[HN Gopher] Valve releases Team Fortress 2 game code
       ___________________________________________________________________
        
       Valve releases Team Fortress 2 game code
        
       Author : davikr
       Score  : 635 points
       Date   : 2025-02-18 19:57 UTC (3 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | jsheard wrote:
       | This is good for modding but don't be misled, this is the
       | TF2-specific code which sits on top of the still-closed-source
       | Source engine. For example you couldn't port TF2 to a new
       | platform with this, at least not without reimplementing Source or
       | wrangling it into working with one of the leaked Source codebases
       | and dealing with the legal fallout of that.
        
         | klaussilveira wrote:
         | Hard to understand their stance on keeping Source closed. It is
         | not an exciting engine to work with in any way. There are at
         | least 3 major open source alternatives today, way more powerful
         | and easier to work with (O3DE, Godot, Wicked). Only people that
         | have been involved with Source in the past decades would enjoy
         | working with it.
         | 
         | The community around the engine is vibrant and well-versed in
         | the caveats of the Source workflow. With a GPL release, just
         | like Carmack did with id tech, the amount of creative projects
         | from indies would sky rocket. No longer bound by obscure deals.
        
           | SXX wrote:
           | I pretty sure you'll soon get reply about how making it open
           | source will increase cheating. So for those people it's
           | important to know that Source engine source code was leaked
           | many many times and anyone who will spend 5 minutes will find
           | sources.
        
             | doctorpangloss wrote:
             | The guy is saying Godot is comparable to a game engine with
             | hundreds of millions of dollars of product development. I
             | wouldn't be worrying about what other people might say.
        
               | Me000 wrote:
               | It almost worked on me.
        
               | doctorpangloss wrote:
               | Indeed it's possible for Godot and Source to be good game
               | engines and also not at all substitutes for each other.
               | 
               | The kind of discourse that litigates why that fact is
               | true doesn't serve curiosity or add knowledge.
        
               | 6SixTy wrote:
               | Considering that Source is ancient and likely hasn't
               | gotten an update from at least 2013 for TF2, the bar is
               | low for how complete an engine needs to be for level
               | comparisons.
        
               | ZeWaka wrote:
               | Are you considering Source 2 in this assertion? That
               | piece of software has received quite significant
               | development effort.
        
               | 6SixTy wrote:
               | I'm not. Source 2 is very modern even by caveman gamer
               | standards.
        
               | enragedcacti wrote:
               | I'm not really disagreeing with your point but I think in
               | general Valve has kept their games that share an engine
               | on the same trunk, so TF2 should be on a pretty recent
               | version of source. The update accompanying this release
               | includes the bicubic lightmap and radial fog
               | implementations from the HL2: 20th Anniversary update.
               | 
               | For Source 2 it ends up being a constant source of leaks
               | where strings for engine features of in-development games
               | get shipped out in Dota 2 and CS2 updates. We learned
               | tons of stuff about Deadlock that way.
               | 
               | https://www.teamfortress.com/post.php?id=238643
        
               | SXX wrote:
               | For anyone not looking for super realistic 3D and primary
               | targeting PC audience Godot is enough to make good game.
               | Majority of game devs do not build AAA titles with
               | $10,000,000+ budget. A lot of players play mostly indie
               | games.
               | 
               | FFS some of the best indie games out there made was made
               | on RPG Maker and let's say it's far less advance than
               | Godot. After all games are all about enjoyable core loop
               | and player expirience. And no game engine magically give
               | you any of it.
               | 
               | Company I co-founded released 2 games on PC and about to
               | release 3rd one on PC and all the consoles. One of them
               | was made with Godot, two with Unity. The only reason we
               | had to switch to Unity are consoles. And the reason why
               | Godot cant efficiently complete on consoles is the fact
               | that platforms are backward and proprietary.
        
               | KennyBlanken wrote:
               | And you're equating money spent on development with
               | quality, performance, features, and compatibility. Please
               | _do_ tell me about how Source even remotely compares to
               | Unity or Unreal?
               | 
               | Do you see Source being used in virtual soundstages? No.
               | Does Source support Metal or Vulkan? No.
               | 
               | Does it have anything approaching the 3D or 2D or
               | rendering style capabilities of any modern engine? No.
               | 
               | Is Source going to be remotely relevant for metaverse
               | stuff? No.
               | 
               | All the money in the world won't change the fact that
               | Source is an outdated pile of garbage.
               | 
               | Respawn uses it to this day for Apex, and it's horrific.
               | Its graphics quality is atrocious especially for the
               | demands it places on hardware. It has the worst latency
               | of any similar multiplayer game (some events can take
               | _half a second_ to make it from a player 's action to
               | another player's system!) It lacks modern features that
               | have been in other games for many years, like variable
               | event rates (some games, for example, will use much
               | higher event update rates for stuff happening within the
               | player's field of view.)
               | 
               | Its game engine has so many bugs around inputs, movement,
               | and collisions that high level play revolves around
               | abusing all of them for competitive advantage in what is
               | lauded as "movement", and because Respawn never treated
               | these issues as exploits, they got painted into a corner
               | where they can't ever switch to a modern game engine
               | because trying to get the quirks of movement behavior
               | would be impossible.
               | 
               | The game's input processing _is done in relation to
               | framerate_ , for fucks sakes....so input processing
               | behavior _changes depending on framerate._
               | 
               | The security and anti-cheat in the game is so hamstrung
               | by Source that multiple world tournaments have been
               | hacked live and ultimately had to be done in secret,
               | later broadcast - because Respawn was so powerless to
               | stop the hacker(s).
               | 
               | With more Unity shifting to a royalty model you're going
               | to see a lot more interest in open source game engines
               | like Godot; Godot is, for example, working on being
               | usable for massive multiplayer and open-world games.
        
           | davikr wrote:
           | Indeed, I wish the first iteration gets released as GPL or
           | something like that eventually. I get not wanting to open-
           | source Source 2, but the original is another thing entirely.
        
           | jsheard wrote:
           | Most in-house game engines built after a certain point use a
           | non-trivial amount of third party code, including console
           | stuff which is under strict NDA, so it's a huge hassle to
           | open source them. Most iterations of the Source engine use
           | Havok physics for example.
           | 
           | IdTech probably was only open sourced because Carmack pushed
           | for it, but it helps that IdTech of that vintage was all in-
           | house code exclusively targeting the PC. I think the only
           | thing they had to cut out for legal reasons was the patented
           | shadowing algorithm in Doom 3.
        
             | ThatPlayer wrote:
             | Even the original Doom source code release was the Linux
             | source code because the Dos version of the game uses a 3rd
             | party audio library, DMX.
        
               | dcrazy wrote:
               | I believe DMX was also used for Descent, and the company
               | successfully shut down open source projects to reverse
               | engineer the file format. Interplay was also extremely
               | protective of their full-motion video codec, which only
               | got well-documented after the release of Baldur's Gate
               | II.
        
             | phire wrote:
             | Id were using a 3rd party sound library for Doom to handle
             | the nitty-gritty aspects of DOS sound hardware, so the open
             | source release was based on the linux port of Doom. People
             | had to port it back to DOS.
             | 
             | They couldn't release the windows port of Doom either, as
             | that had been done by Microsoft, and would therefore
             | include Microsoft copyrighted code.
             | 
             | With Quake, Id did their own windows port, so it was
             | possible to release the source code for winquake.
        
               | stevage wrote:
               | > as that had been done by Microsoft, and would therefore
               | include Microsoft copyrighted code.
               | 
               | How does that follow? Normally copyright would transfer
               | to the company paying for it.
        
               | nocman wrote:
               | It all depends on how the contract between Microsoft and
               | Id was worded.
        
               | phire wrote:
               | If Id had paid Microsoft to do the port, it would
               | automatically be work-for-hire and the copyrights would
               | belong to Id, unless the contract said otherwise.
               | 
               | But Microsoft essentially licensed the Doom source code
               | and ported it themselves, it's not work-for-hire, so the
               | copyright on any changes would default to Microsoft.
               | Though, I'm really not sure if Microsoft paid anything
               | for this licence, or if there even was a contract.
        
               | bitwize wrote:
               | Microsoft weren't hired by Id to port Doom. They did so
               | exclusively for their own purposes: to show off Windows
               | 95 with DirectX as a performance gaming platform. They
               | licensed the Doom engine, made their own changes, and
               | released Doom 95 usable with a retail copy of the game
               | assets.
               | 
               | Oddly enough, the project of "porting Doom to Windows"
               | was started by Gabe Newell, who worked at Microsoft at
               | the time,
        
               | ndiddy wrote:
               | The wording used in the release notes was:
               | 
               | > The bad news: this code only compiles and runs on
               | linux. We couldn't release the dos code because of a
               | copyrighted sound library we used (wow, was that a
               | mistake -- I write my own sound code now), and I honestly
               | don't even know what happened to the port that microsoft
               | did to windows.
               | 
               | > Still, the code is quite portable, and it should be
               | straightforward to bring it up on just about any
               | platform.
               | 
               | It seems like they just didn't have immediate access to
               | the code for the Windows version. The DOS source code
               | eventually leaked a couple years ago along with the code
               | to the Mac port of Doom.
               | https://archive.org/details/doom-mac-source
        
               | tadfisher wrote:
               | Fun fact: Gabe Newell built the original WinDoom port,
               | and led the team that built Doom95!
        
               | kridsdale3 wrote:
               | That IS a fun fact.
        
               | sho_hn wrote:
               | To be clear, Robert Hess was the primary engineer on
               | WinDoom, Newell was the team lead.
        
             | gmueckl wrote:
             | If a team had access to some licensed source code related
             | the third party component (e.g. restrictively
             | licensed/NDA'd sample code), clearing the engine source for
             | release may involve a thorough code audit. Who is going to
             | put in that work to prepare a freebie?
        
           | 0x457 wrote:
           | Probably because for it to be really opensource it has to
           | have a proper documentation and other resources.
           | 
           | if someone just does a `git push` and changes license it
           | won't be much help to anyone until there is a proper
           | documentation.
        
             | klaussilveira wrote:
             | Source has extensive documentation for years, both by Valve
             | and modders. Mostly unified and indexed here:
             | https://developer.valvesoftware.com
        
           | deadbabe wrote:
           | It will be easier to understand when you see the hundreds of
           | Jira tickets to wade through to get it released and the fact
           | they have better shit to do that contributes directly to
           | revenue instead of trying to open source an old game engine
           | that only a handful of people will even care about.
        
           | kllrnohj wrote:
           | > Hard to understand their stance on keeping Source closed.
           | It is not an exciting engine to work with in any way.
           | 
           | Source uses Havok, which is a licensed middleware. Convincing
           | Havok to be also open source is likely a nonstarter. Repeat
           | for any other middlewares they might have used, such as
           | Adobe's ScaleForm used by CSGO, and it quickly is just an
           | endless legal nightmare. idTech handled this by either
           | spending time to rip out those components, allowing for a
           | _partial_ open source release which is what you 're ripping
           | on Valve for doing right this moment, or by avoiding using
           | any licensed middlewares _at all_ which is a significant
           | development limitation that not everyone can get away with.
           | 
           | As Source 2 replaces everything with in-house developed
           | alternatives, it's _possible_ we might see that open sourced
           | in the future. Who knows.
        
             | klaussilveira wrote:
             | You are right. But I wonder how much of Havok is there,
             | given that Valve had its own thing:
             | https://developer.valvesoftware.com/wiki/VPhysics
        
               | meibo wrote:
               | Most commercial engines that use libraries like havok
               | will wrap them in some sort of internal library like this
               | one to shield themselves from types from the middleware
               | leaking into engine code, implementing convenience
               | wrappers, and making it easier to update/swap them at
               | some point if they ever wish to.
               | 
               | There is a third-party implementation of vphysics based
               | on an open source physics engine, for example - so for
               | Valve that seems to have been successful:
               | https://github.com/misyltoad/VPhysics-Jolt
        
             | magicalhippo wrote:
             | Havok also strikes me as a rather difficult piece to
             | replace. A physics engine will often have hardcoded
             | handling of special cases, and things can be sensitive to
             | lots of numerical details.
             | 
             | Haven't played TF2 but at least HL2 relies heavily on
             | physics for gameplay, so while replacing the rendering
             | engine might lead to rendering artifacts which can be
             | annoying but tolerable in many cases, replacing the physics
             | engine will probably lead to game-breaking issues.
             | 
             | One could reverse engineer it, but then you're into
             | copyright territory...
        
             | fngjdflmdflg wrote:
             | >Source 2 replaces everything with in-house developed
             | alternatives
             | 
             | Do you have a link for this? I know the sound system is
             | theirs as they open sourced it.[0] What about physics?
             | 
             | Also, I agree that they should open source Source 2 if
             | possible. They gain almost nothing by having it closed
             | source and gain a lot by giving developers a better deal
             | than Unreal because more money saved on the engine means
             | either cheaper or better/long games. (At least assuming
             | both engines are equivalent which they are not, but in
             | theory.) Meanwhile Epic is using Unreal as a carrot for
             | developers to release their games in Epic Store.[1]
             | 
             | [0] https://valvesoftware.github.io/steam-audio/
             | 
             | [1] https://www.theverge.com/2024/10/1/24258723/epic-games-
             | store...
        
               | jsheard wrote:
               | > What about physics?
               | 
               | Source 2 dropped Havok in favor of their in-house Rubikon
               | physics engine.
               | 
               | https://developer.valvesoftware.com/wiki/Rubikon
        
               | TransAtlToonz wrote:
               | I'm no game developer, but I understand that Unreal comes
               | with a _massive_ ecosystem of tools and third-party
               | addons. It seems like it would take a company about the
               | size of Valve (or much larger) to compete with that kind
               | of platform. You seem to know more about the industry
               | than I do, so could you explain what Valve competing with
               | Unreal would actually look like? That seems almost like a
               | completely different market than they 've been in so far
               | despite certainly having the technical chops.
        
           | keerthiko wrote:
           | IMO the source engine codebase is probably chock-full of duct
           | tape and cruft, full of undocumented, legacy, bespoke, hacky
           | and deprecated stuff that it's not worth the dev resources
           | for valve to bring it up to an OSS standard worthy of their
           | reputation.
           | 
           | Contributing to this is probably
           | 
           | - custom external hooks (eg: homemade test framework,
           | patchnotes publishing, steamapp backdoor integrations,
           | hardware-specific firmware interfaces, 3rd party closed
           | source SDK hooks)
           | 
           | - assumptions about Valve's server
           | architecture/implementation for most multiplayer stuff used
           | by Valve games, the codebase(s) of which are probably as vast
           | as Source itself and closed-source too
           | 
           | - bespoke engine modifications made for specific games like
           | HL2 or CS1.6 which hasn't been touched for a decade, the
           | authors of which may not be accessible to document them
           | trivially
           | 
           | Adding sufficient documentation to a massive closed-source
           | system meant for internal use, over multiple decades, to
           | bring them up to par for functional OSS publication is a
           | monumental feat that honestly probably isn't worth the risk
           | of bad publicity from the modder community who'd just be mad
           | about how unusable it would be.
        
             | keyringlight wrote:
             | Supposedly there's a texture of a coconut included in
             | source games, along with either a filename or tagged with a
             | comment to say that if it's removed then the game will
             | break and noone knows why.
        
           | thaumasiotes wrote:
           | > There are at least 3 major open source alternatives today,
           | way more powerful and easier to work with (O3DE, Godot,
           | Wicked).
           | 
           | My general impression from lurking on these kinds of threads
           | (with no relevant personal experience) was that Godot is a
           | good 2D engine but not a good 3D engine. Do you find it
           | comparable to the other two?
        
             | SXX wrote:
             | IDK about Wicked, but with certain non-photorealism styles
             | you can easily make well performing 3D game on Godot. You
             | can check their showreel and there are plenty 3D games in
             | it:
             | 
             | https://www.youtube.com/watch?v=n1Lon_Q2T18
        
               | sho_hn wrote:
               | _Road to Vostok_ is probably the most relevant Godot-
               | based 3D game, since it 's a FPS.
               | 
               | https://www.youtube.com/watch?v=Atb3yFNazmU
               | 
               | https://www.youtube.com/watch?v=SFIOmb1hseA
        
               | jsheard wrote:
               | Cruelty Squad is also a successful FPS title built with
               | Godot, but its deliberately hideous aesthetic probably
               | makes it the worst possible way to sell anyone on the
               | merits of the engine.
        
               | cheeseomlit wrote:
               | I unironically love cruelty squads aesthetic, its one of
               | my favorite indie games in recent years. Even the store
               | description calls it a "sewage infused garbage world"-
               | and it is, but its also oddly charming, and perfectly
               | suits the game's theme and atmosphere. Though its
               | probably not very enjoyable for those with epilepsy
        
           | rozab wrote:
           | If those engines are so capable then why do no AAA games use
           | them? Source is still (kinda) used in games like Apex Legends
        
           | Nition wrote:
           | Valve has given Facepunch the Source 2 license for S&Box[1]
           | which will indirectly allow making games in Source 2. That's
           | as far as they've gone towards releasing it as a game engine
           | so far.
           | 
           | [1]https://sbox.game or
           | https://store.steampowered.com/app/590830/sbox/
        
           | greenchair wrote:
           | maybe its release could lead to more attacks or cheating?
        
         | thetoon wrote:
         | Maybe that's where a project like Nuclide could step in? I'm
         | always a bit confused between their projects' names, but I've
         | read somewhere they had progress on the HL2 front.
        
           | pityJuke wrote:
           | What is Nuclide? I've found
           | https://github.com/VeraVisions/nuclide and
           | https://github.com/eukara/freehl.
        
         | johnnyanmac wrote:
         | I'm still a bit confused on why Source is close sourced when
         | Valve moved on to Source 2 over a decade ago. I suppose it'd
         | becsuse there's some basic overlap, but they still also feel
         | comfortable releasing their gsmes' source?
        
           | EMIRELADERO wrote:
           | > when Valve moved on to Source 2 over a decade ago.
           | 
           | I feel like that's irrelevant, because the same logic can be
           | used to justify having Source2 open as well.
           | 
           | After all, what value is there in keeping the game code
           | private at all? The only things I can think of are a)
           | anticheat, b) NDA'd 3rd party code, and c) protecting
           | important secret sauces made by the company itself
           | 
           | a) and b) are both solved by simply not releasing those
           | portions of the code, while c) is a bit moot. Any competitor
           | can already (legally) RE the binaries and recreate any juicy
           | proprietary algorithms, unless they're patented. But in that
           | case they would be protected even if the source was released
           | so it's still the same situation.
        
             | LegionMammal978 wrote:
             | b) can get dicey, depending on how hard the 3rd party in
             | question wants to defend their copyrights. _Google v.
             | Oracle_ was resolved on the basis of being transformative,
             | not on the basis of class and function declarations being
             | too insignificant to copyright. So if you can 't even keep
             | the 3rd-party headers, you're left with a bunch of function
             | calls that you have to piece together the meaning of.
        
               | EMIRELADERO wrote:
               | You could just strip out all mentions of the 3rd party
               | component on the codebase. Let the community figure out
               | how to plug in a replacement.
        
               | nemothekid wrote:
               | > _Let the community figure out how to plug in a
               | replacement._
               | 
               | Far more likely the community kicks up a huge stink about
               | how Valve released a crippled engine.
        
             | johnnyanmac wrote:
             | >I feel like that's irrelevant, because the same logic can
             | be used to justify having Source2 open as well.on
             | 
             | I'm not fully up to date but I'm under the impression that
             | Source 2 is currently used by their modern games. I don't
             | think that's the case for Source 1. The same logic wouldn't
             | apply.
             | 
             | >After all, what value is there in keeping the game code
             | private at all?
             | 
             | Pretty much what you said. It's all down to cost-benefit at
             | the end of the day and of they think there's more cost
             | (perceived or otherwise) to releasing source 2 code they
             | won't bother.
        
         | progbits wrote:
         | Given the leaks, the fact it's been over 10 years since last
         | major game released using Source 1, and the fact most of the
         | rendering code (probably the most valuable bits, aside from
         | physics) in Source2 must have been rewritten given the new
         | developments in game graphics; makes me wonder if there is any
         | reason for them to keep it closed source.
         | 
         | Do you think they will release it at any point? Maybe there are
         | licensing issues where they don't have the rights to all of it
         | and couldn't easily opensource it. Or maybe there is in fact
         | still too much secret sauce left there?
        
           | bayindirh wrote:
           | There's always "too much secret sauce". I remember a time
           | when CryTek published papers about how they implemented
           | things, now they don't.
           | 
           | There's always in-house ways to deal with graphics drivers
           | and certain effects. Remember how Source 1 was _the only
           | engine_ which was able to render HDR with measly ATI 9600XT,
           | without a performance penalty most of the time?
           | 
           | You carry this know how in evolved form for generations, and
           | it gets buried under as the foundation of the new things
           | you're building on top of it.
           | 
           | This is what I remember from a friend who implemented his own
           | game engine and created a company for it, and half the woes
           | were making the graphics drivers and processors behave as
           | they said in their manuals.
        
             | kvirani wrote:
             | Isn't UE4/5 fully source available?
        
               | bayindirh wrote:
               | You need to get a license to get the source. When you pay
               | for the license, you also agree that you won't share that
               | source.
               | 
               | ID's engines are always called "The world's most
               | expensive xcopy". You always get the source, but you
               | never share it.
               | 
               | Same model. Get the license, get the source.
               | 
               | See the relevant page at:
               | https://dev.epicgames.com/documentation/en-us/unreal-
               | engine/...
               | 
               | From that page:
               | 
               | > This page provides detailed instructions for
               | _subscribers_ to download the source code for Unreal
               | Engine (UE) from the Unreal Engine GitHub repository, and
               | to get started working with the code.
               | 
               | (Emphasis mine)
        
               | jsheard wrote:
               | The UE4/UE5 source code _is_ only available under
               | license, but the bar to acquire said license couldn 't
               | possibly be lower. You just connect a GitHub account,
               | click through a EULA, and automatically get access to
               | almost* the entire source code for free.
               | 
               | * The NDA'ed console bits are hidden of course but all
               | the PC code is there. Not just release snapshots either,
               | you can see all of Epics commits in real time.
        
               | bayindirh wrote:
               | But it's source available, and it's not free software,
               | correct?
               | 
               | It's just free as in beer.
               | 
               | "Click through EULA" is the mammoth in the room.
        
               | jsheard wrote:
               | Yes it's source available, not true free software.
               | Kvirani never said it's free software though.
        
               | Gigachad wrote:
               | It's not open source but it is free
        
         | beeflet wrote:
         | Good news everyone! They've already tried to reverse engineer
         | the source engine for TF2 for some success!
         | 
         | https://www.youtube.com/watch?v=09CvpQrnTEY
        
         | chedabob wrote:
         | Damn, was hoping this would bring TF2 back to Mac. Haven't had
         | a good LAN party in the office since Apple dropped 32-bit
         | support.
        
           | andrepd wrote:
           | Do people even do LAN parties anymore? x)
        
             | jsheard wrote:
             | They do, but "LAN" has become a bit of a misnomer since few
             | games actually have real LAN play options anymore. If
             | you're playing modern titles then you end up with a bunch
             | of PCs or consoles in the same room all connecting to a
             | remote server over the internet. Internet connections are a
             | lot better than they were back in the day at least.
        
               | wholinator2 wrote:
               | Dang, wouldn't you run into serious internet problems
               | with that? Do modern games use that much data? Could a
               | single internet service handle 6 simultaneous
               | connections?
        
               | FreebasingLLMs wrote:
               | Really is not that much data involved (not counting
               | downloading the game itself). Streaming multi-player game
               | data to/from an individual player can range from like
               | 10kbps to 100kbps depending on the game and scale
               | involved. Remember you are only sending the deltas (and
               | occasional entire refreshes).
        
         | lnauta wrote:
         | I'm still not quite sure how to take this, does this mean that:
         | 
         | We can not fix problematic netcode (this is a running joke in
         | the TF2 comminity)
         | 
         | We can fix game balance issues (that could also be fixed
         | through configs)?
        
         | xyst wrote:
         | Source engine is so outdated at this point anyways. Valve
         | should use the profits from their cash cow, CSGO, and use it to
         | invest in retooling with open source engines such as GoDot or
         | Bevy.
         | 
         | I remember downloading a leaked version of the source code for
         | source engine, and in general it was laughable at how awful it
         | was. I dont know if it was ever discussed mainstream but only
         | based on recollection of IRC chats.
         | 
         | I think it was about 6 months out of date, but even so it would
         | explain why HL sequels would become vaporware despite years of
         | teasing the community by Gabe Newell himself.
        
           | somehnguy wrote:
           | They're already using Source 2 -
           | https://en.wikipedia.org/wiki/Source_2
        
           | celsoazevedo wrote:
           | In case you're not aware, CSGO was replaced by CS2, which
           | uses Source 2.
        
         | anacrolix wrote:
         | oh that's lame :(
        
       | LorenDB wrote:
       | Valve just keeps on winning.
       | 
       | I fear the day that Gaben dies/resigns. Hopefully Valve finds a
       | worthy successor, but it's not unheard of for a company to lose
       | its way after the original generation is gone.
        
         | pityJuke wrote:
         | Off-topic: this is genuinely cool, along with many things Valve
         | do, but Valve does generate a significant amount from gambling
         | (and underaged gambling) so I won't give a complete pass to
         | being a great company.
        
           | doctorpangloss wrote:
           | This is a little complicated. There are many companies that
           | sell gambling products. Nothing special about that. The
           | tragedy is when you list your game on Steam and it gets
           | popular, you are paying Valve 30% for the privilege of
           | finding new users for CSGO and DOTA2. That is how they make
           | money.
        
             | almatabata wrote:
             | And with skin sales. Remember that Valve charges a Tax on
             | every item sale. Every time you sell an Item like a skin on
             | the steam market, valve takes a cut. If they crackdown on
             | the gambling it will impact their bottom line.
             | 
             | As you say, Valve does not directly promote gambling
             | products. They are not like EA with their predatory Fifa
             | super team.
             | 
             | Still a lot of people, including journalists, find that
             | they could do more to protect against underage gambling.
        
               | SXX wrote:
               | I guess it will sounds like I being Valve advocate here,
               | but it's just not only a bottom line. Valve simply dont
               | have headcount to crackdown on many things and neither
               | they have headcount to do lots of predatory stuff too.
               | 
               | Valve is under 400 people and wast majority of them do
               | not work on Steam or specific game like CSGO. Likely each
               | project support team is like 30-50 people at most.
               | 
               | To compare numbers for other companies in 2023-2024:
               | * Epic Games - 4000       * Nintendo - 7,724       * Sony
               | Interactive Entertainment - 12,700       * Take-Two
               | Interactive - 12,371       * Electronic Arts - 13,700
               | * Activision Blizzard - 17,000       * Mircosoft Gaming -
               | 20,100
               | 
               | Might be they do have to go to hire 100 more people to
               | solve this problem and might be it's fully their fault,
               | but expectations many people have of this certainly rich,
               | but small company are not realistic.
        
               | Ekaros wrote:
               | Also looking at things like pirate sites, it would be
               | never ending process. Close one and lock the their
               | inventories and 3 will popup somewhere else. It is
               | unlikely to be solvable issue.
        
               | almatabata wrote:
               | Just because you cannot "solve" an issue, does not mean
               | you should do nothing. By that logic valve should not
               | implement VAC, because after all, cheaters will always
               | find a way.
               | 
               | They play the anti-cheat game of cat and mouse, because
               | if they do not, users will stop playing. No one wants to
               | play with cheaters unless they are cheating.
               | 
               | They could definitely invest some resources into this.
               | But they have no monetarily incentive thus they do
               | nothing. I fully expect legal action or fear of it, will
               | eventually make them do something.
        
               | almatabata wrote:
               | They can definitely hire 2-5 people to do something, and
               | at least try to crack down.
        
             | beeflet wrote:
             | Yeah the 30% cut is insane, and its surprising to me that
             | game publishers tolerate it under steam. But if you look at
             | the PC games market, you can clearly be successful doing
             | the "self publish" route like Minecraft did.
             | 
             | I think just means that valve has turned their DRM into a
             | value-add for the consumer with cloud backups and item
             | trading and such convenience features. And I say this as
             | someone who uses GOG. You look at other competitors like
             | Epic Games Store or EA or whatever and the user interface
             | is bloated and slow, and it is just a pain to use.
        
               | Ekaros wrote:
               | Publishers have discovered that pc gamers prefer Steam
               | over all other platforms. Basically all the big
               | publishers are back on Steam or entering it. After trying
               | to manage outside.
        
               | ZeWaka wrote:
               | Traditional publishers before Steam took even more - this
               | is why companies tolerate it.
        
           | MonitorBird wrote:
           | Underage gambling in the sense of spending real money to
           | redeem things that may be impossible to redeem without
           | spending it? In that case isn't the entire game industry
           | guilty of trying to rip money from the credit cards of
           | unsuspecting parents? Isn't the entire modern web just a tool
           | to suck cash out of cards, or try and get your card sucked?
           | What are we talking about here. I cut my teeth on CS:S, but
           | haven't played much after that. I know the newer games have
           | lootbox mechanics, but I assumed it was for items you could
           | potentially grind? Just like.. every other modern online
           | multiplayer money sucking game that exists. Warframe,
           | Fortnite, Roblox, I dunno. Everything these days seems to be
           | a bloodsucker. Steam gets a full pass from me, I'm not a
           | prude.
        
             | pityJuke wrote:
             | > Underage gambling in the sense of spending real money to
             | redeem things that may be impossible to redeem without
             | spending it?
             | 
             | Critically, Valve allows you to trade items. This results
             | in a couple of downstream effects:
             | 
             | 1. Items have real-world value because they can be traded
             | for money outside of Steam. Multiple sites exist for people
             | to convert items into real-world money (certain rare items
             | have been sold for >$1m [0]).
             | 
             | 2. As these items have value, they can serve as a surrogate
             | for money in casinos, or for sports betting.
             | 
             | 3. This can even lead to money laundering [1].
             | 
             | As such, skins should be considered money, but the sites
             | running these services don't. Therefore, it is trivial for
             | a child to walk into a game store, buy Steam credit, use
             | that credit to buy skins, and then spend that money on
             | literal gambling (as very few sites have KYC). I know
             | because I've actively partaken in it as a child. Even
             | cryptocurrency is harder: most legitimate exchanges attempt
             | to do identity validation.
             | 
             | Some video resources that might be useful:
             | 
             | - Coffeezilla: https://www.youtube.com/watch?v=13eiDhuvM6Y
             | 
             | - People Make Games:
             | https://www.youtube.com/watch?v=eMmNy11Mn7g
             | 
             | [0]: https://www.ign.com/articles/counter-strike-skin-
             | sells-for-o...
             | 
             | [1]: https://www.bbc.co.uk/news/technology-50262447
        
               | chipgap98 wrote:
               | And Valve should get rid of item trading because it could
               | potentially be used this way?
               | 
               | Edit: this is a genuine question. What is the solution
               | here?
        
               | johnnyanmac wrote:
               | It is used this way. Whether you think valve should
               | remove it depends on your disposition on gambling.
        
               | pityJuke wrote:
               | Like, if Valve do want to keep item trading in (and
               | potentially be used this way is an understatement, these
               | are multi-million dollar gambling businesses), they could
               | at least try to stop them.
               | 
               | Valve's enforcement was one round of C&Ds in 2016 (!),
               | and then some technical measures [0] in 2024. For Valve
               | to take heed the problem, they literally had to have a
               | stage invasion at their esport event [1].
               | 
               | [0]: https://store.steampowered.com/news/app/730/view/418
               | 56069942...
               | 
               | [1]: https://internettalk.xyz/blog/cults-vendettas-
               | gambling-how-a... - article I published, Coffeezilla also
               | has a video on this event:
               | https://www.youtube.com/watch?v=q58dLWjRTBE
        
             | jorvi wrote:
             | You throw a $8-$15 into the case slot machine (by buying a
             | key), it usually gives you a crap prize, sometimes its a
             | decent prize, and once every 100 000 - 1 000 000 times you
             | get something great.
             | 
             | You can wrangle that with words in any way you want, its
             | gambling. Same for Team Fortress 2 and stuff like hats.
        
             | keoneflick wrote:
             | I think a few replies have missed a key issue: Valve's CS
             | monetization is the worst in the industry.
             | 
             | Most current monetization for cosmetics allows you to both
             | (1) grind for items without paying anything and (2) if you
             | want to pay, show you exactly what you are paying for.
             | 
             | Even games that still use lootboxes (i.e. don't follow #2)
             | allow you to grind for items.
             | 
             | CS is one of the very few (or only current) game where you
             | can't get a cosmetic without paying (must purchase keys to
             | open lootboxes) and you don't know what you are getting
             | (lootboxes).
             | 
             | It's bad and there is no excuse.
             | 
             | The trading mechanic, which adds a real world value to
             | these cosmetics, and encourages players to pay for
             | lootboxes makes it worse.
             | 
             | People sometimes hate on popular games like Fortnite and
             | COD, but they have way better/more fair monetization
             | practices.
        
               | Toqoz_ wrote:
               | > CS is one of the very few (or only current) game where
               | you can't get a cosmetic without paying (must purchase
               | keys to open lootboxes) and you don't know what you are
               | getting (lootboxes).
               | 
               | You get dropped items through playtime which you can sell
               | on the community market to gain steam wallet funds, which
               | you can then use to purchase most other cosmetics or even
               | games.
        
               | keoneflick wrote:
               | I do not believe CS:GO free tier had any cosmetic drops,
               | only lootbox drops. But I certainly could be mistaken. In
               | either case, any truly free cosmetics were much rarer
               | than other games.
        
           | beeflet wrote:
           | Having played TF2 and such as a kid, the bottleneck was
           | always asking your parents for their credit card or getting
           | steam cards/vanilla credit cards for your birthday.
           | 
           | I think it's hard to form a gambling addiction if you don't
           | really have any money for gambling. You learn pretty fast
           | that you get better value trading than gambling. I don't see
           | how its much worse than baseball cards (we also had "top
           | trumps" and pokemon cards and such).
           | 
           | Looking back on my childhood, I think the effect of internet
           | porn far outweighed the effect of gambling-adjacent stuff
           | like loot boxes.
           | 
           | I think the real victims of gambling in games are usually
           | adults who have a much greater ability to dump their life's
           | savings into a game.
        
             | johnnyanmac wrote:
             | >Looking back on my childhood, I think the effect of
             | internet porn far outweighed the effect of gambling-
             | adjacent stuff like loot boxes.
             | 
             | I think that's more because people don't want to teach
             | children about sex, while people do demonstrate what
             | gambling is early on. Ones much more complex and if you're
             | letting a kid find their own answers unguided, that can
             | potentially be disasterous.
             | 
             | That's not even mentioning theneffect of instilling shame
             | on your own biological body and treating parts of it as
             | taboo. If parents refuse to talk about something, it can be
             | taken as either a bad thing, a scary thing, or a
             | complicated thing.
        
               | Funes- wrote:
               | >I think that's more because people don't want to teach
               | children about sex
               | 
               | Come on now. It's hard to find anything more immediately
               | exciting and alluring than sex, especially for teenagers.
               | The biological imperatives and inclinations are too
               | strong regarding sex for virtually everyone, compared to
               | anything related to gambling. And OP is absolutely right
               | that the barrier to entry is a great deterrent in the
               | case of gambling, as well. Just based on that alone,
               | easy-access, sex-related stuff is always going to have a
               | potentially greater effect on almost anyone, regardless
               | of their previous knowledge about it or warnings received
               | by other people during their childhood.
               | 
               | >people do demonstrate what gambling is early on
               | 
               | Talk about going out on a limb. What are you basing this
               | affirmation on? I don't see any parents lending any word
               | of advice to their children about gambling-like
               | activities, in any case, as most of them indulge in those
               | themselves, let alone their own kids.
        
           | culi wrote:
           | Also they still take a huge cut of profits from game sales.
           | That's 30% of each sale going to the platform (compared to
           | 12% by Epic). Indie game devs suffer if people don't opt to
           | buy directly or from platforms like itch.io
           | 
           | But they have a near-monopoly on the pc gaming market so
           | selling on Steam is a must
        
             | dralley wrote:
             | At least they're funding a lot of useful open source
             | development with that money pile.
        
             | johnnyanmac wrote:
             | It's okay, if you're a AAA company with something like like
             | 25-50m in sales, y9u get a tax cut to 20%
             | 
             | When you put it that way, the model makes so much more
             | sense to matching how the US operates.
        
             | jsheard wrote:
             | In a sense it's worse than that - when the mega-publishers
             | started leaving Steam in favor of their own stores with
             | better margins, Valve conceded by introducing a tiered
             | system where their cut drops to 25% after $10M in sales and
             | again to 20% after $50M in sales. It's deliberately
             | structured to give a discount to the mega-corps which least
             | need it (EA, Ubisoft, etc) while ensuring that indies with
             | no leverage over Valve mostly remain on the 30% bracket.
             | 
             | Even more ironically those indies typically use negligible
             | amounts of Steams infrastructure, while the AAA games which
             | enjoy the 20% revenue share are the ones regularly pushing
             | 200GB downloads though Steams servers.
        
             | CodeArtisan wrote:
             | 30% may be a lot but you get more than a store page;
             | 
             | - anticheat
             | 
             | - voice chat, friend list, ...
             | 
             | - matchmaking
             | 
             | - marketplace for mods, maps, skins, ...
             | 
             | - clips and videos
             | 
             | - forums/ discussion board
             | 
             | - cloud saves
             | 
             | - rankings
             | 
             | An indie would have to implement and host those by itself
             | or rely on third party services.
             | 
             | https://partner.steamgames.com/doc/features/
        
               | BoorishBears wrote:
               | The problem is the margins are so high these digital
               | storefront cuts almost become arbitrary. So to try and
               | come up with a somewhat objective measure... 30% is too
               | much based on their _own_ historical pricing.
               | 
               | Steam was taking 30% when they did heavy curation and
               | hand picked every game. At that point being on Steam was
               | probably as valuable as a traditional publisher
               | distribution wise because just being on Steam assured
               | some level of quality.
               | 
               | Greenlight was the start of the decline in that value,
               | and then with Steam Direct its just officially insane
               | that they're still pricing their cut at the same rates
               | they did at launch.
               | 
               | The value adds you listed also got much easier to build
               | over time and got commoditized. EGS offers most of that
               | for free for example, sans gambling enabling
               | marketplaces.
        
           | kibwen wrote:
           | Especially relevant to this conversation is that TF2 is the
           | game that single-handedly popularized the lootbox model
           | outside of Korea.
        
           | thaumasiotes wrote:
           | Also, their primary reason for existence is to add DRM to
           | software.
        
             | ranger207 wrote:
             | Well, no, Steam provides a bunch of services to gamedevs
             | that might be tied to an account, like matchmaking or mod
             | support. But if the games don't use that they're not
             | encumbered. I've got a bunch of hours in KSP that aren't on
             | my account because I launched the exe through the CKAN mod
             | manager rather than Steam
        
         | koolala wrote:
         | A win would be supporting TF2 Source 2.
        
           | beeflet wrote:
           | Maybe the next step is releasing TF3 or some competitor game
           | to overtake TF2
        
           | wiseowise wrote:
           | Why? TF2 looks and performs amazing.
        
         | sergiotapia wrote:
         | If his son inherits Valve, it's over. He will probably sell it
         | because why not -- he's not a gamer whatsoever.
        
           | nicce wrote:
           | It is less about gaming but more about understanding what is
           | best for the end users.
        
         | MisterTea wrote:
         | To me Valve lost its way as a game developer long ago. What
         | have they released recently? CS 2 in 2023? That IP came from a
         | mod they bought 25 years ago just like every other game they
         | released since HL. The only thing "new" have in the pipeline is
         | a MOBA FPS.
         | 
         | I am however eternally grateful Steam allows me to painlessly
         | run Windows games on Linux so I never have to deal with MS in
         | my personal life ever again. As a game distributor they are
         | awesome. And that is what Valve does best, distribute games.
        
           | AlphaCerium wrote:
           | if by "DOTA FPS" you mean their new MOBA Deadlock, AFAIK it's
           | not related to DOTA in any way.
        
             | MisterTea wrote:
             | Thanks. Yes, I mixed up the acronyms.
        
           | hbn wrote:
           | Yeah seems to me Valve almost entirely stopped being a game
           | developer in the early 2010s after Dota 2. Which I suppose
           | more or less coincides with when PC gaming became a real
           | mainstream alternative to consoles in the gaming space, and
           | it became beneficial to lock themselves in as the PC gaming
           | platform provider.
        
         | andrewmcwatters wrote:
         | I don't know why you think it's Gabe that has the most impact,
         | most of the original team behind Half-Life are gone, and people
         | didn't buy their products for Steam. They bought their games.
        
         | EcommerceFlow wrote:
         | I'd argue the opposite and that Gabe needs to retire (and
         | hopefully have Robin Walker take over).
         | 
         | Valve's release cycle has slowed down to almost nothing, and
         | are just feeding off their cash cows. Gabe is 62 and seems more
         | interested in his Neuralink competitor.
        
       | foxandmouse wrote:
       | The fact that they did this before bothering to recompile it for
       | 64-bit Mac says a lot--Valve clearly doesn't see Apple as a
       | friendly place to do business. Makes sense, with Apple trying to
       | lock game devs into the App Store.
        
         | ender341341 wrote:
         | from various interviews I've seen of folks in the games
         | industry apple has historically been actively hostile to
         | working with game companies, it seems to have softened with the
         | iphone appstore.
         | 
         | People make fun of "devs devs devs" from Balmer but he was
         | heavily right, Microsoft spent a ton to court developers and
         | they got a monopoly on PC gaming as a result.
        
           | foxandmouse wrote:
           | Don't think that's the case anymore, "Game Porting Toolkit 2"
           | seemingly opened the floodgates on gaming on a mac.. It's up
           | to the developers if they think it's worth the time/ effort;
           | but with how great apple the hardware is, and how easy it is
           | to port a game, I think we're going to see a huge influx of
           | mac gaming.
        
             | jsheard wrote:
             | Isn't the Game Porting Toolkit still under that weird
             | license where developers are only allowed to use the
             | DirectX translation layer for "evaluation purposes"? End-
             | users can use it to run Windows games if they want, but
             | AFAICT developers are categorically not allowed to build
             | their own ports around it, they still have to port their
             | game over to Metal the hard way.
        
             | AlexandrB wrote:
             | Given developers' experiences with Apple Arcade[1] I'm not
             | holding my breath. Either Apple just doesn't really care
             | about gaming, or they're culturally unable to provide an
             | environment that would attract game developers. No amount
             | of game porting toolkits will help with this. iPhone still
             | gets plenty of (mobile) games simply because the potential
             | audience is too big to ignore. The Mac doesn't have this
             | luxury.
             | 
             | [1] https://www.macrumors.com/2024/08/01/apple-arcade-
             | frustratio...
        
             | andrewmcwatters wrote:
             | It's not going to happen. No one feels that way in the
             | industry.
        
           | imiric wrote:
           | > Microsoft spent a ton to court developers and they got a
           | monopoly on PC gaming as a result.
           | 
           | I think "courting" is underselling what they actually did.
           | 
           | They invested heavily into building tooling and APIs
           | specifically for games, which eventually powered their own
           | gaming console. They were practically the only company doing
           | this on PCs since the mid '90s, and they became a monopoly
           | because nobody else was focused on this. Developers and
           | consumers jumped aboard because there was nowhere else to go.
           | This is the same reason Steam won. For many years, there were
           | just no alternatives.
           | 
           | Microsoft gets a lot of flack for many things, but they
           | deserve a ton of credit for inventing and supporting the PC
           | gaming landscape as we know it today.
        
             | thefz wrote:
             | Exactly. DirectX is what, 25-30 years old?
        
             | madrox wrote:
             | As much as I'd like to give Microsoft credit for this, I
             | don't think they deserve it. There's multiple historical
             | writeups documenting how management had written off Windows
             | as a gaming platform and did not support the original
             | DirectX project. If it weren't for the tenacity of the
             | original three DirectX engineers who basically did this as
             | a passionate side project the gaming landscape would look a
             | lot different. Microsoft got this monopoly somewhat in
             | spite of itself.
        
         | bearjaws wrote:
         | Mac accounts for 1.4% of users, which is 25% less than Linux...
         | 
         | That is actually more than I thought, but its clear without
         | compatible games there is very little reason to install Steam.
         | 
         | Also, Apple only recently started to be more gaming friendly,
         | so it's really not surprising they would try to port a 20 year
         | old game.
        
           | Kovah wrote:
           | > without compatible games
           | 
           | About 30% of the games I own on Steam would run on my Mac. I
           | think that's quite much for a platform that nobody likes to
           | develop for. But to be fair, I have few mainstream games like
           | CoD, LoL or whatever.
        
           | isametry wrote:
           | (This is probably terribly obvious, but should be mentioned
           | anyway: that's 1.4% Mac and 2.06% Linux users _of Steam_. Not
           | users in general.)
        
         | heliophobicdude wrote:
         | Do you still also need to compile a mac build on a Mac?
        
         | RockRobotRock wrote:
         | You're over-analyzing it. TF2 is 17 years old, and basically
         | has a skeleton crew keeping it running. They simply decided
         | it's not worth the effort. I'm mad about it too, but hard to
         | blame them.
        
       | pityJuke wrote:
       | The official blog post:
       | https://www.teamfortress.com/post.php?id=238809
       | 
       | (Also includes links to recent updates for other Source engine
       | titles)
        
       | Lammy wrote:
       | I hope this is good news for TF2 Classic.
       | 
       | edit: here's the announcement from the TF2C Discord:
       | 
       | ==============
       | 
       | @everyone We'll have more to say later, but you might not be able
       | to launch TF2 Classic for a little bit due to the massive SDK
       | update and public release of Team Fortress 2's code.
       | 
       | We're already preparing for the porting efforts and a potential
       | Steam release now that we've been legally enabled to pursue that,
       | but in the meantime, you will have to shift Source SDK Base 2013
       | Multiplayer to the "previous2021" beta branch that still has the
       | previous revision of the SDK files to continue playing. See the
       | screenshot for an example.
       | 
       | Thank you, and we'll have more news soon!
        
         | __turbobrew__ wrote:
         | Given they call out derivative works of the original games
         | being ok, and those works can be released as new games on steam
         | seems to clear the way for TF2 Classic.
        
       | beeflet wrote:
       | Woah... woah WOAH I wasn't expecting to see this on HN. I've been
       | expecting this for a long time, and if I was valve I would have
       | done something like this a long time ago: release a "final"
       | celebratory content update, port the game to vulkan, and open
       | source the codebase (keeping the item servers and whatnot tied to
       | valve's servers). I don't know if this is the beginning of the
       | end or the end of the beginning of TF2. There have been leaks
       | before but this is huge news.
        
         | Rooster61 wrote:
         | > Woah... woah WOAH
         | 
         | I see what you did there
        
         | HaZeust wrote:
         | Beginning of the end? It's been the end for years - they're
         | passing it off to the community, as they should! The team for
         | TF2 is probably very low double digits now and it's almost 18
         | years old, it's time to outsource the continuing developments.
        
           | Starlevel004 wrote:
           | > The team for TF2 is probably very low double digits now
           | 
           | Double digits? That's very very optimistic. It's closer to
           | like two people.
        
             | HaZeust wrote:
             | Ok, well, the more the reason!
        
             | beeflet wrote:
             | thats more than double digits if you counting the hands at
             | the keyboard
        
           | skupig wrote:
           | The entire TF2 team was famously one guy for years
        
             | sophacles wrote:
             | The janitor did the best work they could... it was just too
             | much for any one human.
        
       | 65 wrote:
       | Wondering if this is so Valve doesn't have to keep updating TF2.
       | It's a 17 year old game and the last real update was Jungle
       | Inferno in 2017. I wonder if it's going to turn into more of a
       | community maintained "sandbox" game.
        
       | sylware wrote:
       | Meanwhile... the "steam client" on elf/linux is still 32bits and
       | hardcoded for x11/GL (nope, no tables of functions with
       | wayland/vulkan/gpu fallbacks...) ... and don't forget about those
       | bash-only scripts carefully using all those (often GNU) niche
       | options of commands...
       | 
       | Oh... and pressure-vessel which pulls linux expensive "user/mount
       | namespace" in for... a desktop system, only for what seems the
       | "I-don't-why-they-cannot" generate clean 64bits ELF binaries,
       | namely with proper glibc ABI selection (see 2nd part of the
       | binutils ld VERSION documentation page, and the man page of the
       | readelf command for auditing those binaries), dynamic loading of
       | core video game interface shared libs (x11/wayland is statically
       | linked/libasound/libvulkan/legacy libGL/libxkbcommon[-x11]).
       | 
       | Oh and lately, I had to build the original lsof command to please
       | the steam webhelper... and there is a liblsof library they could
       | have linked statically...
       | 
       | Valve "linux" devs should be worry putting "valve" on their
       | resume, this could backfire... seriously.
        
       | pie_flavor wrote:
       | The game appears to have been renamed "Frog Fortress 2".
       | 
       | https://github.com/ValveSoftware/source-sdk-2013/blob/0759e2...
        
         | jsheard wrote:
         | I'd guess that's to distinguish it from the official TF2 if you
         | build and install the code without changing the name.
        
       | James_K wrote:
       | I wonder if they'll start accepting pull requests. There are a
       | lot of bugs I'd like to see fixing in the game. I've been annoyed
       | by the Medigun beam not lining up with the model for about ten
       | years by this point.
        
         | RockRobotRock wrote:
         | I really really really doubt it. But hopefully someone can
         | champion a community fork of the game which runs on Steam.
        
       | SXX wrote:
       | I feel like under every news regarding Valve, Steam or their
       | games people tend to find some crazy conspiracies on why Valve
       | did that or didn't do this. When actual truth is that Valve is
       | ~400 people company plus some contractor artists making items for
       | CSGO / Dota / etc.
       | 
       | Valve is not 40,000+ company, not even 4,000+. 400 people. That's
       | it.
        
       | IncreasePosts wrote:
       | Well, now this makes me feel old that I thought TFC was the bee's
       | knees and felt TF2 was too new fangled and fancy so I never got
       | into it.
        
         | sophacles wrote:
         | There's still people getting into it right now, in 2025. It's
         | not too late (and it's a lot of fun...).
        
       | sevenf0ur wrote:
       | As someone who used mod TF2 on the server side, this is
       | fantastic. I've spent countless hours analyzing the binaries in
       | IDA and now you can just open github. This will definitely
       | accelerate new features and bugfixes from the community.
       | 
       | It's about damn time, really. The TF2 source code has already
       | leaked twice. And a group even made a cloned version of the game
       | in an earlier version of the engine. The community support this
       | game still has is massive.
        
       | phendrenad2 wrote:
       | Was this an accident? Why is the link to a github diff? Why is
       | there no announcement?
        
       | wiseowise wrote:
       | So that's why they didn't challenge TF2C this time, it's all
       | coming together.
        
       | njintje wrote:
       | This is the final nail in the coffin for Team Fortress 2, isn't
       | it?
        
       | neuroelectron wrote:
       | TF3 confirmed jk
        
       | koakuma-chan wrote:
       | Valve be like:
       | 
       | Initial commit
       | 
       | +1153568 -222431 lines changed
        
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       (page generated 2025-02-18 23:00 UTC)