[HN Gopher] Valve releases Team Fortress 2 code
       ___________________________________________________________________
        
       Valve releases Team Fortress 2 code
        
       Author : davikr
       Score  : 1773 points
       Date   : 2025-02-18 19:57 UTC (1 days 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
        
               | jamesfinlayson wrote:
               | Yeah last year Team Fortress 2 got the 64-bit update and
               | replaced some commercial libraries. The branch of Source
               | that it's on seems to get periodic security updates too.
        
               | kllrnohj wrote:
               | Source got some significant updates such as HRTF audio in
               | 2016 and Panorama UI in 2018. I don't know if TF2
               | specifically ever got those changes, though, but Source
               | engine itself did as used by CSGO.
        
               | 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.
        
               | doctorpangloss wrote:
               | Yeah. Listen, first person shooters are an enjoyable core
               | loop and player experience. Unreal and Source definitely
               | magically gives you like 80%, and maybe all the hard
               | parts, of making that game.
               | 
               | And of course I appreciate what you do. Thing is if you
               | shoved it into a first person shooter, would it be even
               | more successful? The answer to that question is often
               | yes. Same as Roblox being basically Tavern Brawl but for
               | third person platformers. Coming from a POV of game
               | design for phones, Roblox games suck, but look: they are
               | extremely popular and the clunky format of that engine
               | makes them work. My point is that it's impossible to
               | generalize, but basically there is nothing you could make
               | better with Godot today than with Unity or Unreal, as
               | lamentable as that is, and even the things they make you
               | want to make, it's better to make those things instead.
        
               | SXX wrote:
               | You think that any game will be more popular just because
               | majority of TOP100 titles are 3D FPS-like titles. Problem
               | is that building such a game with modern graphics costs
               | tens of millions of dollars. There are very few companies
               | in the world with budgets big enough to even afford
               | attempt on it and majority of such projects also flop.
               | 
               | If you look past TOP100 most popular games by player
               | count you will find there are hundreds of less popular
               | niche titles and wast majority of them likely not even 3D
               | at all and there is reason for this.
               | 
               | Anyone who tried to start game development company and
               | get their project funded knows that majority of
               | publishers in the world operate well under $500,000 per
               | project. This could sound unreal for US-based person who
               | knows of FAANG salaries, but this is how game development
               | industry is: lots of enthusiast trying to make some games
               | working for penies.
               | 
               | So nope, wast majority of game developers dont need
               | Unreal or even Unity feature set simply because they dont
               | have budget for building modern 3D game.
        
               | doctorpangloss wrote:
               | Ha ha, but _you_ needed Unity 's feature set, didn't you?
               | You don't even belong to "the vast majority."
        
               | 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.
        
               | jamesfinlayson wrote:
               | > Does Source support Metal or Vulkan?
               | 
               | Vulkan support is now there (it was added in the last
               | couple of years). Might not be for all engine branches
               | though.
        
               | account42 wrote:
               | In Source 1? AFAIK that's only via DXVK.
        
               | jamesfinlayson wrote:
               | Hmm I think so, at least initially? I know that Vulkan
               | came to the Linux ports first but I think some of the
               | Windows versions got it too.
        
               | t0b1 wrote:
               | > All the money in the world won't change the fact that
               | Source is an outdated pile of garbage.
               | 
               | Given that the engine has been in, essentially,
               | maintenance mode for almost a decade now, that is not
               | really surprising. A more apt comparison would be Source
               | 2 I assume.
               | 
               | > some events can take half a second to make it from a
               | player's action to another player's system
               | 
               | What are events here? At least in normal source this
               | should be impossible for anything movement/input related
               | as the server processes the input each tick and then
               | distributes that to each client (the Apex implementation
               | should still do this). If it takes half a second to
               | forward such an action, the whole server should hang for
               | this time in the eyes of each client.
               | 
               | > The game's input processing is done in relation to
               | framerate
               | 
               | This is a behavior added by Respawn, not something normal
               | Source does.
               | 
               | > The security and anti-cheat in the game is so hamstrung
               | by Source
               | 
               | That is a really broad claim imo. AFAIK CSGO only had
               | this issue once in its lifetime and that was caused not
               | by an issue in the engine but in the matchmaking service.
               | So isn't it more likely that Respawn just screwed
               | something up?
        
             | chefandy wrote:
             | UE makes their engine source available even if it's not
             | under a permissive license.
        
           | 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.
        
               | kragen wrote:
               | This is a comprehensively incorrect explanation of
               | copyright and contract law.
        
               | lmm 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.
               | 
               | Nope, not true. Work by non employees is only work-for-
               | hire if it falls into one of the qualifying categories
               | and the contract explicitly says that it is work-for-
               | hire.
        
               | zeroq wrote:
               | It's definitely a topic for a CSI: HN, but I think it's a
               | was most likely a part of a larger agreement between a
               | relatively small shop and a behemoth.
        
               | 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,
        
               | rzzzt wrote:
               | The earliest(? - who knows) release of the port is from
               | 1994, ran on 3.x and used the WinG and Win32s API:
               | 
               | - https://www.doomworld.com/idgames/historic/wdoom
               | 
               | - https://www.doomworld.com/idgames/historic/wdoom2
               | 
               | - https://virtuallyfun.com/2011/03/29/windoom-wing-
               | win32s-on-w...
        
               | bitwize wrote:
               | I knew Gaben's initial project was for 3.x and WinG, but
               | I didn't know it was released!
        
               | 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.
        
               | Scuds wrote:
               | I thought Monolith worked on doom95.
        
             | 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?
        
             | yieldcrv wrote:
             | that and the hodgepodge structure of the codebase is
             | probably embarrassing
        
             | lawlessone wrote:
             | ah, that NDA stuff is interesting, that probably explains
             | it.
        
               | chefandy wrote:
               | I wonder how UE manages it. It compiles for consoles but
               | you can download and modify the engine source. The
               | license isn't open but you can still get the source.
        
               | arduinomancer wrote:
               | Not sure about UE but I've worked on other engines and
               | usually you just have an interface that abstracts
               | platform APIs and each platform implements the same
               | interface
               | 
               | The implementations get compiled in based on whatever
               | platform you're compiling for using a bunch of #ifdef
               | statements
               | 
               | In that case it's just a matter of not including certain
               | .h/.cpp files
        
               | jsheard wrote:
               | The source you can easily get access to doesn't include
               | any of the console stuff, you have to prove you're
               | licensed to develop on those consoles to get access to
               | that code.
        
             | znpy 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.
             | 
             | reminds of the whole "opensourcing solaris" drama that
             | Bryan Cantrill talked about in his speech at usenix some
             | ten years ago.
             | 
             | i wonder if the culprit is i18n again, "lol"
        
             | jamesfinlayson wrote:
             | Source does, although within the last year they replaced
             | Miles for MP3 and Rad Games Tools for Bink with tinymp3 and
             | free WebM library.
             | 
             | Probably other stuff there but not sure off the top of my
             | head.
        
               | account42 wrote:
               | You see WebM in quite a few projects that have had Linux
               | ports. Apparently Bink requires separate licenses per
               | platform. OGG is also popular instead of MP3 but with the
               | MP3 patens expired that isn't a legal concern anymore,
               | just a technical superiority one.
        
               | jamesfinlayson wrote:
               | Oh, I didn't realise separate platforms required separate
               | licenses so that makes sense.
               | 
               | And yeah too much effort to re-encode all the game audio
               | most likely.
        
             | ryandrake wrote:
             | > non-trivial amount of third party code, including console
             | stuff which is under strict NDA
             | 
             | This just seems like a lazy excuse. Ok so some of the code
             | can't be released. Fine, what stops you from open sourcing
             | the rest of it that isn't licensed? The OS community will
             | surely fill in The blanks.
        
               | Imustaskforhelp wrote:
               | exactly.
               | 
               | I do think that the source code of source was leaked. Its
               | just that valve has to themselves give the code of
               | source. FLOSS community would really do it. Trust me.
        
               | account42 wrote:
               | Well for the FLOSS community to do anything Valve would
               | not just need to release the coede but also put it under
               | a free software license, which isn't the case even for
               | the game code released here.
               | 
               | Modders in general won't care though.
        
               | L3viathan wrote:
               | Well in a sense you are right that it is lazy, in that it
               | would be quite a lot of work to disentangle those parts.
               | 
               | So they could probably do it, but it would be costly,
               | while just releasing the TF2 code is basically free.
        
               | lupusreal wrote:
               | Don't bother with subtle disentanglement. Just take an
               | axe to it and release a broken mess. It will be fixed and
               | running within a month.
        
               | trinix912 wrote:
               | It depends on how the code is structured. It might be
               | that the licensed parts are sprinkled throughout the
               | functions, or that they would have to reorganize things
               | to not reveal too much about a specific NDA'd technology
               | (like a console SDK)... The resulting code might end up
               | being just as useless as no code at all, and I assume it
               | would be very hard to get the management to allocate
               | resources for that.
        
               | account42 wrote:
               | Perhaps, but a multiplatform codebase won't call the
               | console SDK directly from hundreds of random functions.
               | And even if the developers were that crazy those calls
               | need to be excluded when building for other platforms so
               | can also be stripped form the source code in an automated
               | fashion.
        
               | xienze wrote:
               | > Perhaps, but a multiplatform codebase won't call the
               | console SDK directly from hundreds of random functions.
               | 
               | You'd think so, but some developers have a very
               | adversarial relationship with abstractions, such as
               | abstracting away platform-specific code behind a common
               | interface. It happens more often than you'd think.
               | 
               | > And even if the developers were that crazy those calls
               | need to be excluded when building for other platforms so
               | can also be stripped form the source code in an automated
               | fashion.
               | 
               | So they're going to leave people code that either doesn't
               | compile or, if it does, doesn't work? And what's stripped
               | out may have very important technical considerations that
               | might only be known based on which function calls were
               | yanked out.
        
               | ryandrake wrote:
               | > So they're going to leave people code that either
               | doesn't compile or, if it does, doesn't work?
               | 
               | I think that in general, potential open source developers
               | would not care at all about that. Some code (that doesn't
               | yet work) is better than no code. As someone else
               | mentioned, a motivated open source group could probably
               | easily fill in all the missing gaps within a month.
        
               | mtkd wrote:
               | There is always the risk that some of the code (non 3rd
               | party) may look a lot similar to code of a previous
               | employer of the person that committed it
               | 
               | It's all legal risk with little commercial upside
        
             | zbendefy wrote:
             | Not just that, they had specific renderer backends, one for
             | GeForce, one for GeForce3, one for Radeon 8500 that they
             | had to cut out as they used proprietary information or code
             | perhaps.
        
             | skhr0680 wrote:
             | > I think the only thing they had to cut out for legal
             | reasons was the patented shadowing algorithm in Doom 3.
             | 
             | I remember that being somewhere in the neighborhood of 1
             | LOC to fix, and exactly where to change it was "common
             | knowledge" the moment the source came out
        
               | account42 wrote:
               | It's quite silly that depth fail shadow volumes were ever
               | granted a patent.
        
             | vanderZwan wrote:
             | I recall Ton Roosendaal saying something similar about the
             | origins of Blender: convincing his then-employers to let
             | him open source the original abandoned engine was a huge
             | hassle, but the lack of third party code blocking it helped
             | a lot.
        
               | zeroq wrote:
               | I had similar experience working for BigCo.
               | 
               | On one hand, at one point we had CEO and CTO publicly
               | stating in townhalls that they want us to be a
               | technological forefront and looking for ways to showcase
               | our capabilities. At the same time it was virtually
               | impossible to open source even something as trivial as a
               | string formatting library, because once you started
               | talking to stakeholders about approval their POV was that
               | it's part of a project that took X amount of employees Y
               | amount of time and that equation is in millions, so that
               | has to be really valuable.
        
               | jandrese wrote:
               | Middle managers look at that XKCD comic[1] and say "we
               | need to buy out that guy in Nebraska and monetize it".
               | 
               | [1] https://xkcd.com/2347/
        
             | account42 wrote:
             | Even for the source release we have gotten it's not too
             | uncommon that some proprietary middleware is missing and
             | needs to be replaced before being able to build the code.
        
           | 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...
        
               | jamesfinlayson wrote:
               | There have been a few attempts to replace VPhysics
               | (Valve's library built on top of Havok:
               | https://vghe.net/source-engine.html#vphysics
               | 
               | They seem fairly functional but not fully drop-in
               | replacements.
        
               | account42 wrote:
               | It's not like the Havok-using version of HL2 right now on
               | Steam is free from physics bugs. Bugs can be fixed.
        
               | magicalhippo wrote:
               | Of course, just feels like a physics engine is a few
               | steps harder than many other dependencies.
               | 
               | For example, one of the bugs might be inadvertently
               | relied on in one of the map puzzles, unbeknownst to the
               | map creator.
        
             | 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.
        
               | jamesfinlayson wrote:
               | Yeah doesn't seem like their strategy - probably much
               | more profitable to run Steam and take a cut from huge
               | volumes of game sales than to try and license an engine
               | to as many companies as possible.
        
               | iskela wrote:
               | But giving an engine to developers to make games for free
               | (to them to release on steam) would bring more merch and
               | volume to the store
        
               | jamesfinlayson wrote:
               | I think that was the case with Source 1 - I can't
               | remember the details but if you licensed the engine and
               | released it exclusively on Steam I think there were
               | favourable terms.
               | 
               | But maybe this wasn't execute well enough? Maybe Steam
               | was too in its infancy to attract highly profitable
               | licensees? Most of the non-Valve games made on Source 1
               | weren't big-budget AAA games so it was likely only a
               | modest return on investment.
        
               | AJ007 wrote:
               | The economics of a game engine engine business are
               | grossly inferior to an app store. Steam charges 30% of
               | gross (25% at high volume), Unity charges by seats and
               | not fees after (huge backlash when they tried to go the
               | other way and indies bailed to GODOT.) Unreal Engine
               | 3.5-5% and maybe some seat fees now.
               | 
               | If you were a developer you are looking the other way,
               | getting those app store fees down.
               | 
               | The App Stores - Steam, iOS, Google Play, are making
               | higher margins per game than most game devs, and that's
               | based on hard numbers not a guess. There is no meaningful
               | way for game developers - artists, programmers, and
               | everyone else involved - to make more money other than
               | getting rid of the app store fees.
               | 
               | There is a whole explanation about network effects here,
               | and endless debate about what the fees should be. There
               | is a cost to sell a game and it is not small. Several
               | percent just go to credit card processing, refunds, and
               | fraud. More has to go for the infrastructure to deliver
               | games and updates. Then there has to be some margin. Then
               | there maybe should be a premium that goes to the "app
               | store" so that developers don't have to worry about
               | distributing their app to thousands of locations. There
               | is another premium that really is delivering demand for
               | the game in the first place. Many sales would never
               | happen on Steam if the users were not shown the game as
               | featured or recommended. Most developers have no problem
               | paying 30% for a sale that would otherwise never have
               | happened.
               | 
               | However, if I went back in a time machine to 1999 when
               | you drove to a retail store to pick a game box off of a
               | shelf, and you told me some arbitrary application would
               | get to take 30% of all game sales decades in the future,
               | I would have said that's fucking crazy. More developers
               | should be able to seamlessly sell their games direct to
               | their players, and I'm not entirely sure why they don't.
               | Selling a digital item online is definitely simpler than
               | developing a successful game.
               | 
               | Edit: And if you look at Unity's financials they are in
               | real trouble and probably will only survive if another
               | larger, profitable, company acquires them. Not a great
               | feeling for game developers who might suddenly be paying
               | Facebook/Meta or someone worse their license fees.
        
               | fngjdflmdflg wrote:
               | The question is do they need all those tools and third-
               | party addons to meaningfully compete with Unreal? Or is
               | it enough to not have to pay the Unreal license fee? I
               | don't know. Many (most?) AAA studios have their own game
               | engine and they are not bothered by not having access to
               | third party tools and addons. There are large AA studios
               | that are still using CryEngine for new games, and I doubt
               | there is a large ecosystem for that (although I don't
               | actually know). At the same time, those studios have more
               | money and employees to build those tools on their own. I
               | imagine Valve also has a lot of internal tools that they
               | could potentially release as well. Perhaps it's my own
               | desire to see the industry converge on a high quality
               | open source engine (which they can then heavily modify to
               | their needs) that is blind-slighting me here.
        
               | MindSpunk wrote:
               | > They gain almost nothing by having it closed source
               | 
               | That's not really true. As a strictly internal engine
               | they gain the massive benefit that the only users are
               | themselves. They don't have to make affordances or adjust
               | for third party users. If they released it with no
               | intention to play nice with the community then all they
               | open themselves up to is criticism and bad press when
               | they inevitably break third party users. To keep their
               | nice internal workflows without more engineering effort
               | would make the release a dump of the source tree and a
               | "have fun" message pledging zero support.
               | 
               | Often in internal engines there are lots of workflows and
               | tools that only work with access to the company's
               | internal network. Things you can't make public. I work on
               | (a different) internal AAA engine and our build system
               | would not work without access to our internal network
               | even if you had a dump of the entire source code. Do you
               | rip that out or modify your internal workflows? Not so
               | free to release it anymore.
        
               | fngjdflmdflg wrote:
               | You're right. I was more thinking of "they gain almost
               | nothing by protecting their copyright over the engine" as
               | in having a competitive advantage using their engine as a
               | secret sauce. Because Valve is barely in the game dev
               | industry to begin with and makes most of their money from
               | steam sales. But yes they would have to either support
               | the engine or make the decision to not support it.
               | 
               | >when they inevitably break third party users.
               | 
               | Wouldn't versioned releases solve this issue? You can
               | ship a new release every 3 years (lets say) and
               | developers would expect things to break between versions
               | which is the case for all engines.
        
               | Gollapalli wrote:
               | Honestly, a source dump with a "have fun" message is
               | pretty useful. Adding a bit of documentation and some
               | technical notes on how and why things work the way the
               | work is gold.
               | 
               | I haven't spent _that_ much time reading the doom3
               | codebase, but when I go "I wonder how that should work,"
               | it's a decent place to look.
               | 
               | Having a base of useful code to read that's better than
               | anything you've written is always a good thing.
        
               | Ragnarork wrote:
               | > They don't have to make affordances or adjust for third
               | party users. If they released it with no intention to
               | play nice with the community then all they open
               | themselves up to is criticism and bad press when they
               | inevitably break third party users
               | 
               | I kinda get this but also don't get this. You can always
               | open source something without giving any guarantees to
               | third-party users about stability, feature requests,
               | etc., no?
               | 
               | It would still be useful as just having the possibility
               | to look into the code, and if someone want to build on
               | top of it, then they know the context and have to accept
               | the conditions.
        
               | motoxpro wrote:
               | But then what is the benefit to them? If the don't
               | maintain the repo (benefit from bug fixes, features,
               | security, etc) and it's free for people to build on, how
               | does that make them money?
        
               | account42 wrote:
               | By having people make better mods/games that they then
               | likely release on steam because it's very Source-
               | friendly. Even for free games this drives more users to
               | Steam and keeps existing users from leaving so it's a
               | benefit for Valve.
        
               | account42 wrote:
               | Zero/minimal support is the norm for game source code
               | releases.
        
             | thescriptkiddie wrote:
             | surely the engine links to rather than contains proprietary
             | third-party code. professional software developers wouldn't
             | just copy-paste from another codebase into their project,
             | right? that would be insane.
        
               | aprilnya wrote:
               | :)
        
               | jamesfinlayson wrote:
               | Definitely some copy+paste - the ICE encryption code is
               | copy+pasted and is there in the SDK.
        
               | account42 wrote:
               | > professional software developers
               | 
               | If you ever meet any you should ask them.
        
           | 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.
        
               | ZeWaka wrote:
               | That was a throwaway false joke on Reddit that the
               | community has spread, this isn't true. It's just an
               | unused texture from an old update.
        
             | account42 wrote:
             | Are you implying Valve has a repoutation for high quality
             | code? Because I don't think user of Steam or their games
             | shares that view.
        
           | 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
        
               | jsheard wrote:
               | I've heard its style described as the product of someone
               | understanding good design but doing the exact opposite of
               | that out of spite, which seems pretty fitting.
        
             | KronisLV wrote:
             | O3DE came from Amazon Lumberyard which came from CryEngine,
             | so it's quite possibly one of the better looking open
             | source 3D game engines that you can currently get, no
             | strings attached: https://github.com/o3de/o3de
             | 
             | Sadly, you need to put in a lot of work to get good results
             | out of it (neither of its predecessors had a reputation for
             | being easy to work with) and for whatever reason many
             | studios aren't exactly rushing to invest a bunch of time
             | into it (many just go for Unreal Engine 5, or stick with
             | Unity etc., indies often opt for Godot), so you don't get
             | much past simple example projects. Part of this is probably
             | that it never generated a lot of hype or much of a
             | community around it.
             | 
             | Godot has a big community around it and is maturing pretty
             | quickly, the early versions were pretty rough when it came
             | to 3D (2.X and 3.X), but it's better now. Not as stable as
             | Unity or Unreal but those have had the advantage of lots of
             | years of work put into them, by more people than Godot has
             | up until now.
             | 
             | There's also more niche options like Stride
             | (https://www.stride3d.net/) and Flax
             | (https://flaxengine.com/) but they suffer from the same
             | issues as O3DE, even if otherwise are promising.
        
               | pnw wrote:
               | Based on the Github commit history, O3DE started dying
               | off in 2023 and never recovered. There is still not a
               | single shipping game in https://o3de.org/showcase/
               | either.
        
               | bangaladore wrote:
               | That's because its basically impossible for a normal
               | developer to use CryEngine (what this is based on).
               | CryEngine was always an industry engine. Its very complex
               | and has poor documentation.
               | 
               | My guess is the primary use for this is going to be corps
               | cloning it for their own internal use, whatever that
               | might be. I see lots of huawei-aligned commits.
        
           | 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
        
             | ZeWaka wrote:
             | Because almost all AAA games are built using in-house
             | engines.
        
               | account42 wrote:
               | You mean in Unreal Engine.
        
           | 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/
        
             | djmips wrote:
             | They've given out Source 2 to others AFAIK.
        
               | jamesfinlayson wrote:
               | To who? It seemed like Source 2 licensing wasn't really
               | on their radar.
               | 
               | https://vghe.net/source-2-engine.html#source-2-engine-
               | games shows Valve almost exclusively.
        
               | svelle wrote:
               | It was on their radar. There's an old slide deck where
               | they talk about releasing source 2 for free akin to
               | unreal. But they scrapped that idea and gave the code to
               | facepunch/Garry instead, for s&box to fill that hole.
        
               | jamesfinlayson wrote:
               | Ah okay - I wasn't really paying any attention when
               | Source 2 first came out but looking back now it hasn't
               | been used for a whole lot of games.
        
               | djmips wrote:
               | Yes, OK I worked on Source 1 game (external to Valve) and
               | before I left I was told that it was going to be moving
               | to Source 2. I guess it left me with the impression that
               | it was going to happen - apparently not? I followed up
               | and it turns out that game moved over to UE.
        
               | jamesfinlayson wrote:
               | Which game out of curiosity?
        
               | Nition wrote:
               | I don't think this is correct, but happy to be proven
               | wrong if you can find one.
        
             | Imustaskforhelp wrote:
             | Is sbox closed source ?
        
               | Rohansi wrote:
               | Yes it is. The C# side of it is growing and that is easy
               | enough to decompile though, if you're just curious.
               | That's custom to S&box though and not a part of Source 2.
        
           | greenchair wrote:
           | maybe its release could lead to more attacks or cheating?
        
           | lawlessone wrote:
           | They are probably still working on something with it?
        
             | jamesfinlayson wrote:
             | Yes, there are still a bunch of their games running on
             | Source. I can understand Dota 2 and Counter-Strike: Global
             | Offensive being moved to Source 2 but the rest will stay as
             | it's not worth it.
        
           | pmarreck wrote:
           | I filed a bug based on this:
           | 
           | https://github.com/ValveSoftware/source-sdk-2013/issues/624
        
             | Imustaskforhelp wrote:
             | so sad that people are shaming you for writing this , I
             | think you spoke the silent part out loud , but that takes
             | courage. I thank you man.
             | 
             | PS: I am the guy who wrote the long paragraph about
             | crowdfunding.
             | 
             | After reading the hackernews , it became evident that yes
             | it would be nice for foss source code but its never gonna
             | happen because its gonna take effort and money for valve
             | for what? they might not do it , because I guess they are
             | there for making money ?
             | 
             | I believe that crowdfunding is the way to go , Instead of
             | forcing companies to give what we want for free , we need
             | to provide an incentive for them.
             | 
             | This crowdfunding could also be a great PR for valve itself
             | as well. Crowdfunding is the win-win situation I could
             | think of , but oh I am more than happy to eat my own word ,
             | if I can get source's source code and really run team
             | fortress 2 fully open source.
        
             | Imustaskforhelp wrote:
             | But in my honest opinion , that rm -rf lawyers part was
             | just a little bit less thought out and unprofessional and
             | git push origin --all
             | 
             | Maybe remove that part if you really want valve to listen
             | to this professionally please ?
        
               | pmarreck wrote:
               | fair enough, on it, was trying to be funny
        
           | DiggyJohnson wrote:
           | Is there any relationship between those OS engine and the
           | source model?
        
           | lloeki wrote:
           | > Hard to understand their stance on keeping Source closed
           | 
           | Forget Source, what about GoldSrc.
           | 
           | ... which was based on Quake which is now GPL.
           | 
           | There's Xash3d which lives in a kind of licensing limbo
           | because it was developed _mostly_ from scratch except for
           | some header files which could now be replaced by GPL
           | QuakeWorld ones yet the current Xash maintainers can 't do
           | anything about it because they're tainted by non-clean-
           | roomness.
           | 
           | Even if the above issue was solved, this is about the
           | _engine_ ; the HL1 _game_ code (the  "SDK") is open but
           | licensed by Valve in a way (MIT-ish permissive with a non-
           | commercial clause) that is incompatible with the GPL.
           | 
           | This makes both legally undistributable as binaries together.
        
           | __jonas wrote:
           | It's a fair question to ask but I wish people wouldn't spam
           | the project with embarrassing LLM slop filled issues like
           | this:
           | 
           | https://github.com/ValveSoftware/source-sdk-2013/issues/624
           | 
           | I don't think it reflects well on this site either
        
           | novabridge wrote:
           | Ever since I joined the industry, I've heard that many
           | companies are reluctant to open source code because it's so
           | bad that if they did, no one would dare use their products. I
           | guess Source is one of them.
        
           | eddieroger wrote:
           | Aside from the good middleware licensing arguments, if my
           | memory serves me, Valve employees get to shift their work to
           | what interests them at the time, and who knows what tidbits
           | of could-be versions of HL3, Portal 3, or other interesting
           | but unannounced (let alone unreleased) games could be in
           | there.
        
           | AlienRobot wrote:
           | When Winamp published their source code on Github, not only
           | did they breach third party licenses, but they also had to
           | deal with trolls who across the entire Internet that wanted
           | to make a show out of them. It's hard to blame developers for
           | avoiding open sourcing when you may not get anything out of
           | that except for criticism.
        
           | xandrius wrote:
           | I am not sure I'd even remotely compare Source to Godot,
           | never touched the other ones though.
        
           | JojoFatsani wrote:
           | Is there still some structural Source underlying the cash cow
           | of CS2?
        
         | 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.
        
               | maccard wrote:
               | Like this exact thread where they release the game and
               | the top comment is "but the engine isn't available".
        
               | account42 wrote:
               | This is just concern trolling now. Game source code
               | releases are often not 100% complete due to parts that
               | coulen't be released.
        
             | 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.
        
           | jamesfinlayson wrote:
           | There are still games being developed on it:
           | https://vghe.net/source-engine.html
           | 
           | There are maybe four still in development and due hopefully
           | this year, plus Apex Legends is still going strong.
        
             | account42 wrote:
             | "games" here being mods and indie games. I doubt Valve is
             | making much if anything in engine licensing fees from
             | these.
        
         | 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.
        
               | NoahKAndrews wrote:
               | I think the point is that you're not legally allowed to
               | borrow its techniques
        
               | account42 wrote:
               | Something as abstract as "techniques" is in general not
               | copyrightable. Worst case, there is a software patent but
               | that is not something that is granted automatically.
        
               | Gigachad wrote:
               | It's not open source but it is free
        
             | ZeWaka wrote:
             | There's quite a lot of information given out on engine
             | programming and 'tricks' at GDC every year. Some great
             | talks by Unreal, Bungie, Guerrilla Games, etc...
        
           | sneak wrote:
           | IIRC (from memory) it was called Source because it was a
           | derivative of the Quake 2 engine that id gave them a copy of
           | after a meeting (on a cd simply labeled "source") even before
           | they had a contract in place.
           | 
           | If this apocryphal story is true, they might only have a
           | license to it (making it a derivative work) and depending on
           | the terms of their licensing agreement from id they might not
           | be able to do that without having their legal people talk to
           | ZeniMax's (they bought out id software and are their parent
           | company now) lawyers, which runs to thousands of dollars in
           | pure costs even if everyone is totally cooperative and on
           | board and wants to make it happen immediately.
        
             | jsheard wrote:
             | The story goes that the name comes from their version
             | control system. When they licensed the Quake engine (the
             | original one, not Quake 2) they started a repository
             | imaginatively called "src" to iterate on it. As Half Life 1
             | approached completion that was forked into a stable branch
             | called "goldsrc", which became a semi-official nickname for
             | the HL1 engine, while more experimental work continued on
             | the original "src" branch which eventually grew into...
             | Source.
        
             | Merad wrote:
             | Close, but it's a little different. When they were making
             | Half-Life their code was in a 'Src' directory. Around the
             | time HL1 released they forked the code into a `GoldSrc`
             | directory so that they could start moving ahead with other
             | projects in Src. Internally they used "source" and "gold
             | source" to refer to the HL2 vs HL1 engines, and it stuck.
        
         | 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).
        
               | superb_dev wrote:
               | Latency is a lot more important than throughput for
               | online games
        
               | nightpool wrote:
               | Lots of competitive games still have LAN options because
               | they're basically required for reliable in-person
               | tournaments. I'm familiar mostly with Nintendo games like
               | Smash, Splatoon 3 and Mario Kart but even very modern
               | games like Valorant have the technical ability to run LAN
               | servers (even if the game's publishers keep the actual
               | LAN servers closely guarded and only use them for large
               | in-person events). And of course CS and LoL and similar
               | have LAN modes
        
             | josefx wrote:
             | A fun weekend playing mostly older games once or twice a
             | year.
        
             | pathartl wrote:
             | We do, sprinkled throughout the year. Or sessions see
             | ~20-24 people and last about 14 hours.
        
           | Maken wrote:
           | There is still a chance for that. Since the HL2 anniversary
           | update Valve seems to be moving their old titles to the
           | modern 64 bits branch of Source.
        
           | Angostura wrote:
           | Me too. Loved playing it and I'm sad
        
         | 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)?
        
           | jamesfinlayson wrote:
           | > We can fix game balance issues (that could also be fixed
           | through configs)?
           | 
           | I think some of these fixes were through something a bit more
           | complicated like sourcemod which hooks various methods.
        
         | 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.
        
           | daelon wrote:
           | It's just Godot, fyi.
        
           | djmips wrote:
           | It's pretty easy to criticize the Source Engine source code
           | but y'know it worked!
        
           | shdh wrote:
           | Source 2 is quite a decent engine. Their level building tools
           | with Hammer are top notch.
           | 
           | Volumetrics, physical sound, pbr, great snapshot based
           | networking.
           | 
           | Godot doesn't really come close.
        
         | anacrolix wrote:
         | oh that's lame :(
        
         | chamomeal wrote:
         | I didn't realize source wasn't open source. Aren't titanfall
         | and apex legends made with a modified source engine? I guess
         | respawn licenses it from valve?
        
         | Imustaskforhelp wrote:
         | can we not create a legal open source "source emulator".
         | 
         | I am asking this from a total legal standpoint.
        
           | ripdog wrote:
           | "Emulator" is the wrong word, but the answer is yes. The word
           | you actually meant was "re-implementation" - writing a
           | completely new, clean-room program which reads Source data
           | files (levels, assets, scripts) and allows the user to play a
           | Source game is perfectly legal.
           | 
           | It is necessary to avoid distributing any copyrighted
           | material, so the user must provide the game assets from a
           | legitimate copy for using the program to be legal. In
           | addition, the 'clean-room' must be maintained by ensuring
           | that no contributors to the re-implementation have ever seen
           | the source code for Source, or they become tainted with
           | forbidden knowledge.
           | 
           | Indeed, it's quite common for beloved old games to be re-
           | implemented on new codebases to allow easy play on modern
           | OS's and at high resolution, etc.
           | 
           | See https://github.com/Interkarma/daggerfall-unity,
           | https://openrct2.io/, https://github.com/AlisterT/openjazz
        
             | zamalek wrote:
             | A somewhat notorious example of "never having seen the
             | proprietary code" was the whole Mono and Rotor fiasco.
             | Rotor was a source-available implementation of .Net
             | (Framework, Core didn't exist), with a highly restrictive
             | license. _If memory serves,_ someone had read the Rotor
             | source and contributed to Mono: causing a legal nightmare.
        
       | 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.
        
               | jmb99 wrote:
               | > As you say, Valve does not directly promote gambling
               | products.
               | 
               | Counter strike cases are a gambling product. They cost
               | money to buy, they cost money to open, and they reward
               | with an item worth real money. This is indisputable, and
               | arguing otherwise is either in bad faith or due to
               | ignorance of the platform and surrounding ecosystem.
               | 
               | Valve wouldn't be making over a billion dollars a year on
               | case openings alone if the outcome of opening a case was
               | worthless 100% of the time.
        
             | 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.
        
               | softawre wrote:
               | Which is true because people already have large Steam
               | game libraries. I barely game anymore but I must have
               | 3000 games in Steam.
               | 
               | Epic is gnawing at the lead, at least with me, as they
               | give out a free game every week. I must have 300 games in
               | Epic - I've even paid for a few.
        
               | ZeWaka wrote:
               | Traditional publishers before Steam took even more - this
               | is why companies tolerate it.
        
               | account42 wrote:
               | Minecraft is the exception that proves the rule. You
               | really need to get lucky to make it big without being on
               | Steam.
        
               | fhars wrote:
               | From what I gather about the game market, you need to get
               | lucky to make it big being on Steam, too.
        
           | 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
        
               | jmb99 wrote:
               | The solution is fairly straightforward. The list of
               | gambling and item-selling (for real money) sites is
               | finite and known. Valve could either stop allowing their
               | bots to trade items, or (even more usefully) ban and burn
               | any items that pass through those sites.
               | 
               | The problem is, if you can no longer cash out the items
               | for real money, they're going to lose a lot (>95% I'd
               | guess) of their value. Nobody wants $25k of steam wallet
               | money, they want $25k, period. This would be terrible for
               | valve, since it would severely diminish the value of all
               | items (thus diminishing their cut of every on-platform
               | sale), as well as cut the demand for unboxings (which
               | they of course also make a cut on). Valve obviously cares
               | more about their money printer than the fact that it
               | facilities children gambling, so they do nothing.
               | 
               | It's pretty easy to see why they allow this. They made
               | over a billion dollars in 2023 on unboxings alone,
               | ignoring the sale/trade fees. I doubt anything will
               | change without a major US lawsuit, which I doubt will
               | come any time soon if it hasn't already.
        
             | 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.
        
               | jmb99 wrote:
               | I don't believe you get any drops without Prime, period.
               | But even if you only get lootboxes, they also have value
               | and can be sold on the marketplace (which is what I do
               | with all of mine).
        
           | 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.
        
               | johnnyanmac wrote:
               | >t's hard to find anything more immediately exciting and
               | alluring than sex, especially for teenagers.
               | 
               | And? More reason to educate them early. Similar to why we
               | have a strong desire while young to devour sweets. Now
               | imagine we ignore diet and leave a kid to eat whatever
               | they feel like.
               | 
               | >compared to anything related to gambling.
               | 
               | My theme is education and awareness, not playing a one up
               | contest on what is worse. Could we both agree that these
               | are factors to teach to kids early?
               | 
               | >What are you basing this affirmation on?
               | 
               | My upbringing and education? You think 3rd/4th graders
               | learning about "number cubes" won't equate that to
               | gambling? They also love talking about card games later
               | on. Parent taught me plenty of common games as well,
               | alongside Dominoes. And ofc Z the media. Kids have eyes
               | and can see adults gamble. They don't need a deep dive
               | into a dedicated class to learn the deal (but yes, I was
               | taught that gambling is bad).
        
               | globular-toast wrote:
               | Curious how you think education would help with porn. I
               | had sex education prior to puberty. I still think porn
               | was enormously harmful.
        
               | johnnyanmac wrote:
               | Ymmv as always. There will always be great and not great
               | teachers. Really hard to judge on any individual case.
        
               | globular-toast wrote:
               | But what would a great teacher teach them? That's what
               | I'm curious about. Is this just an awareness thing? Like
               | say "by the way, porn exists, but wanking off to it is
               | nothing like real sex and it might make the real thing
               | worse". Is this accepted now, or is it still just one
               | dude's theory (the your brain on porn guy)?
        
               | johnnyanmac wrote:
               | The earlier times tried and failed with that fear based
               | approach. Worked about as well as D.A.R.E. I hope Manu
               | schools learned by now that you can't just turn off a
               | teenager's sexual curiosity and that casting it off as
               | taboo only strengthens such curiosity.
               | 
               | You're not trying to sway people away from internet porn,
               | you're telling people how sex actually works in reality.
               | My teachers taught about the basic biology of genetalia
               | (especially wrt sexual function), how to perform safe
               | sex, STD's, Pregnancy, and school resources (we had
               | condoms at the nurses office, for example).
               | 
               | I feel those are the basics needs everyone should he
               | taught. A decent teacher would also have an open Q&A
               | about sex and help in dispelling any potentially bad
               | notions learned from elsewhere. The best lessons come
               | from.those who seek knowledge themselves.
               | 
               | It's not perfect. I wish my education also taught more
               | about genetalia care (there's still so so much
               | misinformation about foreskin) and dove more into what
               | consent actually is (that was more in college). But the
               | point was to counter balance whatever people was seeing
               | on the internet, not necessarily demonize it. Just like
               | how understanding how to calculate probability can change
               | your approach to gambling, learning more about your body
               | and other humans' behavior can change your approach to
               | how you interpret porn online. Even if people continue to
               | consume it after being educated.
        
               | softawre wrote:
               | I'm a parent to 11/7 year olds, and just yesterday we
               | were talking about how dangerous and addictive gambling
               | is. If you ask them about gambling they will say "it's
               | for stupid people". I doubt it's super common but I'm
               | sure others are doing it if I am.
        
           | 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.
        
               | adra wrote:
               | Don't forget about their REAL expenses: credit processing
               | fees and chargebacks.
        
               | account42 wrote:
               | Those are not even remotely close to 30%. If the cut was
               | based on real expenses for services provided you'd see it
               | change over time. That it's been stuck ack 30% for so
               | long shows that there is only one reason for such a high
               | cut: because they can get away with it.
        
               | righthand wrote:
               | Most games don't have or need that functionality.
               | Charging 30% because you could use that stuff if only you
               | put in the development time is pretty rich thinking.
               | 
               | For example the Forums feature is seen as a plague, many
               | of the forums on Steam are filled with neo nazi content
               | and spam.
        
           | kibwen wrote:
           | Especially relevant to this conversation is that TF2 is the
           | game that single-handedly popularized the lootbox model
           | outside of Korea.
        
             | rightbyte wrote:
             | Ye it was unfortunate. I remember at the time I thought it
             | was silly but innocent. I don't think I even knew you could
             | buy loot boxes for money.
        
           | 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
        
             | wingerlang wrote:
             | I assumed this is what they are trying to do with Deadlock
             | [0]?
             | 
             | [0] https://store.steampowered.com/app/1422450/Deadlock/
        
               | Corrado wrote:
               | I tried playing Deadlock for a bit but it seems too much
               | like an Overwatch clone. I like TF2 for it's simplicity
               | and visual ease. Some of the current FPS games just
               | clutter up the screen with soooo much stuff ... it's hard
               | to see what I'm trying to shoot. Maybe I'm just old but
               | having too much stuff on the screen is distracting and
               | knocks my enjoyment way down.
        
           | wiseowise wrote:
           | Why? TF2 looks and performs amazing.
        
             | datenyan wrote:
             | TF2 definitely looks amazing, but it very much does not
             | perform amazing - at least, not anymore.
             | 
             | Source really wasn't built for the amount of particles
             | present in the cosmetics (especially the "Unusuals")
        
               | wiseowise wrote:
               | Ah, you mean modern cancer. Solution is to return to pre
               | 2012 era, not try to bandaid disease.
        
               | schmorptron wrote:
               | They ported it to 64Bit proper last year, and that helped
               | performance on modern systems a bunch! Of course, it's
               | still a far cry of being able to run on the hardware of
               | the time it came out in 2000.
        
         | 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.
        
             | sundarurfriend wrote:
             | Other than being developed by the same guy, IceFrog, that
             | originally developed (the final versions of) DotA. That's
             | been the community "common knowledge" for a good while at
             | least, I don't know if it was ever officially confirmed.
        
           | 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.
        
           | pynappo wrote:
           | Well, they released Artifact in 2018 (to poor reception),
           | DOTA Underlords in 2019 (and stopped updating it after a
           | while), and half life alyx in 2020.
           | 
           | https://store.steampowered.com/search/?sort_by=Released_DESC.
           | ..
           | 
           | They also likely have another half-life game in the works, as
           | mentions of half-life-esque things have popped up around
           | their codebase (as published through updates of their
           | existing source 2 games):
           | 
           | https://www.youtube.com/watch?v=HWlRkzwHLwI
        
           | GuB-42 wrote:
           | Not exactly recent but they definitely delivered in VR. The
           | SteamVR demo (a collection of minigames/experiences) is
           | awesome, and so is Half-Life Alyx.
           | 
           | Half-Life Alyx actually took me by surprise. As in: "What?
           | Valve still makes games?". And while it is the Half-Life
           | franchise, it is different enough to stand on its own.
        
             | MisterTea wrote:
             | Is VR a big market? I used a few of the early devices and
             | was impressed but not moved to invest in it (before Alyx
             | was announced I had regular access to a private Vive setup
             | in a dedicated room.) Two friends bought Oculus but lost
             | interest after a while. They haven't touched them in over a
             | year and one friend has kids who don't care about it at
             | all. Gamer people I know either don't care about it or like
             | me think it's cool but not compelled to invest in. They
             | lack compelling titles. For me to play Alyx, I'd have to
             | invest hundreds of dollars on hardware in addition to
             | buying the game. I can play hl2 right now on my existing
             | PC.
             | 
             | Maybe I'm not enough of a hardcore gamer to like DOTA or
             | MOBA style games. I loved TF2 but you can only play for so
             | long.
             | 
             | I would like to see Valve come up with some fresh new
             | imaginative IP that isn't something decades old. Half life
             | was a ground breaking game and to this day I will fire it
             | up and play through about once a year after I get the urge.
             | On a rail was my favorite part. I feel dread when I get to
             | Zen because I know the end of the game is near.
        
               | scheeseman486 wrote:
               | To play Alyx costs $299 if you were to buy a Quest 3S.
               | Even less (~$200) if you were to buy a used Quest 2,
               | which for PCVR isn't that much different in terms of
               | overall experience. The barrier to entry is extremely
               | low. Hundreds of dollars sure, but only _just, barely_
               | hundreds.
               | 
               | But PCVR isn't really why people buy these things (which
               | they do, Quest headsets cumulatively have sold ~30
               | million units) it's a value-add, most engagement is with
               | Meta's store. The reason why this engagement isn't
               | noticed by you is because the demographic showing the
               | fastest uptake for VR is kids and teens, while you, I and
               | everyone else posting here is old as fuck.
        
           | bspammer wrote:
           | For what it's worth, it is an exceptional MOBA FPS. It's
           | genuinely one of my favourite multiplayer games of all time,
           | and it's not even released yet. I know MOBAs aren't
           | everyone's thing, but Deadlock may be the peak of the genre.
        
         | 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.
        
         | kmeisthax wrote:
         | I would argue Valve _already_ lost its way, it 's just that
         | their enshittification took the form of gambling-adjacent
         | lootboxes. People forget that TF2 was one of the first western
         | games to add lootboxes, way before Overwatch even existed. Even
         | _Portal 2_ had them crowbarred into the co-op mode for reasons.
         | That 's why they stopped[1] shipping single-player experiences.
         | 
         | CS:GO is the worst offender; to the point where there's third-
         | party gambling[0] sites to gamble cosmetic gun skins with, that
         | specifically cater to children. Basically all of CS:GO's pro
         | scene is sponsored by it.
         | 
         | [0] The skin gambling sites are not officially condoned by
         | Valve, but they absolutely do not do shit to try and stop it.
         | 
         | [1] Half-Life: Alyx notwithstanding
        
       | 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.
        
               | imiric wrote:
               | I'd be interested in reading those reports, if you can
               | share them.
               | 
               | Regardless, it seems silly to claim that Microsoft's 30+
               | years of supporting Windows to make it the dominant
               | gaming platform on PC rests on the shoulders of 3
               | employees. I don't have any insider knowledge, but it
               | would be safe to assume that this was a long-term
               | strategic decision for the company. I can imagine the
               | existence of internal detractors at every step of this
               | direction, but what they've achieved and their position
               | today is surely the result of the successful execution of
               | this vision, and not something they stumbled into by
               | chance.
        
               | Vilian wrote:
               | Their 30 years destroying any type of competition trying
               | to grow also can't be forget
        
               | madrox wrote:
               | It's on DirectX's wikipedia page with citations. Indeed,
               | the way DirectX got received caused Microsoft to change
               | their stance, but it really was the work of three
               | engineers who didn't take no for an answer.
        
               | softawre wrote:
               | Microsoft at the very least didn't fire these developers
               | and didn't convince them to not work on DirectX. Someone
               | at Microsoft gets the credit, even if it's not upper
               | management.
        
         | 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.
        
             | Rohansi wrote:
             | Are you estimating based on hardware capability? Probably -
             | but even if devs put the work in to port their games to Mac
             | they will all slowly drop out of compatibility. Many games
             | stop being updated after a while and you can't expect
             | everyone to put effort into maintaining compatibility with
             | newer versions of macOS. There are so many games in my
             | Steam library that can't be played on Mac anymore because
             | they were built for 32-bit x86. Eventually Apple will nuke
             | Rosetta and you'll further lose access to even more games.
        
           | 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.)
        
           | weaksauce wrote:
           | steamdeck runs on linux so that should eventually make games
           | on linux mostly compatible and maybe even one day make it so
           | that pc gamers don't have to have windows at all... chicken
           | and egg thing though
        
         | heliophobicdude wrote:
         | Do you still also need to compile a mac build on a Mac?
        
           | account42 wrote:
           | You can cross-compile to a mac if that's what you are asking.
           | Not as easily as to Windows/Linux though, but that's just
           | because there is less interest.
        
         | 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.
        
         | doublerabbit wrote:
         | There was a video explaining to why Valve games were never
         | ported to the Macintosh.
         | 
         | I can't find it. But essentially it was Apple not wanting their
         | machines to be used for gaming. And so axed all the work of the
         | port and refused to publish the game.
         | 
         | The best I can find is from 2007 from Gabe:
         | 
         | > We have this pattern with Apple, where we meet with them,
         | people there go "wow, gaming is incredibly important, we should
         | do something with gaming". And then we'll say, "OK, here are
         | three things you could do to make that better", and then they
         | say OK, and then we never see them again. The cycle then
         | repeats itself when a new group of people replace the old ones
         | at Apple.
        
           | jamesfinlayson wrote:
           | All of their games were ported to Mac in 2013 or so but that
           | support has been wound back in the last year or so with Intel
           | Macs dying, 32-bit Mac support dying and presumably no
           | interest from Apple in helping keep the Mac ports alive.
        
             | stephen_g wrote:
             | From the blog post accompanying the source release [1], it
             | sounds like the classic Source engine is only being made
             | fully 64-bit just now.
             | 
             | > We're also doing a big update to all our multiplayer
             | back-catalogue Source engine titles (TF2, DoD:S, HL2:DM,
             | CS:S, and HLDM:S), adding 64-bit binary support, a scalable
             | HUD/UI, prediction fixes, and a lot of other improvements!
             | 
             | So it sounds more like Valve just hadn't done the work to
             | make it possible to run on more modern macOS (that has long
             | been 64-bit only) until now. Not much Apple could have done
             | except maybe tried to directly pay them to do it earlier...
             | 
             | 1. https://www.teamfortress.com/post.php?id=238809
        
               | jamesfinlayson wrote:
               | Yeah. If it's been ported to 64-bit now they've probably
               | dealt with the x86 assembly as well.
        
         | mentos wrote:
         | I always wonder if Apples disdain for games is a relic from
         | Steve Jobs time at Atari.
        
           | jeffhuys wrote:
           | They don't have a disdain for games... At least not anymore.
           | They're actively pushing it on both mobile and mac, even
           | introducing "Game Mode" and the like. You wouldn't do that if
           | you have a disdain for games.
        
         | dundarious wrote:
         | From TFA:
         | 
         | > As [1]announced on the official TF2 website
         | 
         | [1] https://www.teamfortress.com/post.php?id=238809 states:
         | 
         | > We're also doing a big update to all our multiplayer back-
         | catalogue Source engine titles (TF2, DoD:S, HL2:DM, CS:S, and
         | HLDM:S), adding 64-bit binary support, a scalable HUD/UI,
         | prediction fixes, and a lot of other improvements!
         | 
         | So that seems to be coming, at least in the sense of x86-64
         | which Apple Silicon supports better via Rosetta 2.
        
           | Vilian wrote:
           | Until they kill Roseta like they did with e very other
           | compatibility layer
        
         | Vilian wrote:
         | Mac don't support vulkan nor opengl, so it didn't recompiled to
         | mac
        
           | pjmlp wrote:
           | Technically so doesn't Windows, nor game consoles in spite of
           | urban myths (Switch being the exception).
           | 
           | Windows Vulkan and OpenGL drivers exist, because Microsot
           | still hasn't removed the ICD plugin interface from the OS,
           | which is used by GPU vendors themselves, not Microsoft, to
           | provide drivers on Windows for VUlkan and OpenGL.
           | 
           | Likewise, Valve could have use MoltenVK if they actually
           | wanted to.
        
             | scheeseman486 wrote:
             | Not "likewise". MoltenVK is a compatibility shim that wraps
             | Vulkan to Metal, not a true hardware interface. This has
             | impacts on performance and compatibility, some features
             | straight up don't work because Metal doesn't provide an
             | equivalent. Given the apparent legal entanglements between
             | Kronos Group and Apple re: Vulkan, it seems unlikely that
             | true Vulkan support on Apple hardware will ever happen
             | outside of Linux.
             | 
             | Valve didn't bother with Metal because Apple are hostile to
             | their business model, they've given up dedicating serious
             | rescources to the platform and at this point Steam only
             | exists on MacOS out of inertia.
        
               | pjmlp wrote:
               | And you think ICD driver infrastructure as originally
               | designed for OpenGL 1.0 is any better?
        
               | account42 wrote:
               | The venodor provided OpenGL and Vulkan drivers on Windows
               | are not shims over DirectX and are instead full-featured
               | implementations of those APIs for the vendor hardware
               | without weird limitations that a shim brings. So yes, the
               | situation on Windows is better, by miles.
        
         | jeroenhd wrote:
         | Writing games for Mac seems like a great challenge. You have a
         | relatively non-standard CPU architecture with a proprietary
         | graphics API for a small set of devices, many of which embed
         | screens with ridiculously high resolutions while coupled to a
         | GPU that's "good enough" at best. Apple proudly announced the
         | mid-tier Tomb Raider 2 graphics, which doesn't promise much for
         | game devs that don't have support from Apple's promotional
         | campaign. All of that, on a platform that's smaller than Linux
         | based on player count.
         | 
         | Unless you know for sure that you're going to get a decent
         | player base, I don't think optimising for Mac makes much
         | business sense for games companies. Users that can afford a Mac
         | can probably also afford a console anyway.
         | 
         | You can trick games into running by using the same wrappers and
         | workarounds that you'd use to game on Linux (except you need to
         | optimise the wrappers yourself because they're less mature) but
         | gaming on Linux already has plenty of DRM/anti-cheat
         | incompatibility issues, and using less mature tools will only
         | make that worse. And, of course, Apple doesn't care much about
         | backwards compatibility; they've killed 32 bit for no apparent
         | reason other than "we don't want to maintain compatibility" and
         | who knows how long they'll maintain the current set of
         | replacement APIs. Linux suffers from similar issues, and that's
         | why the go-to method of playing games on Linux is to run them
         | in an emulated Windows environment.
         | 
         | I think games companies will recompile games for Snapdragon
         | before they'll bother with Mac. By the time they got all their
         | 32 bit x86 libraries to work on ARM without emulation, Apple
         | has probably switched around a couple of APIs and requirements
         | anyways, so why bother.
        
           | andai wrote:
           | > Linux suffers from similar issues, and that's why the go-to
           | method of playing games on Linux is to run them in an
           | emulated Windows environment.
           | 
           | See also: _Win32 is the only stable ABI on Linux_ -
           | https://news.ycombinator.com/item?id=32471624
        
       | 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.
        
         | jeffybefffy519 wrote:
         | What is tf2 classic?
        
           | rrr_oh_man wrote:
           | https://tf2classic.com/
           | 
           | and
           | 
           | https://en.wikipedia.org/wiki/Team_Fortress_2
        
             | lelandfe wrote:
             | Wow! They're making landing pages like the old TF2 updates
             | and even making shorts. This is obsessive. I love it. Also,
             | check out how big the team is. Holy crud.
             | 
             | They don't have Valve's humor but... who does.
        
               | Lammy wrote:
               | It's very good. Most of my TF2 hours back in The Day were
               | on 360 which never got Valve's original class updates
               | anyway, so TF2 Classic feels to me like if TF2 had ever
               | gotten updates at all :p
               | 
               | A good example of the stuff they're trying is the Jump
               | Pad PDA, the alternate to Teleporters for Engineer. I
               | like them a lot because they really open up the
               | verticality of the maps to players who aren't obsessive
               | rocket/sticky-jumpers:
               | https://wiki.tf2classic.com/wiki/Jump_Pads
               | 
               | It's fun as Engineer too since they make that slot more
               | useful in circumstances where Teleporters are a waste. A
               | single Jump Pad costs more metal than a single
               | Teleporter, but then it's also useful on its own instead
               | of requiring the complete pair. It's great if there's an
               | enemy Spy who has made it their mission to constantly
               | harass your buildings, and on maps/modes where the
               | objective is so close to spawn (like the first phase of
               | Payload as BLU and the final phases of Payload as RED)
               | that Teleporters are less tactically important.
               | 
               | e: also the obvious visible fact that TF2C maintains the
               | original cohesive art style with meaningful silhouettes,
               | something Valve made a huge deal about in the TF2
               | developer commentaries only to throw away in favor of
               | becoming Very Rich via gambling for colorful sparkly hats
               | lol https://ia904504.us.archive.org/view_archive.php?arch
               | ive=/11...
        
       | 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
        
           | epaga wrote:
           | Well...I don't, care to enlighten us non-insiders?
        
             | reportgunner wrote:
             | probably a reference to Scout or something
        
             | Rooster61 wrote:
             | It's a line from Portal. In the final fight, GLaDOS says it
             | in a panicked, glitchy voice while being dismantled.
        
         | 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
        
             | ssalazar wrote:
             | Double digits, in binary, at least
        
           | 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.
        
         | subjectsigma wrote:
         | In the 90's, iD made Doom, made money off of it for a few
         | years, and then released the source code. They then did the
         | same with Quake. This is part of the reason companies like
         | Valve exist today, as their early games used modified engines
         | from Doom and Quake. Valve is now continuing that 25+ year
         | tradition. People are _still_ making new Doom maps and playing
         | the game. If history is anything to go by, people could be
         | playing TF2 in some form in the 2050's and beyond.
        
           | hx8 wrote:
           | Except it only took 3 years for iD to release the Quake code.
        
       | 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.
        
         | Vilian wrote:
         | You managed to be wrong in every single point that you're
         | trying to make, that required dedication
        
           | sylware wrote:
           | AI?
        
         | account42 wrote:
         | > 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]).
         | 
         | Steam launched without any runtime. They added all that because
         | yes, the average game developer cannot manage to build portable
         | libraries.
        
           | sylware wrote:
           | ... and valve is unable to generate clean 64bits ELF
           | binaries, like the "below average game developer" for the
           | blink gogol web engine they use as the steam client ("cef")
           | since it requires pressure-vessel.
        
       | 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.
        
         | Pannoniae wrote:
         | It's kind of an inside joke - look at who's the committer ;)
         | 
         | frogs and graphics programming are good friends.
        
           | vanderZwan wrote:
           | And here I was hoping for a surprise Frog Fractions 3 :)
        
       | 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.
        
         | jisnsm wrote:
         | They have been ignoring almost all bugs in the goldsrc tracker
         | for years.
        
           | account42 wrote:
           | This is just how valve works. Someone does a work on one of
           | the games and will look at the bug tracker for a bit before
           | eventually moving on.
        
         | jamesfinlayson wrote:
         | I think this is just a dump to GitHub and not connected to
         | their internal stuff in any way.
         | 
         | Same with the Half-Life repo - when the 25th anniversary stuff
         | was released it was just pushed as one mega-patch.
        
       | 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?
        
         | datenyan wrote:
         | Definitely not an accident - the announcement was made on the
         | TF blog [0]
         | 
         | [0] - https://www.teamfortress.com/post.php?id=238809
        
       | 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
        
         | Cribbin wrote:
         | LGTM, ship it
        
       | declan_roberts wrote:
       | This is great. If someone wouldn't mind updating the instructions
       | for a native 2025 ARM64 build of HL2 that would be great.
       | 
       | Existing instructions use the old, leaked source engine. Time to
       | make it official and native.
        
         | Jotalea wrote:
         | A HL2 ARM64 Linux build would eventually lead to a native
         | release for Android, or am I wrong?
        
           | pityJuke wrote:
           | Believe this already exists for NVIDIA's Tegra machines, and
           | a cursory Google search reveals people seem to have ripped it
           | and made it playable on generic Android.
        
         | jamesfinlayson wrote:
         | This is just the game code not the engine code.
        
       | dangoodmanUT wrote:
       | that is very readable cpp
        
       | RobRivera wrote:
       | Yes
        
       | jheriko wrote:
       | this is unexciting.
        
       | pavo-etc wrote:
       | Open PRs from 2013, makes me feel better
        
       | Scuds wrote:
       | I'm kind of surprised that after all these years TF2 and Source
       | are still separate entities. Like, is there any TF2-only code in
       | Source that only runs if TF2 is the current mod?
        
       | nomilk wrote:
       | Never played the game, don't intend to, but huge respect to Valve
       | for releasing the code! I wish more games studios would do this!
        
         | SLWW wrote:
         | Missed out, when it was at its peak, true kino
        
       | teaearlgraycold wrote:
       | Should I not be surprised that TF2 on its own, without the game
       | engine's source code, is >1,000,000 LOC? That seems crazy to me.
       | The full diff doesn't load on GitHub. Perhaps a lot of this is
       | auto-generated.
        
         | parasti wrote:
         | Ever wonder why TF2 stopped stopped receiving regular updates?
         | My theory was always that the game had turned into a massive
         | ball of code that nobody dares touch anymore.
        
         | LauraMedia wrote:
         | The fact the entire code of the Source engine comes ontop of
         | that...
         | 
         | It makes sense they decided to focus on Source 2 instead...
        
       | Imustaskforhelp wrote:
       | One of the few posts which had gotten me genuinely interested.
       | 
       | Shame that source itself is proprietory.But still its leaked so
       | its "theoretically" possible to be open source. IDK.
        
       | Imustaskforhelp wrote:
       | By reading these comments on hackernews , I came across the bug
       | report of asking source's code
       | https://github.com/ValveSoftware/source-sdk-2013/issues/624
       | 
       | it was heavily disliked by people. So I think I have come across
       | the solution of crowdfunding.
       | 
       | I have presented various benefits to the crowdfunding & I am
       | writing this again so that this can be a comment of its own so
       | that it can be much more easier for hackernews people to see I
       | suppose for better discussion purposes I suppose.
       | 
       | https://github.com/ValveSoftware/source-sdk-2013/issues/624#...
        
         | remram wrote:
         | Your tone is more likely to get them to never release anything
         | again. Wtf.
        
       | Corrado wrote:
       | I wonder how this will affect the MegaCheatersDB
       | (https://mcdb.neocities.org/) and the MegaAntiCheat system
       | (https://github.com/oenu/MegaAntiCheat). Those projects are doing
       | what they can to track down and label TF2 cheaters. I hope this
       | helps them out.
       | 
       | On the flip side, does this SDK actually help bot makers? That
       | would be unfortunate indeed.
        
         | hofrogs wrote:
         | It might make cheat creators life a little bit easier, but not
         | by much. Security through obscurity is not a great practice in
         | the first place, I think the benefits of allowing modders to
         | make new games based on TF2 are much much greater than the
         | potential damage from cheaters having to do less reverse
         | engineering.
        
       | WhereIsTheTruth wrote:
       | github struggling to display that page is sad, github devs should
       | feel embarrassed
        
         | jeroenhd wrote:
         | Maybe I'm closer to their caching servers but I'm not seeing
         | any performance issues scrolling through this on my phone.
         | That's despite Firefox on Android having a tendency to fall
         | over because of memory leaks in addons.
        
       | maltris wrote:
       | TF2 was a great game and a halloween tradition for me and some
       | friends. Unfortunately it became public-unplayable with all the
       | bots going on and around.
        
         | burrish wrote:
         | This got fixed a while ago
        
       | rockbruno wrote:
       | There's also some small HL3 files in the diff:
       | https://github.com/ValveSoftware/source-sdk-2013/commit/0759...
        
       | burgerquizz wrote:
       | anyone would have recommendations on a lightweight physics engine
       | in javascript? building my own js game now and having a hard time
       | with movements and collisions. i would like to avoid importing a
       | whole game engine library if possible.
        
       | leonewton253 wrote:
       | Now if they just release the code for the Steam Client!
        
       ___________________________________________________________________
       (page generated 2025-02-19 23:01 UTC)