 6 here .. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds [EMAIL PROTECTED] wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred ___ 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
[hlcoders] [OT]: California Bay Area developers?
Hey folks, In my real life, I work for a museum in the Bay Area. During the summer, we run summer camps for kids where they come in and take a fun class. One proposed for this summer is a game programming class. The people who coordinate it are looking for some help with curriculum and teaching, but have a foundation on which they plan to base the class. I was hoping that some folks on the list might be local to the area, or at least planning to be next summer, and would be interested in learning more about their plans and perhaps helping out with it. If you're interested, please contact me OFF LIST, and I can send you what information I have and get the folks who're running the show in touch with you. Thankya! -- ironchef http://dexworld.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Copy/Trademark question
This why I have my own universe (my own IP), the Kanada invade USA universe. A alternate futuristic war. I also own another SCI-FI universe about WW2. A history about a alternate WW2 where 20 nukes where trown on main citys, and a nuclear winter result for 900 years of armagedoom war fighting nazis to extermination... the Ragnarok World War Having my own universe to play, I dont need to fear CD letters. I only need to populate that universe with interesting plots, characters, artwork, etc.. and we base all my mods in that universe (except the Manga Mech Fighting Bots mod :/ ). I can also reuse models and textures :D Andrew Foss wrote: Ask. Ask first. if you don't, you'll be recieving a CD from the owners. If the owners of the copyrighted material cannot be found, A: Don't do it. or B: Do it, but don't keep your hopes up. (Not all companies are as cool as Valve was with the Codename Gordon guys.) If you aren't making a profit on it, and the copyright/IP (and how I hate the concept of IP) owners _do_ come out of the woodwork, you stand a better chance of recieving a pat on the head as opposed to a CD if you aren't making money off of their product. Make a concerted effort to find them, and ask permission/a contract to make the mod/game/TC for free, provided you don't make money off of it. Also, if you _do_ decide to take option B, make it look _good_ above all. not good to you, but good to the audience that they cater towards, because if you're making their IP look like crap, they won't be pleased. This would apply from the design doc to the concept sketches, from the first screenshots to the end product. On Fri, 22 Oct 2004 16:40:05 +0200, tei [EMAIL PROTECTED] wrote: Tei raise his hand: Myself! -- Continuing with the off-topic threads, here is a remind to vote Nov 2: http://votergasm.org/ (this mail is read only, dont reply) Bruce Bahamut Andrews wrote: Thanks for that, might clear it up for our friend =) - note that text wasn't written by me, it was quoted by me :p - Bruce Bahamut Andrews Jorge Rodriguez wrote: On Fri, Oct 22, 2004 at 04:13:01PM +1000, Bruce Bahamut Andrews wrote: The EULA is not a law, Its a contract. And you cant broken a contract you have not sign. No one on Freecraft or BNETD have sign that EULA. Hmm, perhaps I can send this discussion in a better direction by elaborating on this. I am not a lawyer, but this is my amatuer understand on how these things work: A EULA is not a contract, it is a license. A contract you sign and cannot break, and it can pretty much stipulate your behavior on anything that does not infringe on the law and your rights under it. A contract can cause you to pay people, it can cause you not pay other people, it can cause you live in a certain place or use a certain phone. A contract is an agreement which is enforcable by law. A license on the other hand, is simply a statement of rights as pertaining to copyright law. When someone creates something they have the rights to make and distribute copies (ie copyright) unless they specifically allow someone else to do it as well. If you buy a book from the book store, you see that after the copyright notice it says All rights reserved. This means that the author of the book reserves all of the rights to make copies of and distribute that book, within the terms of the Fair Use Act. However, the copyright for most software comes with a license that lets the users copy and distribute the software under a certain set of conditions. For example, the GNU Public License (GPL) allows users the right to copy and distribute modified versions of the program, as long as the source code of those changes is distributed as well. Also, most Microsoft license agreements stipulate that you are not allowed to copy or make modifications to or distribute versions of their software at all. However, in both of these cases, the original author holds the copyright (read: the right to copy) and you are only licensed this right under a specific set of terms. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Attaching a weapon to an entity's model
OK basically I can spawn a model and can get it to follow me or whatever. Only bad part is that I'm trying to give the model a weapon and I'm not sure how to do it. Setting the weaponmodel string does nothing. Anyone have any ideas? Thanks, Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Attaching a weapon to an entity's model
The only way I can think of doing it is using submodels (look at HL's Barney). On Fri, 22 Oct 2004 21:11:01 -0400, Josh [EMAIL PROTECTED] wrote: OK basically I can spawn a model and can get it to follow me or whatever. Only bad part is that I'm trying to give the model a weapon and I'm not sure how to do it. Setting the weaponmodel string does nothing. Anyone have any ideas? Thanks, Josh (Pimp Daddy) ___ 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] What MSVC version do you use/have?
sorry but who gives a crap about the project files it should be a thing of a ouple minutes till someone converted those to a simple make file and then everyone is ready to go -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing Sent: Friday, October 22, 2004 11:08 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] What MSVC version do you use/have? For the 4 millionth time, that is just the compiler. It can not read the project files. The IDE does that and you have to pay for the IDE. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, October 22, 2004 3:29 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] What MSVC version do you use/have? I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? - Alfred then what would you call this: http://msdn.microsoft.com/visualc/vctoolkit2003/ so i guess everyone has access to vc.net compiler... ___ 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] Congrats Valve!
'grats. Oddly, I still have my HL 1.0 disc. (and case, and I think even the box...) It's been through hell and back with me, and it still works :D It's too bad Steam turned it into a coaster. :( I'm getting all sentimental... I think it's time to make a shrine... I have a semi-on-topic question: Will the hlcoders list continue on for HL2, or will there be another dedicated list? I'd wager that this would be reused for HL2, since the last SDK was _the_ last. I think Valve is declaring HL an EOL product... RIP, dear friend. I will miss the old days of mods... (Imagine how laughed at CS would be if it were released today...) On Thu, 21 Oct 2004 21:32:00 +0100, Ben Davison [EMAIL PROTECTED] wrote: (so, how about unlocking us folks on the hlcoders list a few days early, eh? :) Hehe if that was true and it got out to the general populace at large I think valves list server would combust into many pieces. But anyway many congrats to valve! It must have been a hard journey to make but you made it, and if the reviews are anything to go by you succeed. And im looking forward to building a MOD with the tools you set forth, and hopefully I can put it in my future portfolio. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders Sent: 22 October 2004 20:20 To: [EMAIL PROTECTED] Subject: [hlcoders] Congrats Valve! Since we're barely on topic anymore anyway, I figured I'd give a big W00T to Valve. Just got my PCGamer today and they had a very, very good review of HL2. I've been following Valve and HL since I got my HL 1.0 disc. (which I still have!) In the days of people hacking their own editors and having to build their own hacks into the engines to get their mods to work at all, Valve stepped forward and BUILT the modern mod community with cooperation and style, not elitism. Now its (hopefully) going to happen all over again! I'm psyched! I have been very worried over the past year that this version was never going to happen... glad to see it was not worth the worry. (so, how about unlocking us folks on the hlcoders list a few days early, eh? :) D ___ 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