VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=FreakMan2001;52577959]In all honesty, I'm both amazed, and envious. You using Dark Interval as a base?[/QUOTE]
Well, I am running the tools under Dark Interval, and the first map uses a custom sky dome model I made, but otherwise it's not dependant on the mod, and will be released separately, standalone bundle of maps based off the concepts.
[QUOTE=ToyokaX;52577878]This.
Jackfu, I don't intend to say that I or the community I'm a part of are entitled to tools updates, but these tools need to be maintained. Purely that the tools exist, is not enough to excuse their lack of functionality or poor maintenance. That's more like saying "fuck off, use something else if you're not happy" attitude, as ichiman94 mentioned.
There are still people (happily, mind you) mapping for Quake, have regular mapjams, create and share maps, and assets and have a [URL="https://www.quaddicted.com/"]living community[/URL]. Some of them are industry veterans who simply love Quake, even if it's extremely old. They even have custom mapping tools (TrenchBroom, QuArK just to name a few) which are much better than the standard worldcraft tool provided with Quake.
Sorry if this is off-topic :D[/QUOTE]
I realize i'm prolonging the off-topicness here, but i fucking love it when ancient games still have thriving modding communities to this day. For years i've been lurking around modding forums for Total Annihilation and Freespace 2, their mods are amazing and still being updated to this day, even tought TotalA is a real pain in the dick to mod. In another game, Stranded 2, the engine is incapable of handling anything slightly above 500 tris, yet that hasn't stopped a madman from building a gargantuan mod that more than triples the original game's content.
So no, never consider abandoning a modding scene just because its hard. If anything, that strenghtens bonds and makes sucess taste better.
Man even fucking UnrealEd is more supported than Hammer. Unreal has a massive patch (OldUnreal's 227i, for those who know what Im talking about) that updates the editor from 1.0 to 2.0. All community work done on an amazing game as old (and equally revolutionary) as HL1.
Thats dedication.
Oh shit thought this was the hl thread
:snip:
[editline]16th August 2017[/editline]
Do we really think Valve built Portal 2 with the same Hammer we have?
I wouldn't be surprised if they did all their mapping externally. Like, even for CS:GO and TF2. Or maybe they're just masochists like us.
[QUOTE=chipsnapper2;52581280]Oh shit thought this was the hl thread
:snip:
[editline]16th August 2017[/editline]
Do we really think Valve built Portal 2 with the same Hammer we have?[/QUOTE]
Might have used a prototype version of Source 2 Hammer in kind of a same way that HL2 development was done with an extended Worldcraft for HL1 for a while.
I actually asked a valve employee about that and they do indeed use hammer. They also use external program like houdini for prop spam and flow maps though.
Hammer is actually a really good tool and works well. They did fix a lot of bugs in CS:GO's hammer as well as made it overall much more stable.
of course they use hammer... except it isn't the garbage 2005 version us lowly populace is stuck with
[B]A Leak Of Full NextBot Source Code - Never Before In Public![/B]
NextBot Valve is a very powerful and useful tool used to create bots on Team Fortress 2 and Left 4 Dead.
It is very useful for the source engine modifier. This is the complete source code version of Bot that was never published.
[URL="https://mega.nz/#!53Z0jAKT!nFA8sA0W3OTwUQ7GBn993KcebSuaQxbMiDfvaCSEKGA"]Link 1[/URL]
[URL="http://www.mediafire.com/file/4bu7xg3d2ke9inl/ValveNextBot.7z"]Link 2[/URL]
[URL="https://www.dropbox.com/s/623jcfdd2gaf3mf/ValveNextBot.7z?dl=0"]Link 3[/URL]
[highlight](User was banned for this post ("Posting Leaks" - Mezzokoko))[/highlight]
[QUOTE=MyMangMorti;52582835]snip[/QUOTE]
Can anyone check if this is the real deal? I downloaded it and it's just some folders containing some .h and .cpp files, but I don't do programming so I don't know their significance.
Here's what simple_bot.cpp looks like:
[IMG]https://i.imgur.com/WNYxKfv.png[/IMG]
and simple_bot.h:
[IMG]https://i.imgur.com/nxwNTmY.png[/IMG]
If this is indeed real, then is it possible to mod it into HL2DM? It's getting lonely in there.
Shit, someone indeed should check. There could even be the possibility of adding bots to any of our mods.
That code contains the whole base for l4d AI logic including the basic locomotion and movement. Getting it to work with hl2 will require some manual merging as the nextbot player class inherits from baseplayer.
The first real leak towards l4d, so full l4d src leak when?? :)
-snip-
[QUOTE=Stiffy360;52581844]I actually asked a valve employee about that and they do indeed use hammer. They also use external program like houdini for prop spam and flow maps though.
Hammer is actually a really good tool and works well. They did fix a lot of bugs in CS:GO's hammer as well as made it overall much more stable.[/QUOTE]
Thankfully, Source 2 Hammer has flow map painting built in (along with fog direction painting, for Dota 2 ground fog). I imagine they'd want to consolidate their workflow as much as possible to one place (Source 2).
[url]https://streamable.com/jtfp2[/url]
[QUOTE=Stiffy360;52581844]I actually asked a valve employee about that and they do indeed use hammer. They also use external program like houdini for prop spam and flow maps though.
[/QUOTE]
[I]When[/I] did you ask that employee?
[QUOTE=MyMangMorti;52582835]snip[/QUOTE]
So, in my case how can I implement the code to my mod?
That I know exists a code of the Nextbots that was obtained by Reverse Engineering of the DLL of the TF2 but this in WIP
[QUOTE=ToyokaX;52583828]Thankfully, Source 2 Hammer has flow map painting built in (along with fog direction painting, for Dota 2 ground fog). I imagine they'd want to consolidate their workflow as much as possible to one place (Source 2).
[url]https://streamable.com/jtfp2[/url][/QUOTE]
Can you export the resulting flowmaps for future use in general, or are they compatible strictly with Source 2?
[QUOTE=DeltaSixFive;52583210]That code contains the whole base for l4d AI logic including the basic locomotion and movement. Getting it to work with hl2 will require some manual merging as the nextbot player class inherits from baseplayer.
The first real leak towards l4d, so full l4d src leak when?? :)[/QUOTE]
I have no idea how you got that code, but do not think you have done something to be proud of, Valve keeps their code private for a reason, you know?
[QUOTE=msalinas2877;52584408]I have no idea how you got that code, but do not think you have done something to be proud of, Valve keeps their code private for a reason, you know?[/QUOTE]
Of course, makes me very proud to lurk here and click on public links by someone who made a new account :D
Well,
I am not responsible for whoever posts public links with content that may violate certain rights. Its removed by now anyway, and being a big fan of anything valve made its very interesting to take a look into it. Whoever takes that material and actually uses it, that is another story.
[QUOTE=Cvoxalury;52577704]
And I'm doing this
[t]https://pp.userapi.com/c840029/v840029386/219a9/P7_ESNAinxk.jpg[/t][/QUOTE]
I thought I'd post a quick update to this. Still heavy wip.
[t]https://pp.userapi.com/c837731/v837731936/602b4/nAOq6bVWm1c.jpg[/t]
Here's the original
[t]http://combineoverwiki.net/images/1/10/Gordon_early_lower_citadel.jpg[/t]
And highlight of that original
[t]https://pp.userapi.com/c837731/v837731936/602aa/NPpFNtHR2vw.jpg[/t]
[QUOTE=Cvoxalury;52584945]
[t]https://pp.userapi.com/c837731/v837731936/602b4/nAOq6bVWm1c.jpg[/t]
[/QUOTE]
holy crap, that is incredible so far.
Mark this as late if you want, but were there big discoveries on the first thread? I've not touched it in about two years
[QUOTE=msalinas2877;52584408]I have no idea how you got that code, but do not think you have done something to be proud of, Valve keeps their code private for a reason, you know?[/QUOTE]
Oh man, this is so rich...
[B]Msalinas is literally [I]the[/I] reason why that code was leaked.[/B] Yet here he is, posting on this thread, claiming to have no idea how the code got leaked, and acting high and mighty about Valve's right to keep their code private.
Now let me preface what I'm going to say here by acknowledging that normally, I don't like to get involved in interpersonal disputes, fights, drama, and whatnot. I generally prefer to be above that sort of thing. But really, this is just too much to ignore.
So. How is it that I know that Msalinas is responsible for this leak? Well, first off, it's evident that he's been in possession of illegally-obtained, proprietary Valve Source Engine code (i.e. [I]current[/I] Valve code, not the Source Engine code that was leaked way back in March 2008 or anything of that sort) since [I]at least[/I] February 2017, and possibly earlier, based on screenshots he's posted to the Internet.
And then just the other day, he was stupid enough to just straight-up tell me:
[B](a)[/B] that he "pretty much stole" the code (his words, not mine);
[B](b)[/B] that he was already responsible for parts of it having been leaked; and
[B](c)[/B] that he was now looking for someone or someplace to dump this code for some reason.
Then, [I]mysteriously and completely coincidentally[/I], a day and a half later, a Facepunch forum user account less than 24 hours old with 0 other posts shows up in this thread and links to a file apparently containing stolen, proprietary Valve source code for NextBot. [B]Gee, I don't see any connection there.[/B] :thinking:
Here's the entire Discord direct message conversation that Msalinas initiated with me two days ago (August 15, 2017); I'll let you all be the judge on whether you think he's being sincere when he now purports to have "no idea" how the NextBot source code got leaked to the Internet and claims to be on Valve's side when it comes to keeping their code private.
[URL="https://u.cubeupload.com/sigsegv__/Msalinasdiscord1of3.png"][B]Part 1 of 3[/B][/URL]
[URL="https://u.cubeupload.com/sigsegv__/Msalinasdiscord2of3.png"][B]Part 2 of 3[/B][/URL]
[URL="https://u.cubeupload.com/sigsegv__/Msalinasdiscord3of3.png"][B]Part 3 of 3[/B][/URL]
[URL="https://u.cubeupload.com/sigsegv__/Msalinasdiscordid.png"][B]His Discord ID[/B][/URL]
I mean, seriously...
And for the record, in case there's any doubt, I have not downloaded or looked at or touched that leaked source code in any way, and I plan to keep it that way, lest I were to end up legally tainting any of the bot-related projects that I work on. I do my own reverse engineering to figure out details about how Valve's bots work; to find and fix bot-related bugs and report them to Valve; and to develop mods that expand what the bots are capable of (primarily for TF2's MvM mode).
There's absolutely no need to go messing around with private Valve source code stolen from current Source Engine licensees (who are legally bound by NDA to not share that code) to accomplish [I]any[/I] of that kind of stuff, or even to do things as advanced as modding custom NextBot-based bots into games that include the NextBot system (such as TF2). It's unnecessary and it's unambiguously illegal.
[QUOTE=Sam Za Nemesis;52584181]You shouldn't use code under NDA in your project[/QUOTE]
Amen to that.
[QUOTE=sigsegv;52585371]
And for the record, in case there's any doubt, I have not downloaded or looked at or touched that leaked source code in any way, and I plan to keep it that way, lest I were to end up legally tainting any of the bot-related projects that I work on. [B]I do my own reverse engineering[/B] to figure out details about how Valve's bots work; to find and fix bot-related bugs and report them to Valve; and to develop mods that expand what the bots are capable of (primarily for TF2's MvM mode).[/QUOTE]
Doesn't every EULA state that this is illegal anyway?
[QUOTE=Cvoxalury;52585605]Doesn't every EULA state that this is illegal anyway? And once you go illegal, just go all illegal. Go full evil on them, man.[/QUOTE]
Believe it or not, the world isn't black and white.
Technically violating a small part of a EULA (the legal enforcability of which isn't even 100% assured) is very different from violating the entire point and purpose of an NDA. And reverse engineering is not anywhere near being on the same level as stealing original source code.
[QUOTE=sigsegv;52585625]Believe it or not, the world isn't black and white.
Technically violating a small part of a EULA is very different from violating the entire point of an NDA. And reverse engineering is not anywhere near being on the same level as stealing original source code.[/QUOTE]
Alright, but I also would like you to speficy that about 'looking at the code would taint my work'. Like, there are pics in this thread with some code in it. So you probably inadvertently seen them. Is it that just knowing how things are done in the original source code, makes any of your future written code 'impure'? Is it your own impression and habit of doing everything on your own, or are there some written rules on it?
There's also a "collateral damage" aspect of this which you may not have considered: the more Valve code gets leaked like this, the harder it becomes for actual professional game developers with ethics to obtain Source Engine licenses from Valve.
[QUOTE=sigsegv;52585651]There's also a "collateral damage" aspect of this which you may not have considered: the more Valve code gets leaked like this, the harder it becomes for actual professional game developers with ethics to obtain Source Engine licenses from Valve.[/QUOTE]
It may and may not be true, but we wouldn't know unless we have statistics on people who got rejected vs people who got the license. But judging from the market, it doesn't seem like there are less people with license now. There was that huge leak back in 2012, but we got plenty of new games on SE since then, I think even more than before 2012.
[QUOTE=Sam Za Nemesis;52585739]It has always been pretty difficult to acquire a license even if you have close contacts with valve, more of a dice roll than anything else, not to mention extra undisclosured fees for licensed technology. I believe your your statistics are not correct, I have reports that recently Valve has ceased to license Source 1 entirely apart for a few cases.
I'm on such a team looking for a license and we have people who currely work on the industry on the team as well, we are working hard on a demo on our project to Valve to show them that we're serious in releasing a Source based game in 2017 and people who consistently keep violating a contract just make our job harder by giving them the impression it's a mistake to give the license to indie developers[/QUOTE]
Still, we don't know if they even care about anything apart from money from fees, if they're not just a business automaton that acts on protocol. If they don't care, then it doesn't matter. And whether they do, is basically unprovable, since they never talk. A company thinks differently than a person, so you can't extrapolate your feelings and impressions and trust or mistrust or feel of justice onto the company.
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