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2 changes: 1 addition & 1 deletion docs/sdk/api.html
Expand Up @@ -607,7 +607,7 @@ <h4>Engines:</h4>
<a
href="https://partner.steamgames.com/doc/sdk/uploading/distributing_source_engine"
class="bb_doclink"
>Distributing Source Engine Games</a
>Distributing Source Engine Games / Mods</a
>
</td>
</tr>
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107 changes: 82 additions & 25 deletions docs/sdk/uploading/distributing_source_engine.html
@@ -1,42 +1,56 @@
<h1>Distributing Source Engine Games</h1>
<h1>Distributing Source Engine Games / Mods</h1>
A <strong>modification</strong>, often abbreviated to <strong>mod</strong>, is an alteration or
creation of files for a game engine, which allow it to modify the gameplay style, graphics,
environments, models, etc. <br />Many of Valve's first-party games are shipped with a software
development kit or SDK in order to facilitate the development of mods. <br />While the general legal
terms under which our games can be used for modding are provided in the
<a href="https://store.steampowered.com/subscriber_agreement/" target="_blank" rel="noreferrer"
>Steam Subscriber Agreement</a
>
and sometimes with the modding tools we supply, there are some recurring questions we get from the
community about mods, especially when they are meant to ship on Steam. <br /><br />Our expectation
for mods is that by default they are non-commercial in nature and are based on the official SDK for
one of our games.
<h4>Non-commercial</h4>
By non-commercial we mean that anyone who owns the Valve-developed base game may download and play
the mod without having to pay for it.<br />It is ok for a mod team to accept
<strong>donations</strong> from its users so long as the access to the mod or features thereof is
not dependent on making a donation. <br />Including paid <strong>advertising</strong> in your mod
makes it commercial.
<h4>Based on the Official SDK</h4>
We supply SDKs with many of our games. These are the approved basis for modding our games. It is not
ok to ship a mod that is based on leaked or stolen source code. <br />As long as you follow these
guidelines you may freely distribute your mod through Steam, via your own website or any third-party
service without getting a separate license from Valve.
<h2 class="bb_section"><a name="FAQ"></a>Frequently Asked Questions</h2>
<ul class="bb_ul">
<li>
<h4>
Q. I wish to distribute a Source Engine Mod through Steam. Should I fill out the
paperwork?
</h4>
<strong>A.</strong> Yes, please complete the digital paperwork to get signed up as a
Steamworks developers. All information is required, including bank and tax information and
app fee even if you intend to distribute your mod for free.<br />
<strong>A.</strong> Yes, please complete the regular
<a
href="https://partner.steamgames.com/doc/gettingstarted/onboarding"
target="_blank"
rel="noreferrer"
>digital paperwork </a
>to get signed up as a Steamworks developers. All information is required, including bank
and tax information and app fee even if you intend to distribute your mod for free.<br />
</li>
<li>
<h4>Q. Is there a licensing fee for using the Source Engine?</h4>
<strong>A.</strong> There is no fee for using the Source Engine for your free mod, but there
may be licensing fees for included tools if you charge money for your game.<br />
</li>
<li>
<h4>Q. Can I sell my Source Engine game on Steam?</h4>
<strong>A.</strong> Yes, but there are a few requirements:<br />
<ul class="bb_ul">
<li>
You will need to complete an additional agreement for distributing a paid Source
Engine product on Steam.<br />
</li>
<li>
If you are using the RAD tools included with the Source SDK, you will need to
contact RAD for information and cost associated with licensing Miles and/or Bink.<br />
</li>
<li>
For any Source Engine game that charges money, Havok needs to be paid a licensing
fee of $25,000 for the physics engine. You will need to pay this fee up front before
making your game available for sale on Steam.<br />
</li>
<li>
You can only sell your Source Engine game via Steam unless you get a full Source
Engine license.<br />
</li>
</ul>
<h4>Q. Do I have to buy a Havok license?</h4>
<strong>A.</strong> In the past it was necessary for commercial mods based on the Source
Engine to purchase a separate license to the Havok physics engine, but that is no longer the
case as Microsoft has generously waived their licensing fee. For non-commercial mods this
was never necessary.<br /><br />However, if you are using the RAD tools included with the
Source SDK, you will need to contact RAD for information and cost associated with licensing
Miles and/or Bink.<br />
</li>
<li>
<h4>
Expand Down Expand Up @@ -79,6 +93,41 @@ <h4>Q. Can I use Valve IP in my Source Mod?</h4>
<h4>Q. Can I use multiple Valve IPs in one Source Mod?</h4>
<strong>A.</strong> Yes. <br />
</li>
<li>
<h4>Q: How can I get source code access from Valve?</h4>
<strong>A.</strong> We have in the past granted access to the source code of some of our
games to a small number of modding teams who could demonstrate a need that could not be met
by the SDK. We may do this again in the future under exceptional circumstances but because
of the associated support burden and risk of leaks our default answer is to develop based on
the SDK. <br />
</li>
<li>
<h4>Q: Can I sell my mod on Steam / outside of Steam?</h4>
<strong>A.</strong> We receive this question quite regularly but very rarely permit mods to
be sold, the reason being that it sets an expectation that Valve has assigned a level of
oversight and quality control over the development and ongoing support of the mod that we
are unable to provide. <br />
</li>
<li>
<h4>
Q: Does my mod have to require ownership of the (modded) base game when I distribute my
mod on Steam?
</h4>
<strong>A.</strong> This depends. If your mod is essentially an improvement or extension of
the underlying game then we will require the ownership of this base game. However, if you
are distributing a total conversion mod that does not use our games' assets or your mod is
otherwise a completely separate experience from the base game then we may let it ship on
Steam without additional formal dependencies. <br />
</li>
<li>
<h4>Q: Why are there mods on Steam that do not follow these rules?</h4>
<strong>A.</strong> Our approach has evolved over time and the projects you are thinking
about have been grandfathered in. <br />
</li>
<li>
<h4>Q: What about mods for games on Steam that were not developed by Valve?</h4>
<strong>A.</strong> Please contact the publisher of the game in question directly. <br />
</li>
<li>
<h4>Q. Where can I learn more about Source Engine development?</h4>
<strong>A.</strong> The best place to start is on the
Expand All @@ -87,6 +136,14 @@ <h4>Q. Where can I learn more about Source Engine development?</h4>
target="_blank"
rel="noreferrer"
>Valve Developer Wiki</a
>. Please be aware, though. that hat some information there may be outdated. <br />
</li>
<li>
<h4>Q: How can I ask you questions not answered here?</h4>
The best way to contact us with questions about shipping your mod is by filing a support
ticket on
<a href="https://help.steampowered.com" target="_blank" rel="noreferrer"
>https://help.steampowered.com</a
>.
</li>
</ul>

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