• Source Engine 2007 Full Codebase Leaked
    475 replies, posted
[QUOTE=AndreaZzZ;37641326]YOU JUST MADE A VERY BIG MISTAKE![/QUOTE] better make sure that DDoS defense is up garry lol
We really should make our own tools to make modding/mapping easier. Imagine mapping with the Crowbar Editor. Everything you want in an editor, and made by the community.
[QUOTE=NowWeWin;37641983]We really should make our own tools to make modding/mapping easier. Imagine mapping with the Crowbar Editor. Everything you want in an editor, and made by the community.[/QUOTE] Why would we need this source code for that? The header files for most of the file formats are either in the SDK, or available on the Wiki. Everything you need to make new tools is in the SDK. Personally I'd make something that doesn't rely on anything Valve or Steam related.
[QUOTE=ProZak;37641557]Yes, and no. I think the physics system had some changes to it exclusively used in Portal (2), but implementing something like a Portal gun is quite doable.[/QUOTE] Nah, it's pretty much the same as far as I know. [QUOTE=amcfaggot;37641775]lol i wish but i can bug friends who actually have licensee status and they can tell me misc. junk like that [editline]12th September 2012[/editline] i don't know if they're allow to do it, but i don't think disclosing information like "the gravity gun code is split into 4 or more files in post-2007 codebases" will make valve want to put them in jail[/QUOTE] The licensee server setup Valve has is.... terrible. It relies on a static IP address which could easily be spoofed. Valve should count themselves lucky that whoever leaked this didn't find the more secret stuff on that server. Also if anyone would like to cry themselves to sleep tonight: look at the source for Hammer.
[QUOTE=Foda;37642051]Nah, it's pretty much the same as far as I know.[/QUOTE] Really? I recall hearing some dude from Valve saying they had to change a lot of things, so physic objects responded correctly to going through portals. [QUOTE=Foda;37642051] The licensee server setup Valve has is.... terrible. It relies on a static IP address which could easily be spoofed. Valve should count themselves lucky that whoever leaked this didn't find the more secret stuff on that server. Also if anyone would like to cry themselves to sleep tonight: look at the source for Hammer.[/QUOTE] I'm guessing the code is pretty much identical to the source code from 2003 (except for some class name changes and such).
[QUOTE=ProZak;37642089]Really? I recall hearing some dude from Valve saying they had to change a lot of things, so physic objects responded correctly to going through portals.[/QUOTE] Oh, yea you're right. I remember that now in some of the dev commentary. [QUOTE=ProZak;37642089]I'm guessing the code is pretty much identical to the source code from 2003 (except for some class name changes and such).[/QUOTE] Yep, pretty much. All of the buttons and windows are custom controls that don't make sense at all and it looks like it was coded in the late 90's. [editline]12th September 2012[/editline] [QUOTE=ProZak;37641994]Why would we need this source code for that? The header files for most of the file formats are either in the SDK, or available on the Wiki. Everything you need to make new tools is in the SDK. Personally I'd make something that doesn't rely on anything Valve or Steam related.[/QUOTE] Coders (er...most of them) like to see how others implement their version of X so that they have some sort of baseline as to how to approach their implementation.
[QUOTE=Foda;37642127]Yep, pretty much. All of the buttons and windows are custom controls that don't make sense at all and it looks like it was coded in the late 90's.[/QUOTE] The fact that its still MFC based is hilarious, yet sad and depressing. Oh Valve :(
It's nice they didn't lie to us though. They really use the same old junk. I hate to sound entitled, but it's been 5 years since a legitimate update (the one in 2011 doesn't mean anything at all) and having something like this happen, while it isn't a replacement for an official update, makes me happy we at least have more code to work with.
[QUOTE=ProZak;37641994]Why would we need this source code for that? The header files for most of the file formats are either in the SDK, or available on the Wiki. Everything you need to make new tools is in the SDK. Personally I'd make something that doesn't rely on anything Valve or Steam related.[/QUOTE] If we could have all along, then why didn't we? Do what Valve never did.
[QUOTE=NowWeWin;37642383]If we could have all along, then why didn't we? Do what Valve never did.[/QUOTE] Some tried, but there never was a coordinated project. DuctTape is a pretty good example ([url]http://ducttape.sourceforge.net/[/url])
Time to start a coordinated project, then. :v: We actually COULD do this...
So what could be compiled from this code (and other code we already have like Vphysics)? A game, tools?
Oh my god, this is awesome. Modders can now get to work fixing the piece of shit that is the source code....of source. Imagine No More Room in Hell with this. [sp]Hnnnngh[/sp]
So any word from valve or do I need to read the thread front to back
[QUOTE=Tucan Sam;37642928]So any word from valve or do I need to read the thread front to back[/QUOTE] Nah, they're still on Valve time, they just got to work I believe, like to the place Valve works at. They just arrived, opening shop, punching kittens, delaying Ep3, the usual
Ah okay either way this comes at an opportune time linux users maybe we might see some user created ports before valve gets it. Seriously all I want is TF2 on linux and I will stop using windows.
[QUOTE=zombays;37642890]Oh my god, this is awesome. Modders can now get to work fixing the piece of shit that is the source code....of source. Imagine No More Room in Hell with this. [sp]Hnnnngh[/sp][/QUOTE] It wouldn't really make a difference. Mods can't legally use any of this.
[QUOTE=ProZak;37642990]It wouldn't really make a difference. Mods can't legally use any of this.[/QUOTE] I know, but I was thinking with rainbows
-expired-
I could be wrong, but it looks like Valve was working on a source version of TFC at some point. Also plasma sentry guns for tf2.
[QUOTE=Splarg!;37638740]Unfortunately this opens things up a bit for hackers on games that still use this.[/QUOTE] Yeah, because Valve games weren't already hacked with working VAC bypasses.
[QUOTE=devcon;37643730]I could be wrong, but it looks like Valve was working on a source version of TFC at some point.[/QUOTE] It looks like a basic conversion of TFC. It could just be a basic mod to show what a ported mod would look like (from Goldsrc). TFC was in the HL1 SDK. But I could easily be wrong.
[QUOTE=amcfaggot;37641631]The file posted is not the leak.[/QUOTE] Wait so this wasn't really addressed. The file which got that one guy banned wasn't the leak? What was it then?
[QUOTE=Milkyway M16;37644541]Wait so this wasn't really addressed. The file which got that one guy banned wasn't the leak? What was it then?[/QUOTE] A partial leak containing the engine, the game and the studiorender code.
[QUOTE=ProZak;37644569]A partial leak containing the engine, the game and the studiorender code.[/QUOTE]So it is a leak then
[QUOTE=devcon;37643730]Also plasma sentry guns for tf2.[/QUOTE] They are from 2003 version of TF2, about humans versus aliens. tf = TF2 of today (well, not really, there are no hats) tf2 = TF2: Invasion
[QUOTE=ProZak;37644569]A partial leak containing the engine, the game and the studiorender code.[/QUOTE] Then how is this not the leak? It may not contain the other 139mb of stuff but it's still part of the same leak, correct?
[QUOTE=ProZak;37643788]It looks like a basic conversion of TFC. It could just be a basic mod to show what a ported mod would look like (from Goldsrc). TFC was in the HL1 SDK. But I could easily be wrong.[/QUOTE] Looking at the files, it just looks like TFC = Team Fortress Classic, TF2 = Brotherhood Of Arms era tf2, and TF = 2007 Team Fortress 2 beta.
[QUOTE=Milkyway M16;37644632]Then how is this not the leak? It may not contain the other 139mb of stuff but it's still part of the same leak, correct?[/QUOTE] Yeah don't ask me. I didn't coin the term :P It isn't the full leak, but its still a leak. About TFC, there was a port of TFC to a pre-episode 1 branch a really long time ago.
[QUOTE=Milkyway M16;37644632]Then how is this not the leak? It may not contain the other 139mb of stuff but it's still part of the same leak, correct?[/QUOTE] Doesnt contain the good shit like materialsystem or datacache, which is probably the most usefull modding parts
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