Re: [hlcoders] Removing HL2 Requirement?

2017-04-13 Thread Lonk Chase
Valve is notorious for not responding to users wanting support. That's 
the whole reason the BBB give them a fat solid F.


Just remember the whole of Valve operates on Valve Time, and it may take 
weeks, months, or years to get a response.


On 4/13/17 5:57 PM, Jesse Culver wrote:

Late response but all of HL2 and it's episodic content are a part of source
sdk 2013 single player (correct me if I'm wrong). As long as you are not
using levels you should not have to require players to own these games. I
would try contacting them again and pointing this out in a polite manner.

On Mon, Apr 3, 2017, 3:19 PM Kyle Sanderson  wrote:


Same thing with not being an expert.

However, Chet? or someone of similar ilk said it's completely okay to
use Valve content in other Valve games. So if you're using models, and
you can select multiple games owned to be required, even depending on
a game like Team Fortress would seem to be okay?

Kyle.

On Tue, Mar 21, 2017 at 10:32 PM, 3Turtles <3turt...@videotron.ca> wrote:

We already contacted them about it.  They said since we're using episode

2

content (specifically monsters), we had the HL2 requirement added.  After
that initial discussion with Valve, all my other questions have been
ignored.  That's why i thought asking here might get some exposure.


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Re: [hlcoders] Removing HL2 Requirement?

2017-04-13 Thread Jesse Culver
Late response but all of HL2 and it's episodic content are a part of source
sdk 2013 single player (correct me if I'm wrong). As long as you are not
using levels you should not have to require players to own these games. I
would try contacting them again and pointing this out in a polite manner.

On Mon, Apr 3, 2017, 3:19 PM Kyle Sanderson  wrote:

> Same thing with not being an expert.
>
> However, Chet? or someone of similar ilk said it's completely okay to
> use Valve content in other Valve games. So if you're using models, and
> you can select multiple games owned to be required, even depending on
> a game like Team Fortress would seem to be okay?
>
> Kyle.
>
> On Tue, Mar 21, 2017 at 10:32 PM, 3Turtles <3turt...@videotron.ca> wrote:
> > We already contacted them about it.  They said since we're using episode
> 2
> > content (specifically monsters), we had the HL2 requirement added.  After
> > that initial discussion with Valve, all my other questions have been
> > ignored.  That's why i thought asking here might get some exposure.
> >
> >
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> >
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Re: [hlcoders] Removing HL2 Requirement?

2017-04-03 Thread Kyle Sanderson
Same thing with not being an expert.

However, Chet? or someone of similar ilk said it's completely okay to
use Valve content in other Valve games. So if you're using models, and
you can select multiple games owned to be required, even depending on
a game like Team Fortress would seem to be okay?

Kyle.

On Tue, Mar 21, 2017 at 10:32 PM, 3Turtles <3turt...@videotron.ca> wrote:
> We already contacted them about it.  They said since we're using episode 2
> content (specifically monsters), we had the HL2 requirement added.  After
> that initial discussion with Valve, all my other questions have been
> ignored.  That's why i thought asking here might get some exposure.
>
>
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Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tony "omega" Sergi
I'm no expert or anything, but following that link, and the source engine
documentation:
Q. Can I use Valve IP in my Source Mod?

A. Yes. However, please make it clear on your store pages that your mod is
a mod and not created by Valve. Also, please do not distribute levels
directly taken from Valve IP games. If this is necessary for your mod, then
we can make it so that users must own the base Source game in order to play
your mod.


So, if you're not actually using hl2 levels, then you should be able to
contact them about that. I would post on the steamworks community, or email
someone you may know directly (like if you have a steam contact)

On Wed, Mar 22, 2017 at 3:06 AM, 3Turtles <3turt...@videotron.ca> wrote:

> It's a recent requirement Valve introduced a few years ago called
> "Community Mod" program.  Somehow Neotokyo mod avoided getting lumped into
> the mess everyone else has been forced into.  It's really sad too, in the
> first few months when our mod (Modular Combat) was available on Steam we
> had a massive number of players. Around 4000 unique players per month
> spread across 12 servers (located around the world) that were full 24/7 and
> this was despite servers crashing every 5 minutes due to a serious bug.
> Around 8 months later when Valve instated the Community Mod's program and
> made Half-Life 2 a requirement, player counts dropped dramatically to
> around 99% less players.  It would be a fluke if a server would have more
> than 6 players.
>
> http://store.steampowered.com/about/communitymods/
>
> With what Valve is earning from Steam alone, the income generated by sales
> of Half-Life 2 is a needle in a haystack. and since most players don't have
> Half-Life 2; all that work mod makers put into their games is pretty much a
> waste.  What would likely work better, some type of advertisement system
> built into the engine that announces steam sales. That would generate Valve
> way more sales while still allowing anyone to play mods.
>
>
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-- 
-Tony
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Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tom Schumann
Is Half-Life 2 strictly a requirement anymore? I haven't done a whole lot
with Source but I thought having the Source SDK Base installed was enough
to run a mod (and I think it gives you all the Half-Life 2 content anyway).

On 21 March 2017 at 04:30, 3Turtles <3turt...@videotron.ca> wrote:

> I asked this question months ago on Steamworks discussion board, but never
> got a reply so i'm hoping someone at Valve sees it here:
>
> Our modification currently requires users to own Half-Life 2 before they
> can download the mod and i'm totally understanding of this since the mod
> uses Half-Life 2 content.  We're currently in the process of developing a
> major update and we were wondering; if we remove all valve created
> Half-Life 2 models, textures and sounds could the Half-Life 2 requirement
> be removed?  I'm assuming yes since another mod (Neotokyo) doesn't have
> Half-Life 2 as a requirement, despite them using some source content
> (textures, models, sounds).
>
> Can someone who works at valve confirm this?
>
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[hlcoders] Removing HL2 Requirement?

2017-03-20 Thread 3Turtles
I asked this question months ago on Steamworks discussion board, but 
never got a reply so i'm hoping someone at Valve sees it here:


Our modification currently requires users to own Half-Life 2 before they 
can download the mod and i'm totally understanding of this since the mod 
uses Half-Life 2 content.  We're currently in the process of developing 
a major update and we were wondering; if we remove all valve created 
Half-Life 2 models, textures and sounds could the Half-Life 2 
requirement be removed?  I'm assuming yes since another mod (Neotokyo) 
doesn't have Half-Life 2 as a requirement, despite them using some 
source content (textures, models, sounds).


Can someone who works at valve confirm this?

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