According to a detailed news story posted some hours ago on Interlopers, as well as a forum post on Facepunch, the full codebase for the 2007/Orange Box branch of the Source Engine has been leaked via a Russian anti-Steam website known as CSMania.
Supposedly, the leak originated from the network of a game development studio that had licensed the Source engine – this breach had nothing to do with Valve’s internal development network.
The original posting, which was made on CSMania, has since been made inaccessible. Here is that original posting, which we have translated into English as best and as directly as we could (we’ve taken the liberty of omitting those file links, which are no longer accessible anyway):
Everyone remembers adamix’s thread, right?
I present you an archive containing a lot of source codes for different engines (act fast, may expire quickly, and I don’t know where to reupload this in the event of removal):
[redacted]
And the shell:
[redacted] (A lot of interesting stuff lies right inside the root folder of the website and /storage folder, maybe even photographs and adamix’s other de-anon stuff, I didn’t check)
If anyone wants to download the complete www and /storage folders, I won’t refuse, I’m very lazy, but there is a lot of interesting stuff in there.
P.S. I didn’t upload the shell, I only found it there, don’t get caught with it, especially if you don’t know how the shell works. (just in case)
P.S.S. Because this has reached the public after all, I want to make it clear that “the requisitioner” of this case is a friend of mine, whom adamix annoyed greatly apparently.
It would appear that this Adamix had gotten a hold of these files first, but someone else actually managed to get everything from right under his nose, after Adamix had ticked someone off. That’s about all we can gather directly from this whole situation.
I have gotten in touch with a few folks who have managed to get a hold of this elusive leak. They’ve told me that it dates from early 2008, and that it contains the entire source code library for the 2007 branch of the Source engine, as well as a number of Valve’s in-house resources (and as the original post stated, the leak also included source codes for other game engines: Unigine; Unreal Engine 3; and CryEngine 3).
It also contained source codebases for other Valve releases, including: Counter-Strike: Source; Day of Defeat: Source; Half-Life: Source; Half-Life 2; Half-Life 2: Deathmatch; Portal; Team Fortress 2; an early Source port of Team Fortress Classic; and one of TF2’s scrapped game iterations: “Invasion“.
There is even a folder for HL2: Episode Three, but strangely, all it contains is a single .cpp file for the mysterious “npc_surface“, a bizarre NPC entity which first surfaced (no pun intended) in the 2006 Source Particle Benchmark. It’s an odd entity (its model name is “Hydra.mdl“), composed out of some sort of globular, perhaps mercury-like fluid that constantly shifts and alters its shape in a single uniform mass – if the globules are split from the main body, they simply move back to it and resume their peculiar movement pattern.
It actually bears an uncanny resemblance to the Blobulator technology, developed during 2008’s Directed Design Experiments, later used to create Portal 2’s Mobility paint gels. But it certainly seems as though it was first created with Half-Life in mind, as far back as late 2006.
Interestingly, there’s a separate “Episode3” sub-folder within a different folder, “episodic“. In that sub-folder, there’s 3 .cpp files for what seem to be prototype game entities: “npc_combine_armored“; “npc_wpnscanner“; and “weapon_proto1“. The interesting thing is that these 3 entity files were first unintentionally released within the official Source SDK over 4 years ago, back in April of 2008.
That’s about all I’ve managed to gather. Word has it this thing is starting to spread, and I wouldn’t say that’s a good thing at all.
However, let’s not forget that Valve is no longer using this particular version of the 2007/Orange Box branch of the Source engine for any of their games. All of the games that previously used it have since switched onto newer and improved versions of the 2007/Orange Box variant, known generally as “Source 2009”. While this is a part of that very same engine family, and a direct descendant of that development lineage, the engine source code for this newer sub-branch has not been leaked.
In fact, it’s also worth mentioning that Valve has never actually released the gamecode for the Source 2009 sub-branch, which means modders have never actually been able to develop total conversion mods for the Valve games using it (i.e. all of them). They intended to do so at one point, but two years later… they still haven’t. What gives, Valve?
But in any case, while this is a significant leak, it doesn’t spell total doom for Valve’s games. Besides, Source has changed a lot in these past 5 years, and since we’re rapidly getting closer to Source 2, it’s about to change even more.
So not only is it not all that bad, but it could have simply been a lot worse. All is not lost!
None of those mods required an illegal leak of code, SiPlus.
Small little info about the Hydra NPC. The Hydra was created in late 2007, shortly after Episode 2. We know this from Portal 2’s Final Hours E-Book. We also know, from the same book, that the Hydra uses the Blobulator tech, and the current blobulator (Portal 2) is actually a modified version of the original one, obviously created for HL3, especially given that it was in a file branch named ep3.
All in all, nothing new. Just thought I’d clear up some confusion.
Whoops, the “/”s were meant to be “s. Also, I forgot to mention that yes, the Hydra was *really* created for HL2, it wasn’t until later on that they did this redux and it was reinvented.
Well, we did know all this. The thing is NPC_Surface, or Hydra, as you call it, was actually created one year before the DDEs, in late 2006.
The hydra was a cut npc from hl2 it was going to be used but they scrapped it, because concept issues, you can see a video of it from an early e3 presentation
The fluid thing makes me think of those tentacles and wierd artsy stuff in the EP3 concept art. Specifically this one:
http://lambdageneration.com/wp-content/uploads/2012/06/ep3_xen2a.jpg
So, what exactly does this mean? Isn’t this good because now the modders can do even more stuff?
I also thought Valve released the Source code for their Source engine a long time ago.
For the hardcore modders, then it might be a good thing, sure.
But there’s also the hackers out there, who will be able to put together much better hacks, based off the source code. And I’d also reckon some of the other software companies are going to want to take a look at this, which, if you ask me, is even worse.
This gives modders more sample code, that’s pretty much it. There’s nothing done in any of the games that Valve released, that modders can’t do on their own with the SDK code base.
I bet you that all those EP3 files have *something* to do with the advisor and its combat system.
Maybe they’re fluid in their natural habitat? lel
Hehehe… ‘Osama Bin Leaker’. Cute.
hydra.mdl is from the 2003 leak, it was a cut NPC
though the “npc_combine_armored“, “npc_wpnscanner“ and “weapon_proto1” look interesting
the combine armored reminds me alot of the combineguard/synth super soldier concept
wpnscanner is either a new gun or a return of the wasteland scanner concept
that “proto” weapon is beyond me though
weapon_proto1 is in the SDK already, and has been for a long time. It’s pretty much the hopwire vortex grenade, as far as I remember. I haven’t looked at the specific code for ages though.
“All of the games that previously used it have since switched onto newer versions of the engine, based on the Source 2009/L4D2 branch.”
Source 2009 != L4D2 branch, that part seems to be implying they are the same. Saying that Valve doesn’t use the Orange Box branch anymore isn’t correct since Source 2009 is part of the Orange Box branch. That branch consists of 3 sub-branches, 2007, 2009 and MP. Only 2007 isn’t used anymore, except for SDK Base for mods.
The 2009 and L4D2 branches are quite different, in that the latter uses the VPK system and dropped support for Direct X versions older than 9.
https://developer.valvesoftware.com/wiki/Orange_Box
Thanks a lot! I’ve corrected that error.
Interesting. that “npc_wpnscanner” makes me real curious.
That really sucks, but hey at least it’s not Source 2009. Also Vic…..are we ever going to see the CS GO review, or are we having a mini HL3 on our hands?
You will, you will – but with all the big news coming in the way on an almost daily basis, I’ve had to shift focus a bit. Still, I’ll try to get it out as soon as I can!
That really rocks, you wanted to say?
No, it really sucks.
Modders can make code mods for Portal, CSS, DoDS and TF2 now, how does it suck?
Because that’s illegally-distributed code for games that Valve didn’t want anyone making mods for.
For that matter, I’d like to see how those mods would actually stay afloat once people realize they’re built on illegal code.
Is it really SO bad to make mods based on illegally obtained code?
Modding is always good. Without mods, there wouldn’t be Counter-Strike, Day of Defeat, Team Fortress and DotA.
Bad for sales of Valve games? No, mods only increase sales of base games, DayZ is a perfect example.
And just look at games with no modding support.
CoD4 – has modding support – http://youtu.be/N5PcSjKPYow
CoDMW2 – no modding – http://youtu.be/2lDFlgZvCeU
And there wouldn’t be Black Mesa.
That has absolutely nothing to do with the subject at hand. It is both morally and legally wrong to use illegally-distributed content – we already have plenty of mod support from Valve, and plenty of freely and officially released gamecode.
Black Mesa is a good example of how great mods can be created without the need for illegally obtained code.