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Re:Valve releases Team Fortress 2 game code by klaussilveira on Tuesday February 18, 2025 @03:10PM (#43094417)
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.

Re:Valve releases Team Fortress 2 game code by jsheard on Tuesday February 18, 2025 @03:17PM (#43094496)
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.

Re:Valve releases Team Fortress 2 game code by phire on Tuesday February 18, 2025 @03:40PM (#43094804)
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.

Re:Valve releases Team Fortress 2 game code by ndiddy on Tuesday February 18, 2025 @03:57PM (#43095026)
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

Re:Valve releases Team Fortress 2 game code by tadfisher on Tuesday February 18, 2025 @04:02PM (#43095084)
Fun fact: Gabe Newell built the original WinDoom port, and led the team that built Doom95!
Re:Valve releases Team Fortress 2 game code by kridsdale3 on Tuesday February 18, 2025 @04:29PM (#43095343)
That IS a fun fact.
Re:Valve releases Team Fortress 2 game code by sho_hn on Tuesday February 18, 2025 @04:49PM (#43095562)
To be clear, Robert Hess was the primary engineer on WinDoom, Newell was the team lead.
Re:Valve releases Team Fortress 2 game code by Scuds on Tuesday February 18, 2025 @11:28PM (#43098584)
I thought Monolith worked on doom95.
Re:Valve releases Team Fortress 2 game code by stevage on Tuesday February 18, 2025 @03:44PM (#43094846)
> 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.

Re:Valve releases Team Fortress 2 game code by nocman on Tuesday February 18, 2025 @03:52PM (#43094954)
It all depends on how the contract between Microsoft and Id was worded.
Re:Valve releases Team Fortress 2 game code by phire on Tuesday February 18, 2025 @05:18PM (#43095842)
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.

Re:Valve releases Team Fortress 2 game code by kragen on Tuesday February 18, 2025 @08:24PM (#43097447)
This is a comprehensively incorrect explanation of copyright and contract law.
Re:Valve releases Team Fortress 2 game code by lmm on Tuesday February 18, 2025 @08:29PM (#43097489)
> 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.

Re:Valve releases Team Fortress 2 game code by zeroq on Wednesday February 19, 2025 @05:29AM (#43100615)
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.
Re:Valve releases Team Fortress 2 game code by bitwize on Thursday February 20, 2025 @12:23PM (#43117520)
It's not automatically work-for-hire; that has to be stipulated in the contract. Recently there was a lawsuit about this involving, of all things, Sonic the Hedgehog. An artist and writer named Ken Penders, working for Archie Comics on Sonic comic books, sued his former employer claiming ownership over certain characters created for the comic, most notably those connected to Knuckles the Echidna. Because Archie couldn't prove that Penders's comic work was work for hire (they lost the original contract), they settled out of court in favor of Penders. This ended up losing the Sonic license and had various effects on the Sonic universe. For example, he threatened to sue Paramount over the idea of Knuckles having a father, because Knuckles's Archie Comic universe father was a Penders creation. So rather than depict his father directly for the Knuckles series, they represented him with a puppet in an abstract sequence -- a puppet bearing a suspiciously Penders-like moustache.
Re:Valve releases Team Fortress 2 game code by bitwize on Tuesday February 18, 2025 @03:59PM (#43095050)
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,

Re:Valve releases Team Fortress 2 game code by rzzzt on Tuesday February 18, 2025 @06:12PM (#43096337)
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...

Re:Valve releases Team Fortress 2 game code by bitwize on Tuesday February 18, 2025 @07:58PM (#43097229)
I knew Gaben's initial project was for 3.x and WinG, but I didn't know it was released!
Re:Valve releases Team Fortress 2 game code by stevage on Wednesday February 19, 2025 @09:19PM (#43110314)
Ah, that makes sense, thanks.
Re:Valve releases Team Fortress 2 game code by ThatPlayer on Tuesday February 18, 2025 @03:28PM (#43094639)
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.
Re:Valve releases Team Fortress 2 game code by dcrazy on Tuesday February 18, 2025 @04:36PM (#43095412)
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.
Re:Valve releases Team Fortress 2 game code by gmueckl on Tuesday February 18, 2025 @04:22PM (#43095289)
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?
Re:Valve releases Team Fortress 2 game code by yieldcrv on Tuesday February 18, 2025 @06:00PM (#43096235)
that and the hodgepodge structure of the codebase is probably embarrassing
Re:Valve releases Team Fortress 2 game code by lawlessone on Tuesday February 18, 2025 @06:02PM (#43096254)
ah, that NDA stuff is interesting, that probably explains it.
Re:Valve releases Team Fortress 2 game code by chefandy on Wednesday February 19, 2025 @12:14AM (#43098823)
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.
Re:Valve releases Team Fortress 2 game code by arduinomancer on Wednesday February 19, 2025 @01:53AM (#43099340)
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

Re:Valve releases Team Fortress 2 game code by jsheard on Wednesday February 19, 2025 @09:41AM (#43102617)
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.
Re:Valve releases Team Fortress 2 game code by chefandy on Thursday February 20, 2025 @12:10AM (#43111339)
Makes sense. Definitely something valve would have to deliberately set up and it probably would be more complicated than it seems at the outset.
Re:Valve releases Team Fortress 2 game code by znpy on Tuesday February 18, 2025 @06:15PM (#43096358)
> 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"

Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @06:25PM (#43096449)
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.

Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:36AM (#43103201)
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.
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Wednesday February 19, 2025 @05:19PM (#43108476)
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.

Re:Valve releases Team Fortress 2 game code by ryandrake on Wednesday February 19, 2025 @12:09AM (#43098789)
> 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.

Re:Valve releases Team Fortress 2 game code by Imustaskforhelp on Wednesday February 19, 2025 @12:56AM (#43099051)
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.

Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:35AM (#43103175)
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.

Re:Valve releases Team Fortress 2 game code by L3viathan on Wednesday February 19, 2025 @02:48AM (#43099703)
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.

Re:Valve releases Team Fortress 2 game code by lupusreal on Wednesday February 19, 2025 @06:22AM (#43100928)
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.
Re:Valve releases Team Fortress 2 game code by trinix912 on Wednesday February 19, 2025 @07:17AM (#43101240)
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.
Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:33AM (#43103151)
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.
Re:Valve releases Team Fortress 2 game code by xienze on Wednesday February 19, 2025 @11:30AM (#43103993)
> 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.

Re:Valve releases Team Fortress 2 game code by ryandrake on Wednesday February 19, 2025 @11:33AM (#43104047)
> 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.

Re:Valve releases Team Fortress 2 game code by mtkd on Wednesday February 19, 2025 @08:58AM (#43102215)
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

Re:Valve releases Team Fortress 2 game code by zbendefy on Wednesday February 19, 2025 @02:38AM (#43099642)
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.
Re:Valve releases Team Fortress 2 game code by zbendefy on Thursday February 20, 2025 @10:17AM (#43115714)
Correction, I didnt remember correctly as those are actually there in the code release, here is the r200 (radeon 8500) renderer specific code:

https://github.com/id-Software/DOOM-3/blob/master/neo/render...

Re:Valve releases Team Fortress 2 game code by skhr0680 on Wednesday February 19, 2025 @03:35AM (#43099948)
> 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

Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:41AM (#43103267)
It's quite silly that depth fail shadow volumes were ever granted a patent.
Re:Valve releases Team Fortress 2 game code by vanderZwan on Wednesday February 19, 2025 @04:19AM (#43100227)
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.
Re:Valve releases Team Fortress 2 game code by zeroq on Wednesday February 19, 2025 @05:36AM (#43100656)
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.

Re:Valve releases Team Fortress 2 game code by jandrese on Wednesday February 19, 2025 @02:44PM (#43106576)
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/

Re:Valve releases Team Fortress 2 game code by zeroq on Wednesday February 19, 2025 @06:22PM (#43109075)
strong leftPad vibes here

hell, when I joined the frontend circus in 2013 I was flabbergasted that most people needed to install 3rd party library to perform "isEven(num)" operation

... not to mention that aforementioned library had at least 3 dependencies itself.

Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:29AM (#43103117)
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.
Re:Valve releases Team Fortress 2 game code by kllrnohj on Tuesday February 18, 2025 @03:32PM (#43094697)
> 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.

Re:Valve releases Team Fortress 2 game code by klaussilveira on Tuesday February 18, 2025 @03:39PM (#43094792)
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
Re:Valve releases Team Fortress 2 game code by meibo on Tuesday February 18, 2025 @03:50PM (#43094922)
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

Re:Valve releases Team Fortress 2 game code by magicalhippo on Tuesday February 18, 2025 @04:34PM (#43095385)
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...

Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @06:19PM (#43096403)
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.

Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:55AM (#43103453)
It's not like the Havok-using version of HL2 right now on Steam is free from physics bugs. Bugs can be fixed.
Re:Valve releases Team Fortress 2 game code by magicalhippo on Wednesday February 19, 2025 @10:59AM (#43103522)
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.

Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Wednesday February 19, 2025 @07:21PM (#43109610)
Yeah I've heard that it's Havok with a bunch of Valve changes and fixes on top. So presumably it's a fairly outdated version of Havok.
Re:Valve releases Team Fortress 2 game code by fngjdflmdflg on Tuesday February 18, 2025 @04:44PM (#43095502)
>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...

Re:Valve releases Team Fortress 2 game code by MindSpunk on Tuesday February 18, 2025 @07:53PM (#43097190)
> 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.

Re:Valve releases Team Fortress 2 game code by fngjdflmdflg on Tuesday February 18, 2025 @08:48PM (#43097604)
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.

Re:Valve releases Team Fortress 2 game code by Gollapalli on Tuesday February 18, 2025 @10:20PM (#43098198)
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.

Re:Valve releases Team Fortress 2 game code by Ragnarork on Wednesday February 19, 2025 @05:24AM (#43100591)
> 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.

Re:Valve releases Team Fortress 2 game code by motoxpro on Wednesday February 19, 2025 @09:20AM (#43102416)
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?
Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:49AM (#43103371)
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.
Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:51AM (#43103393)
Zero/minimal support is the norm for game source code releases.
Re:Valve releases Team Fortress 2 game code by jsheard on Tuesday February 18, 2025 @04:59PM (#43095664)
> What about physics?

Source 2 dropped Havok in favor of their in-house Rubikon physics engine.

https://developer.valvesoftware.com/wiki/Rubikon

Re:Valve releases Team Fortress 2 game code by TransAtlToonz on Tuesday February 18, 2025 @05:31PM (#43095947)
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.
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @08:05PM (#43097285)
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.
Re:Valve releases Team Fortress 2 game code by iskela on Wednesday February 19, 2025 @12:50AM (#43099007)
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
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Wednesday February 19, 2025 @01:49AM (#43099317)
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.

Re:Valve releases Team Fortress 2 game code by AJ007 on Wednesday February 19, 2025 @11:31AM (#43104020)
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.

Re:Valve releases Team Fortress 2 game code by fngjdflmdflg on Tuesday February 18, 2025 @09:18PM (#43097807)
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.
Re:Valve releases Team Fortress 2 game code by thescriptkiddie on Tuesday February 18, 2025 @06:50PM (#43096661)
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.
Re:Valve releases Team Fortress 2 game code by aprilnya on Tuesday February 18, 2025 @07:05PM (#43096809)
:)
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @10:32PM (#43098265)
Definitely some copy+paste - the ICE encryption code is copy+pasted and is there in the SDK.
Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @10:58AM (#43103513)
> professional software developers

If you ever meet any you should ask them.

Re:Valve releases Team Fortress 2 game code by keerthiko on Tuesday February 18, 2025 @03:56PM (#43095012)
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.

Re:Valve releases Team Fortress 2 game code by keyringlight on Tuesday February 18, 2025 @05:44PM (#43096081)
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.
Re:Valve releases Team Fortress 2 game code by ZeWaka on Tuesday February 18, 2025 @07:06PM (#43096816)
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.
Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @11:01AM (#43103560)
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.
Re:Valve releases Team Fortress 2 game code by SXX on Tuesday February 18, 2025 @03:14PM (#43094453)
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.
Re:Valve releases Team Fortress 2 game code by doctorpangloss on Tuesday February 18, 2025 @03:16PM (#43094484)
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.
Re:Valve releases Team Fortress 2 game code by 6SixTy on Tuesday February 18, 2025 @03:35PM (#43094724)
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.
Re:Valve releases Team Fortress 2 game code by enragedcacti on Tuesday February 18, 2025 @03:56PM (#43095005)
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

Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @08:15PM (#43097374)
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.
Re:Valve releases Team Fortress 2 game code by ZeWaka on Tuesday February 18, 2025 @03:55PM (#43094989)
Are you considering Source 2 in this assertion? That piece of software has received quite significant development effort.
Re:Valve releases Team Fortress 2 game code by 6SixTy on Tuesday February 18, 2025 @04:15PM (#43095210)
I'm not. Source 2 is very modern even by caveman gamer standards.
Re:Valve releases Team Fortress 2 game code by kllrnohj on Tuesday February 18, 2025 @11:06PM (#43098453)
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.
Re:Valve releases Team Fortress 2 game code by SXX on Tuesday February 18, 2025 @03:35PM (#43094727)
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.

Re:Valve releases Team Fortress 2 game code by doctorpangloss on Tuesday February 18, 2025 @09:01PM (#43097675)
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.

Re:Valve releases Team Fortress 2 game code by SXX on Wednesday February 19, 2025 @02:40AM (#43099653)
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.

Re:Valve releases Team Fortress 2 game code by doctorpangloss on Wednesday February 19, 2025 @11:28AM (#43103958)
Ha ha, but you needed Unity's feature set, didn't you? You don't even belong to "the vast majority."
Re:Valve releases Team Fortress 2 game code by Me000 on Tuesday February 18, 2025 @03:21PM (#43094542)
It almost worked on me.
Re:Valve releases Team Fortress 2 game code by doctorpangloss on Tuesday February 18, 2025 @04:05PM (#43095115)
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.

Re:Valve releases Team Fortress 2 game code by KennyBlanken on Tuesday February 18, 2025 @04:25PM (#43095316)
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.

Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @08:16PM (#43097385)
> 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.

Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @11:13AM (#43103722)
In Source 1? AFAIK that's only via DXVK.
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Wednesday February 19, 2025 @05:15PM (#43108449)
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.
Re:Valve releases Team Fortress 2 game code by t0b1 on Tuesday February 18, 2025 @10:39PM (#43098305)
> 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?

Re:Valve releases Team Fortress 2 game code by chefandy on Wednesday February 19, 2025 @12:20AM (#43098845)
UE makes their engine source available even if it’s not under a permissive license.
Re:Valve releases Team Fortress 2 game code by davikr on Tuesday February 18, 2025 @03:15PM (#43094461)
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.
Re:Valve releases Team Fortress 2 game code by thaumasiotes on Tuesday February 18, 2025 @04:08PM (#43095144)
> 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?

Re:Valve releases Team Fortress 2 game code by SXX on Tuesday February 18, 2025 @04:21PM (#43095276)
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

Re:Valve releases Team Fortress 2 game code by sho_hn on Tuesday February 18, 2025 @04:53PM (#43095605)
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

Re:Valve releases Team Fortress 2 game code by jsheard on Tuesday February 18, 2025 @05:04PM (#43095709)
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.
Re:Valve releases Team Fortress 2 game code by cheeseomlit on Tuesday February 18, 2025 @05:36PM (#43095998)
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
Re:Valve releases Team Fortress 2 game code by jsheard on Tuesday February 18, 2025 @05:56PM (#43096198)
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.
Re:Valve releases Team Fortress 2 game code by KronisLV on Tuesday February 18, 2025 @06:18PM (#43096394)
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.

Re:Valve releases Team Fortress 2 game code by pnw on Tuesday February 18, 2025 @08:06PM (#43097298)
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.
Re:Valve releases Team Fortress 2 game code by bangaladore on Wednesday February 19, 2025 @10:23AM (#43103049)
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.

Re:Valve releases Team Fortress 2 game code by deadbabe on Tuesday February 18, 2025 @03:25PM (#43094598)
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.
Re:Valve releases Team Fortress 2 game code by 0x457 on Tuesday February 18, 2025 @03:19PM (#43094515)
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.

Re:Valve releases Team Fortress 2 game code by klaussilveira on Tuesday February 18, 2025 @03:38PM (#43094779)
Source has extensive documentation for years, both by Valve and modders. Mostly unified and indexed here: https://developer.valvesoftware.com
Re:Valve releases Team Fortress 2 game code by rozab on Tuesday February 18, 2025 @04:37PM (#43095424)
If those engines are so capable then why do no AAA games use them? Source is still (kinda) used in games like Apex Legends
Re:Valve releases Team Fortress 2 game code by ZeWaka on Tuesday February 18, 2025 @07:10PM (#43096849)
Because almost all AAA games are built using in-house engines.
Re:Valve releases Team Fortress 2 game code by account42 on Wednesday February 19, 2025 @11:16AM (#43103783)
You mean in Unreal Engine.
Re:Valve releases Team Fortress 2 game code by Nition on Tuesday February 18, 2025 @04:48PM (#43095548)
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/

Re:Valve releases Team Fortress 2 game code by djmips on Tuesday February 18, 2025 @06:06PM (#43096286)
They've given out Source 2 to others AFAIK.
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @06:28PM (#43096470)
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.

Re:Valve releases Team Fortress 2 game code by svelle on Tuesday February 18, 2025 @06:54PM (#43096697)
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.
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @07:07PM (#43096829)
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.
Re:Valve releases Team Fortress 2 game code by djmips on Tuesday February 18, 2025 @08:53PM (#43097631)
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.
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @10:13PM (#43098149)
Which game out of curiosity?
Re:Valve releases Team Fortress 2 game code by Nition on Tuesday February 18, 2025 @07:51PM (#43097174)
I don't think this is correct, but happy to be proven wrong if you can find one.
Re:Valve releases Team Fortress 2 game code by Imustaskforhelp on Wednesday February 19, 2025 @01:02AM (#43099069)
Is sbox closed source ?
Re:Valve releases Team Fortress 2 game code by Rohansi on Wednesday February 19, 2025 @02:49AM (#43099708)
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.
Re:Valve releases Team Fortress 2 game code by greenchair on Tuesday February 18, 2025 @05:31PM (#43095948)
maybe its release could lead to more attacks or cheating?
Re:Valve releases Team Fortress 2 game code by lawlessone on Tuesday February 18, 2025 @06:02PM (#43096246)
They are probably still working on something with it?
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Tuesday February 18, 2025 @08:19PM (#43097409)
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.
Re:Valve releases Team Fortress 2 game code by pmarreck on Tuesday February 18, 2025 @06:56PM (#43096727)
Re:Valve releases Team Fortress 2 game code by Imustaskforhelp on Wednesday February 19, 2025 @01:34AM (#43099232)
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.

Re:Valve releases Team Fortress 2 game code by Imustaskforhelp on Wednesday February 19, 2025 @01:36AM (#43099241)
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 ?

Re:Valve releases Team Fortress 2 game code by pmarreck on Wednesday February 19, 2025 @08:20AM (#43101833)
fair enough, on it, was trying to be funny
Re:Valve releases Team Fortress 2 game code by DiggyJohnson on Tuesday February 18, 2025 @10:37PM (#43098298)
Is there any relationship between those OS engine and the source model?
Re:Valve releases Team Fortress 2 game code by lloeki on Wednesday February 19, 2025 @02:45AM (#43099679)
> 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.

Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Wednesday February 19, 2025 @07:43PM (#43109751)
Yes, open-source GoldSource would be wonderful.

I steer clear of Xash3D because of it's legal grey area too.

Re:Valve releases Team Fortress 2 game code by __jonas on Wednesday February 19, 2025 @06:06AM (#43100837)
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

Re:Valve releases Team Fortress 2 game code by novabridge on Wednesday February 19, 2025 @10:34AM (#43103169)
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.
Re:Valve releases Team Fortress 2 game code by eddieroger on Wednesday February 19, 2025 @12:32PM (#43104796)
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.
Re:Valve releases Team Fortress 2 game code by AlienRobot on Wednesday February 19, 2025 @01:41PM (#43105708)
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.
Re:Valve releases Team Fortress 2 game code by xandrius on Wednesday February 19, 2025 @01:52PM (#43105844)
I am not sure I'd even remotely compare Source to Godot, never touched the other ones though.
Re:Valve releases Team Fortress 2 game code by JojoFatsani on Wednesday February 19, 2025 @04:23PM (#43107881)
Is there still some structural Source underlying the cash cow of CS2?
Re:Valve releases Team Fortress 2 game code by jamesfinlayson on Wednesday February 19, 2025 @07:45PM (#43109757)
Probably - it seems like Source 2 is an iteration on Source, and certainly there are some Source 2 back-ports in Source, but I suspect the engine has undergone much more change than the game code.