[QUOTE=MaxOfS2D;37638579]I'm looking at the file list and there's a bunch of stuff from the beta version(s) of TF2[/QUOTE]
Vanilla/Beta TF2 mods/unofficial gamemodes incoming
So It's probably illegal to download this, right?
[QUOTE=DamagePoint;37638621]As disappointing as that is I'm actually kind of glad nothing from Ep3 leaked. They probably have that stuff on different servers that aren't even on a WAN anyway.[/QUOTE]
lol no, also like I said, this is on the Internet. Licensees don't just like, mail Valve for a cd copy of the engine. They download it.
Ep3 is still a part of the engine branch(es).
Translation from Russian:
[quote=http://forum.csmania.ru/viewtopic.php?f=38&t=37784]Everyone remembers [url=http://forum.csmania.ru/viewtopic.php?f=38&t=37365]comrade adamix'es thread[/url], yes?
Introducing an archive with a bunch of sources for various engines (act quickly, it might die very soon, and I don't know where to upload it in case of deletion):
[url]http://adamix.ru/Engines_Sicrit.zip[/url] (Password: 8660adf65c6d2e186192c189c701e86c)
And, the Shell itself:
[url]http://adamix.ru/test.php[/url] (lots of interesting stuff lies directly in the root folder of the site and the /storage folder, possibly even photos and other deanon stuff from comrade adamix, I didn't check)
If anyone wishes to download the whole www and /storage folders, I wouldn't mind, too lazy myself, otherwise plenty of neat stuff in there [img]http://forum.csmania.ru/images/smilies/smile.gif[/img]
P.S. I wasn't the one to upload the Shell, I only found it there, try not get seen with it, ESPECIALLY if you don't know how Shell works (just in case)
P.S.S. So how did this end up in public? I'd like to point out right away, that the "buyer" was one guy I know, that seems to have been really pissed off by adamix.[/quote]
Basically some guy wanted to sell the (illegally obtained) sources, then some other guy hacked him and made them public, by telling everyone the password.
This is NOT a place for downloading the leak. It's impossible to grab right now anyway. Don't even bother trying. Talking about it tip toes on the warez rule.
[QUOTE=amcfaggot;37638648]lol no, also like I said, this is on the Internet. Licensees don't just like, mail Valve for a cd copy of the engine. They download it.
Ep3 is still a part of the engine branch(es).[/QUOTE]
I meant the actual game files for Episode 3 and other unreleased projects. I know the rest of their source code is on the internet.
[QUOTE=Rallepower;37638640]So It's probably illegal to download this, right?[/QUOTE]
Very.
Was posted 4 hours ago on lopers:
[url]http://www.interlopers.net/forum/viewtopic.php?f=1&t=36420[/url]
The only reason I'm excited about this is because there's the source code of the tools (DMX stuff etc.) in there and it's going to allow developers to make plugins for 3D apps
People just figured out how to make HWM models with Blender, 5 friggin years after the release of TF2. It's a system that is [I]so[/I] much better than the FACS used by HL2 models, it boggles the mind as to why they wouldn't publicly document it.
(HWM models have like, hierarchical rules and very simple ways to toggle them -- they're name-based. You have to make a lot of shapes; usually around 170. But man, it's SO MUCH BETTER. WHY DID THEY NEVER MAKE THAT PUBLIC.)
I wonder what type of beta content there is from TF2, I'm sure there are people who would like the original materials/models for certain things.
[QUOTE=TheDecryptor;37638685]I wonder what type of beta content there is from TF2, I'm sure there are people who would like the original materials/models for certain things.[/QUOTE]
It's only source code in there. There are no materials, or models.
I can't wait for the inevitable massive improvement in 3rd party modding tools.
[QUOTE=MaxOfS2D;37638684]The only reason I'm excited about this is because there's the source code of the tools (DMX stuff etc.) in there and it's going to allow developers to make plugins for 3D apps
People just figured out how to make HWM models with Blender, 5 friggin years after the release of TF2. It's a system that is [I]so[/I] much better than the FACS used by HL2 models, it boggles the mind as to why they wouldn't publicly document it.
(HWM models have like, hierarchical rules and very simple ways to toggle them -- they're name-based. You have to make a lot of shapes; usually around 170. But man, it's SO MUCH BETTER. WHY DID THEY NEVER MAKE THAT PUBLIC.)[/QUOTE]
Valve has 0 publicly displayed commitment to support developers outside of the scope of profitability.
[QUOTE=someguywithagun;37638592]Translating from Bulgarian is weird, the sentence structure is really odd.
Also, someone's gonna be mad.[/QUOTE]
But thats russian its not bulgarian.
Unfortunately this opens things up a bit for hackers on games that still use this.
[QUOTE=amcfaggot;37638719]Valve has 0 publicly displayed commitment to support developers outside of the scope of profitability.[/QUOTE]
And that's why I don't get it.
That's just one example out of several dozens of others, but just that DMX facial animation stuff that they haven't publicly documented at all... on one side they want to push Source as a "friendly innovative toolset" or whatever, to license it, but on the other they're holding back all the stuff that would make that a reality!!
What gives?!!
[QUOTE=MaxOfS2D;37638742]And that's why I don't get it.
That's just one example out of several dozens of others, but just that DMX facial animation stuff that they haven't publicly documented at all... on one side they want to push Source as a "friendly innovative toolset" or whatever, to license it, but on the other they're holding back all the stuff that would make that a reality!!
What gives?!![/QUOTE]
Maybe they had something bigger planned in the future.
Maybe.
[QUOTE=MaxOfS2D;37638742]And that's why I don't get it.
That's just one example out of several dozens of others, but just that DMX facial animation stuff that they haven't publicly documented at all... on one side they want to push Source as a "friendly innovative toolset" or whatever, to license it, but on the other they're holding back all the stuff that would make that a reality!!
What gives?!![/QUOTE]
They don't care. If they did, they probably would have shown that they cared within the last half decade in other ways than giving us ~Hat SDK 2012~, at least they show the mappers some degree of pity.
The thing is their most prominent form of "bragging" (if you want to call it that) comes from building a company of innovators, many of which came from backgrounds of having made mods, and yet they don't maintain their mod development kits.
[QUOTE=amcfaggot;37638770]They don't care. If they did, they probably would have shown that they cared within the last half decade in other ways than giving us ~Hat SDK 2012~, at least they show the mappers some degree of pity.[/QUOTE]
oh god don't even get me started about itemtest ahahahahahahahaha
[QUOTE=MaxOfS2D;37638773]oh god don't even get me started about itemtest ahahahahahahahaha[/QUOTE]
The only logic I can see from making a terribly maintained software development kit is that you have to be brilliant to work with it in the first place. And if you can reconstruct some new pastry out of the breadcrumbs they give you, maybe they'll consider you worthy of putting your mod up on their mod catalog, selling your game, or hiring you.
As for the Workshoppians, they have their reward. But it's not innovation.
Oh man, I want to get my dirty fingers on this and see if I can cram it through VS6's PowerPC compiler.
Too bad it's warez. :(
[QUOTE=MaxOfS2D;37638742]And that's why I don't get it.
That's just one example out of several dozens of others, but just that DMX facial animation stuff that they haven't publicly documented at all... on one side they want to push Source as a "friendly innovative toolset" or whatever, to license it, but on the other they're holding back all the stuff that would make that a reality!!
What gives?!![/QUOTE]
I doubt that many at Valve care about non-Valve games on Source.
I mean Unreal Engine 3 is allot more dev friendly, so why bother?
I know so many devs that flocked off to Unreal and other engines simply because Source's development kit is such trash.
The thing is, none of them have made anything significant at all. I guess it goes to show that regardless of Source's horrible lack of updates, if you're committed, you'll still make great content. Either way, you have to be brilliant. It's just so much easier to work with an SDK that doesn't suck, though.
I spent a bit over two years I think working on Half-Life 2: Sandbox and I did what I wanted. I made a faster Source engine Lua API than Garry, a more flexible codebase, and all that I wanted to accomplish therein, but along the way I did a lot of cleanup of Valve's code, and had their not have been any issues with their code, or the fact that it's broken on arrival, I would have spent no more than a little over a year.
[QUOTE=amcfaggot;37638901]I know so many devs that flocked off to Unreal and other engines simply because Source's development kit is such trash.
The thing is, none of them have made anything significant at all. I guess it goes to show that regardless of Source's horrible lack of updates, if you're committed, you'll still make great content. Either way, you have to be brilliant. It's just so much easier to work with an SDK that doesn't suck, though.
I spent a bit over two years I think working on Half-Life 2: Sandbox and I did what I wanted. I made a faster Source engine Lua API than Garry, a more flexible codebase, and all that I wanted to accomplish therein, but along the way I did a lot of cleanup of Valve's code, and had their not have been any issues with their code, or the fact that it's broken on arrival, I would have spent no more than a little over a year.[/QUOTE]
unreal engine is also more optimized, and like a gen ahead than Source
unreal is just a better engine, Source is only around cause Valve knows how to use it and optimized it best (for obvious reasons)
[QUOTE=amcfaggot;37638901]I know so many devs that flocked off to Unreal and other engines simply because Source's development kit is such trash.
[B]The thing is, none of them have made anything significant at all[/B]. I guess it goes to show that regardless of Source's horrible lack of updates, if you're committed, you'll still make great content. Either way, you have to be brilliant. It's just so much easier to work with an SDK that doesn't suck, though.
I spent a bit over two years I think working on Half-Life 2: Sandbox and I did what I wanted. I made a faster Source engine Lua API than Garry, a more flexible codebase, and all that I wanted to accomplish therein, but along the way I did a lot of cleanup of Valve's code, and had their not have been any issues with their code, or the fact that it's broken on arrival, I would have spent no more than a little over a year.[/QUOTE]
wtf are you talkin about
theres a million great indie projects running Unreal, the only difference is that Unreal's SDK doesn't suck so it also has a large pool of new modders starting projects that are DOA just because the tools are so accessible
[QUOTE=MaxOfS2D;37638742]And that's why I don't get it.
That's just one example out of several dozens of others, but just that DMX facial animation stuff that they haven't publicly documented at all... on one side they want to push Source as a "friendly innovative toolset" or whatever, to license it, but on the other they're holding back all the stuff that would make that a reality!!
What gives?!![/QUOTE]
my respect for Valve just decreased significantly
[QUOTE=Kopimi;37638940]wtf are you talkin about
theres a million great indie projects running Unreal, the only difference is that Unreal's SDK doesn't suck so it also has a large pool of new modders starting projects that are DOA just because the tools are so accessible[/QUOTE]
Do you not know how to read?
[QUOTE=amcfaggot;37638901][B]I know so many devs[/B] that flocked off to Unreal and other engines simply because Source's development kit is such trash.
The thing is, [B]none of them[/B] have made anything significant at all.[/QUOTE]
In case you haven't noticed, I'm talking here about devs [B]I[/B] know, not about [I]every Unreal developer in existence.[/I]
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