Source SDK 2013
github.com
github.com
You can't do anything with this code without Source.
This is how all mods have been built for Valve games dating back to the original Half-Life.
> You may, free of charge, download and use the SDK to develop a modified Valve game running on the Source engine. You may distribute your modified Valve game in source and object code form, but only for free.
This would be prohibited by the GPL, as it eliminates fundamental freedoms (the right to sell the product).
This sentence is (obviously) very important to Valves ecosystem.
Edit: "it" refers to the Valve License (AIUI)
yes
1. Free Redistribution
The license shall not restrict any party from selling or giving away the
software as a component of an aggregate software distribution containing
programs from several different sources. The license shall not require a
royalty or other fee for such sale.
From the source SDK license You may distribute your modified Valve game in source and object code
form, but only for free.
it is clearly not open source software.By posting Source source, it opens up learning opportunities for new developers and all other sorts of BS.
For example, the way they do their sphericals didn't occur to me and for my next project I'll know better...
https://en.wikipedia.org/wiki/List_of_game_engines#Free_and_...
For one, a properly free game engine will allow you to develop actual games, not just Half Life and Team Fortress mods.
Do you want a truly open game company?
Take a look at iD. THAT is Open. Many FLOSS games would be nothing without iD. John Carmack is the man. He releases actual engine code (not SDKs) and under GPL license!
And that guy truly revolutionized 3d graphics (though iD's latest games are not very appealing to me) and instead of keeping the techniques as industrial secrets he releases his knowledge[1].
Seriously. Carmack is awesome.
Carmack releases the code _after_ the game engine is well out of the licensing period and not used anymore. Source is an ongoing effort and can still be licensed.
Anything that is "in production" at ID software is as closed as with Valve.
Quake 1/2/3 (and other ID games) are available for sale in several platforms (Steam among them[1]), so they ARE still commercially available.
I think my comparison wasn't flawed at all.
Carmack's the man. He deserves the credit.
I want to oppose the view that ID is an "truly open" company.
A "truly open" company would release the code while it is still in active use. It is a great feat that ID does this and it certainly puts them ahead of Valve in that regard, but this doesn't mean that they are "truly open". All their "active" games are very much released in the same fashion as Valve does it: closed source, open SDK.
I guess you have a valid point.
Anyways, ID is still way ahead, not only of Valve but of all game companies (AFAIK). Game engines are not as easy to license free as other software since you cannot monetize support, and often the code carries industrial secrets (which is their edge over other free game engines). I guess ID's stance is the best compromise one could achieve.
I keep my point: Carmack deserves credit for what he does and his respect to software development as a whole.
In context of the industry, ID is unusually open and releasing their old engines is a valuable service to our community.
It just doesn't really map to what the software linked represents, because thats a scheme that ID uses as well. Also, they were widely applauded for that as well, just for providing the tools to manipulate their games that deeply.
Also, credit where credit is due: Valve is generally very relaxed stance on using their assets for anything non-commercial, e.g. in their Moviemaker (and even allow youtube ad revenue). This is codified:
http://www.valvesoftware.com/videopolicy.html
For ID, using assets is not regulated.
Oh, the many degrees of freedom :). I don't understand the amount of mischief Valve is getting for providing something nice, even if it can be improved.
> We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod.
I'm sure it'd be fun to play with, but the license makes it a non-starter for any serious work.
This seems to be some HL2EP1 specific stuff in there X'D
You may, free of charge, download and use the SDK to develop a modified
Valve game running on the Source engine.
It seems using it to modify a Valve game running on the Source engine is all hard requirement, which in turn requires Steam.Awful.
And specifically to the people complaining about the license file https://github.com/ValveSoftware/source-sdk-2013/blob/master... . The likely reason that it cannot at this time be changed will probably be the legal agreements Valve has signed regarding the stuff you will read if you open up one of the other files up in the root of the repo thirdpartylegalnotices.txt https://github.com/ValveSoftware/source-sdk-2013/blob/master...
Edit--- It looks like people are already hacking away and fixing stuff! https://github.com/AnAkIn1/source-sdk-2013/commit/fe2fa2204b...
This is just an SDK. It's for their own convenience! You make mods for their closed source Source engine (see what I did there?) and they earn tons of money and Steam users.
What's Open about that? How are you going to remove the Source dependency?
Game companies have been releasing SDKs since what feels like forever.
I love Valve's games, but you have to give credit where it's due.