yes or no, source code real?

Is the source code fake

  • YES

    Votes: 49 53.3%
  • NO

    Votes: 43 46.7%
  • Note to all : The results of this poll are flawed

    Votes: 0 0.0%
  • due to the question mixup - D33.

    Votes: 0 0.0%

  • Total voters
    92
Not to mention that the folks that are most likely to sit and take the time to figure it out properly, probably haven't even voted yet. I haven't.
 
Originally posted by Arno
It is possible that Valve reused parts of the HL1 grunt code as a base for the HL2 combine code.

Yes, this idea worries me.

It is the single most likely thing to cause a further delay, since ID might catch on and deman license fees for the included Q code.
 
I think it's real but i don't think its all of it, I can't seem to find any core files for the renderer, there seem to be some DX9 SDK files though but they can be downloaded off microsoft.

I'm going to try and find a source file that calls D3D.h
 
Why do you wanna do that? Its such a spoler. I really hope its not real cause I dont wanna know what I know.
I dont see the point in trying to compile it
 
i havn't seen any spoilers yet because I'm not looking in the sections that contain information on weopons or enemys. i'm just looking for the renderer code which won't spoil anything.
 
Ok, this bit of code is taken from the Half-Life SDK v2.3:

// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.

And this is taken from the supposed Half-Life 2 SDK, from the npc_combine file:

// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.

It's fake. Someone took the HL1 SDK and reworked it to make it look like the Half-Life 2 SDK

Heres another comment from the HL1 SDK:

// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.

And here is it's somewhat edited twin in the supposed Half-Life 2 SDK

Purpose: Overidden for human grunts because they hear the DANGER sound

As you can see the author of the fake SDK went ahead and changed some stuff here and there to make it look like the Half-Life 2 SDK. There is more but I'm not going to post it all here.
 
Originally posted by mrchimp
i havn't seen any spoilers yet because I'm not looking in the sections that contain information on weopons or enemys. i'm just looking for the renderer code which won't spoil anything.
I do beleive Valve said that modders wouldnt have full access to the renderer, if its the SDK source maybe it wont be in there...
 
That is a very definitive argument.. I don't know what to believe to be honest.
 
Trust me, this Half-Life 2 SDK is a fake. It looks very convincing at first, but upon closer inspection it falls apart.
 
Originally posted by qckbeam
As you can see the author of the fake SDK went ahead and changed some stuff here and there to make it look like the Half-Life 2 SDK. There is more but I'm not going to post it all here.
As I already pointed out, that doesn't prove it's fake. A programmer at Valve has also access to the HL1 SDK and can reuse parts of it for HL2. Especially for quick testing purposes.
 
Well, I'd trust you but while you have a really great argument there, there are other people on this board that still aren't sure. I won't make a decision untill I gather enough reasoning from multiple people.
 
Originally posted by Arno
As I already pointed out, that doesn't prove it's fake. A programmer at Valve has also access to the HL1 SDK and can reuse parts of it for HL2. Especially for quick testing purposes.

Well, anything that doesn't belong to id Software, heh.
 
Most of us aren't programmers, even if we were we still wouldn't be able to tell. I don't know about you but I still refer to the combime as grunts, obviously if it was HL1 code then he would of simply changed the text from grunt to combine. So I'd say that's a plus for it being real. Some of you people need to chill. Who cares about hackers? Your gonna be playing with some one way or another right? ::sigh:: i wish i had a playable room with a stack of tin cans :(
 
Well Valve should open there mouth kinda soon?
And if it was real its kinda strange that they havent done anything yet.
 
Originally posted by rndhotdog
[ Who cares about hackers? Your gonna be playing with some one way or another right? ::sigh:: i wish i had a playable room with a stack of tin cans :(

With an attitude like that young grasshoppa, the 'hackers' have already won :(
 
It's probably real, but simply the fact that t0y from ***** is posting it means it's fake.

*Loves cryptic answers*

Originally posted by wowyouareacow
Well Valve should open there mouth kinda soon?
And if it was real its kinda strange that they havent done anything yet.

Question is, what can they do about it, if anything at all?
 
Originally posted by qckbeam
Trust me, this Half-Life 2 SDK is a fake. It looks very convincing at first, but upon closer inspection it falls apart.

How do you explain all the parts that couldn't be from HL1, like the manipulator, all the vehicle code, the lip synch code etc. etc.
 
It's not like we could stop people hacking. I doubt Valves security with HL2 is that good even without people having access to the Source.
 
Ok Arno, what you are saying does make some sense and I understand where you are coming from. But why would Valve go back into Half-Life 1 code, copy ONLY the comments, and paste them in the Half-Life 2 SDK? The code following the comments is not the same. It doesn't make sense for Valve developers to go in, copy comments word for word and paste them in the Half-Life 2 SDK. Now the code itself looks like bit's and pieces of code from various files in the Half-Life 1 SDK with a few comments edited or cut out.

derby, I do not have that code your are speaking of, so I cannot speak about it. Let me see it and I'll tell you if it's fake or not.
 
Originally posted by qckbeam
Ok, this bit of code is taken from the Half-Life SDK v2.3:

// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.

And this is taken from the supposed Half-Life 2 SDK, from the npc_combine file:

// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.

It's fake. Someone took the HL1 SDK and reworked it to make it look like the Half-Life 2 SDK

Heres another comment from the HL1 SDK:

// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.

And here is it's somewhat edited twin in the supposed Half-Life 2 SDK

Purpose: Overidden for human grunts because they hear the DANGER sound

As you can see the author of the fake SDK went ahead and changed some stuff here and there to make it look like the Half-Life 2 SDK. There is more but I'm not going to post it all here.

Heeheheheh some asshole has got us chasing our own shadows the damn thing is a fake the jokes on us idiots getting all worked up about it.
 
Wow I found the Full version of Half-Life 2 on KaZaA!.. and it's only 15k!!! *hehehe*
 
Originally posted by MrD
Yes, this idea worries me.

It is the single most likely thing to cause a further delay, since ID might catch on and deman license fees for the included Q code.

I doubt that very much. Most people think that Id make games just so they call sell the engines, but they make a lot more money from seeling games than licensing engines. Plus they released the whole source code for Quake 1 and 2. So they obviously don't care about squeezing royalties out of Q1 anymore...
 
yes i think it could be fake too, why would it have files in there called glquake.h which incidently I think has openGL calls in it, I'm sure the admins won't mind me posting this bit of code:

From glquake.h


#ifndef GLQUAKE_H
#define GLQUAKE_H
#pragma once

#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA

#include "basetypes.h"
#include "quakedef.h"
#include "render.h"
#include "client.h"
#include "materialsystem/imaterialvar.h"
#include "bspfile.h"


Also from glquake.h

extern ConVar r_norefresh;
extern ConVar r_speeds;
extern ConVar r_speedsquiet;
extern ConVar r_lightmapcolorscale;
extern ConVar r_decals;
extern ConVar mp_decals;
extern ConVar r_lightmap;
extern ConVar r_lightstyle;
extern ConVar r_dynamic;

Now look at this, a piece of the Doom3 alpha config file:

seta r_depthbits "24"
seta r_stencilbits "8"
seta r_colorbits "32"
seta r_ext_vertex_array_range "1"
seta r_ext_texture_env_combine "1"
seta r_ext_texture_edge_clamp "1"
seta r_ext_texture_filter_anisotropic "0"
seta r_ext_compress_textures "1"

Note how popular r_ is, now I'm may be speaking out of my ass but I don't think Valve wrote this code i think someone from Id did. I presume r stands for render, so it could be coincidence that both ID and valve like to use r_ to identify things like that, as i don't think it's part of either the DX9 or OpenGL API.

sorry if that didn't make any sense.
 
Why is that when trying to program for HL2 they look up HL1? eerrrrrr i mean how is it not believeable?..............grrrrrrrrrr makes me mad I was pretty much against it being real since the first tiem i heard about it being leaked now here I am with doubt thinking that I might be wrong.
 
mrchimp, your right, that code is from quake and makes reference to OpenGl which HL2 does not use.
 
oh please tell me you stumbled on to something here!! lay this to rest!!!!!!!!!!
 
A big chunk of the havok physics library is in it.

So it's more than just quake source.

They include a lot of older library headers in the tree.

That's the beauty of OOP. Resuing code.
 
r_ refers to any part of the rendering engine (at least it did in the quake1 source) it's a naming convention, not owned by Id.

If valve re-used HL1 code then they may well have bit of GLQuake in there for compatibility - remember they did say source was backwards compatible with HL1
 
sh0t, post some of it. Also, you don't reuse openGl code if your using DX9 in your game. Half-Life 2 does not use Open-Gl, it's DX9 only.
 
Dudes I dont think u should ost bits of the code. Even if its not, real the mods stated that we should not post the code or bits of it.
 
where is the havok code?

unless I see some vector calculations then i'm not convinced.
 
Post some of what?

Just do a dir search for havok and look at the physics library that makes up havok.
 
This morning along with the questionable source leak there have been leaks of a "playable demo" popping up all over IRC and the net they are like 900megs too so who know what's going on
 
So ALL the havok function calls have effectively been leaked to the public with this, then?

That's bad.
 
Sh0t, you said a big chunk of the Havok physics code was in this half-Life 2 SDK. If it is post some of it, or PM me some of it, or e-mail me it to [email protected]. Anyways, I doubt you would be able to recognize whether or not it's the Havok physics code since Valve has said many times over that they heavily modified it.
 
THe package I have is just game engine code, not a demo. No models, no sounds, no maps/levels.

But with the engine code, expect to see some underground games come out using the half life 2 engine.

SFA: yes, Havok could basically sue valve for leaking their product.

It might not be all (just the parts valve used) but it is a good chunk of something.
 
Do you guys think the HL2 community is becoming delusional? I mean, I dont know of any other game community that acts like this. Perhaps CS, and DOD ruined the HL community. They brought in soo many people, that alot of younger people found out. They joined the community, and bam. Look what we have. Insanity over release dates, over someone thinking they found the source code, insanity over the delay.... I mean come on. Everyones so ancy and ready for HL2 there making up the wildest sh-it to make time pass. Its's sad...
 
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