Well considering they shutdown CS:Classic Offensive and the Alyx SDK is
half assed I doubt they care about modding anymore.


On Sat, 12 Jul 2025 at 01:06, Half-Life Coders Mailing List <
[email protected]> wrote:

> Future of mod support <#m_8054334965537689920_msg31097256> - Sam V *(11
> Jul 2025 13:59 UTC)*
> Re: [hlcoders] Future of mod support <#m_8054334965537689920_msg31100044> - 
> Andrew
> McWatters *(11 Jul 2025 15:42 UTC)*
> Re: [hlcoders] Future of mod support <#m_8054334965537689920_msg31100315> - 
> Andrew
> McWatters *(11 Jul 2025 15:50 UTC)*
> ------------------------------
> Future of mod support
> <https://list.valvesoftware.com/hlcoders/msg/31097256/> by Sam V
> <[email protected]> *(11 Jul 2025 13:58 UTC)*
> Reply to list
> <[email protected]?Subject=Re:+Future+of+modsupport&References=%3CAM0PR08MB52687F935DE3DB1B9A37C8A5834BA%40AM0PR08MB5268.eurprd08.prod.outlook.com%3E>
>
>
>    I see this mailing list has been inactive for over a year, but i
>    thought i'd take a shot at this:
>
>    Is there a future for game modding as far as Valve games are
>    concerned? I'm referring specifically to making entire mods, not making
>    maps or models.
>
>    When the HL1 25th anniversary updates released we could see there were
>    hidden branches for other GoldSource engine games that ultimately weren't
>    released. Those branches are now completely hidden due to changes in how
>    Steam handles them.
>
>    Some changes like the enabling of asserts have made HL1 modding even
>    more confusing than before since it now adds more errors that people can't
>    make sense of.
>
>    There are a lot of bugs that could be fixed, some of the changes made
>    in the anniversary update were also imposed on other games (like the weapon
>    bobbing change) which isn't what anybody was asking for.
>
>    Valve employees have mentioned open sourcing before and we got a
>    response from an employee on the Half-Life issue tracker that they would
>    look into it way back in 2019:
>    
> https://github.com/ValveSoftware/halflife/issues/2112#issuecomment-482718243
>
>    Nothing ever came of that.
>
>    Based on how and when Valve does communicate we will never get a
>    response if it's negative, so it's safe to assume that somewhere along the
>    line there is a roadblock or someone who does not want the engine open
>    sourced.
>
>    While it would be nice to have that happen, i don't expect it will.
>    Conversely, it would be nice to get a definitive "no" so we can tell
>    everyone to stop wasting their time on a dead game, but i doubt that's
>    going to happen.
>
>    Instead, i'd like to point out another option. Steam is missing a
>    developer feature that would make it easier to manage different versions of
>    a game. Users can only install one version of a game at a time and have to
>    switch branches to play another version, which requires users to
>    (re-)download changed files.
>
>    There is a recently added API that lets developers switch branches on
>    behalf of the user but that still involves changes the single copy of the
>    game.
>
>    A couple examples:
>    HL1 legacy and anniversary versions (made worse because all GoldSource
>    games use the engine binaries from HL1 so switching branches for that game
>    doesn't change the engine)
>    CSGO and CS2 ARMA 3 current, previous and dev versions (
>    https://community.bistudio.com/wiki/Arma_3:_Steam_Branches)
>
>    Unity for instance lets you switch engine versions through the hub. If
>    someone were to distribute a developer tool like an engine or level editor
>    through Steam and there are different versions then you'd have to
>    re-download the version you want to use when switching.
>
>    Why do i bring this up? To justify having Valve work on making a new
>    version of GoldSource. Steam could use a feature like this. And when
>    developing such a feature you could develop a new version of GoldSource to
>    test it.
>
>    You can make a new engine branch that strips out anything that's
>    non-functional or obsolete (some engine functions do nothing, VGUI1 can be
>    replaced with VGUI2), HLTV is pretty much useless (HL has a handful of
>    empty servers with it enabled, CS servers are apparently glitched and
>    refreshing the server in the browser changes the title so it's probably
>    broken), GameUI can be moved to the client dll, the save game system can be
>    moved so modders have full control over what gets saved and how, and
>    anything game-specific can be moved into the SDK (physics, entity
>    networking, loads of stuff).
>
>    This new engine branch can have its own version of the SDK, a new
>    Hammer build that's compatible with today's operating systems (it would be
>    better if it were open source so we can fix it and make it better!), a
>    decent renderer that uses modern hardware properly and properly supports
>    custom graphics code (i'm talking shaders, buffers, post-processing
>    effects, all that stuff), with higher limits, and so on and so forth.
>
>    You can eliminate problems like TGA files needing a specific origin
>    setting to load properly, allow full-color images everywhere instead of 256
>    color images and streamline a lot of stuff.
>
>    Valve games can have new versions made that use the new engine in a
>    self-contained manner. You could install the version of CS 1.6 based on
>    this engine branch and it would have its own set of engine binaries that
>    are affected by neither HL1 nor the engine branch that mods are based on.
>    You can fix games without breaking other games and without breaking mods.
>
>    You can also make community-made projects obsolete if you tackle the
>    problems they were created to deal with.
>
>    This would also allow VAC to be turned on again (it seems to be turned
>    off for GoldSource engine games, probably due to mods using extra dlls, so
>    you shouldn't enable it there) and made stricter than before without
>    breaking mods that run on the current engine.
>
>    There would need to be a way to have server plugins work with VAC
>    thrown in the mix which means you'll have to work with the community to
>    design a good way to integrate that and provide functionality that modders
>    need and currently implement by way of hooking into the engine.
>
>    So you'd have a new version for every GoldSource engine game (HL1, CS,
>    TFC and so on) plus a separate engine that mods run on (like Source SDK
>    Base apps), with the first version being a clone of HL1 and subsequent
>    updates bringing in updated versions of the engine. Instead of having to
>    make a new app for every major update you have one app with different
>    versions that can be installed side by side. Obviously you'd need a way to
>    locate the right version so mods can locate assets and launch with the
>    right engine (and automatically have Steam download it if you try to launch
>    a mod that uses a non-installed version). Ideally mods would be installed
>    outside the engine installation (like Source mods) because that's caused
>    enough problems with overwriting files and mods stomping on each-other's
>    third party dlls (like FMOD).
>
>    Building tools to let developers work better using Steam is something
>    that Valve does very well, using it to motivate developing new versions of
>    these old games is a bonus.
>
>    I realize i'm probably screaming into the void, but i thought i'd give
>    folks over at Valve a good reason to work on these games.
>
>    I've spent enough time trying to help people, watching them try to
>    make games on this engine knowing what they want to do can't be done
>    without some serious hacks, all the way up to basically building a new
>    engine. If open sourcing is not an option then this is the best way i can
>    think of to help them.
>
>    I've only mentioned GoldSource engine games but you can do this for
>    Source games as well, though that would be a lot more work. Source recently
>    got updates so maybe it doesn't need more attention, i'd ask Source modders
>    for feedback on that.
>
>    Now, i've already mentioned this above but i'll say it again. If you
>    won't provide support, you can at least tell us so nobody wastes their time
>    trying to figure out a way forward in a dead end.
>
>    People just want to be creative with these games but the tech is so
>    old it belongs in a museum. People aren't porting CS 1.6 to Source to break
>    the law or violate licenses, they want a version of the game that runs on
>    an engine that can make proper use of even 15 year old hardware and has
>    limits to match.
>
>    If you won't provide them with a solution they'll go work on one
>    themselves, and then you end up having to shut them down after years of
>    work. Nobody wins in a situation like that.
>
>    You can solve a bunch of problems here and build a framework that
>    makes fixing these games in the future a lot easier. Surely there must be
>    value in that. If not, then at least we tried to make this happen. But if
>    any future attempts are a waste of time, you ought to tell us.
>
> ------------------------------
> Re: [hlcoders] Future of mod support
> <https://list.valvesoftware.com/hlcoders/msg/31100044/> by Andrew
> McWatters <[email protected]> *(11 Jul 2025 15:42 UTC)*
> Reply to list
> <[email protected]?Subject=Re:+[hlcoders]Future+of+modsupport&References=%3CAM0PR08MB52687F935DE3DB1B9A37C8A5834BA%40AM0PR08MB5268.eurprd08.prod.outlook.com%3E%20%3CBL0PR01MB449717ECDD7E7C18052C1627F34BA%40BL0PR01MB4497.prod.exchangelabs.com%3E>
>
>
>    Hi Sam,
>    I know other modders still follow this mailing list, so I hope some of
>    them chime in as well.
>    I worked on the team that built a mod called Half-Life 2: Sandbox. We
>    last shipped an update in December 2024, and I really don’t want to do it
>    again. We thought it was safe, since the 2013 branch hadn’t been updated in
>    10 years. And then, the day after we released our update, someone at Valve
>    decided to push a new update to that very same old branch. Incredible
>    timing. What a great experience.
>    Honestly, I don’t think there’s a future in modding Valve games. At
>    various points, I'm not exactly sure when; I could probably piece it
>    together if I sat down and documented it, several changes were made that
>    made it increasingly difficult to ship mods. Doors that had been open to
>    previous developers and teams were gradually closed, making it harder not
>    just to build, but also to monetize our work.
>    I may have the order of events wrong. Maybe someone else can clarify
>    the history better than I can.
>    The biggest change, I think, was the staff turnover. That’s just part
>    of life, but it had real consequences. We noticed it directly through our
>    interactions with people working on the Source SDK. Some individuals who
>    could have helped us likely weren't even accessible, and once no one at
>    Valve was actively maintaining the SDK or pushing cleaned-up code drops
>    from internal Perforce repositories, development basically stalled. I
>    believe Tony Sergi was the main Source SDK contractor, and he was
>    incredibly helpful and kind in my experience. But most of Valve doesn’t
>    work on the non-licensee SDK, and most aren’t subscribed to this list. So,
>    whoever we had here was who we had. The rest of Valve was hard to reach.
>    You might have been able to reach someone at Facepunch years ago, but that
>    was rare too.
>    Then came SteamPipe, which broke a lot of mods. The abstraction layers
>    intended to keep them running weren’t tested with the broader modding
>    community, so backwards compatibility suffered. Many of those older teams
>    were long gone and weren't coming back to fix what Valve broke. The only
>    way to play some of those mods was to go to cs.rin.ru, download a
>    Steam.dll crack, extract assets from the old .gcf files, and run the mods
>    manually.
>    Hunt Down the Freeman was so poorly received that Valve stopped
>    allowing monetization of Half-Life 2 mods entirely. Around that time, they
>    also closed the door on modding other Valve IPs. So, if you built something
>    you thought was promising and considered investing the $50,000 for a Source
>    1 license plus sublicenses for sound and physics, Valve's business
>    development team would basically tell you to make a total conversion
>    instead. If your project relied on the look, feel, or lore of the
>    Half-Life universe, you were dead in the water.
>    The shift toward promoting user-generated content workflows over
>    traditional mods happened slowly but deliberately, as Valve extended
>    systems originally built for Team Fortress 2 into other titles and stopped
>    supporting modders through updates or tools.
>    There used to be a pipeline, whether or not it was official, that
>    encouraged modders to build great projects. Some of those became full
>    games, a few of which Valve even acquired. That pipeline no longer exists.
>    I know some developers still release free mod updates and do excellent
>    work, but I also know many would have preferred to sell what they built.
>    Most people have moved on. These days, we work in Unreal, Unity, or
>    even custom engines, just like the rest of the industry. If you're really
>    passionate about shipping games, I would recommend that you learn from some
>    of the mistakes a few of us have made here and build your intellectual
>    property on more reliable software.
>    Best,
>    Andrew McWatters
>    https://www.planimeter.org/
>    From: [email protected] <[email protected]>
>    on behalf of Sam V <[email protected]>
>    Sent: Friday, July 11, 2025 6:58 AM
>    To: Discussion of Half-Life Programming <
>    [email protected]>
>    Subject: [hlcoders] Future of mod support
>
>
>    I see this mailing list has been inactive for over a year, but i
>    thought i'd take a shot at this:
>
>    Is there a future for game modding as far as Valve games are
>    concerned? I'm referring specifically to making entire mods, not making
>    maps or models.
>
>    When the HL1 25th anniversary updates released we could see there were
>    hidden branches for other GoldSource engine games that ultimately weren't
>    released. Those branches are now completely hidden due to changes in how
>    Steam handles them.
>
>    Some changes like the enabling of asserts have made HL1 modding even
>    more confusing than before since it now adds more errors that people can't
>    make sense of.
>
>    There are a lot of bugs that could be fixed, some of the changes made
>    in the anniversary update were also imposed on other games (like the weapon
>    bobbing change) which isn't what anybody was asking for.
>
>    Valve employees have mentioned open sourcing before and we got a
>    response from an employee on the Half-Life issue tracker that they would
>    look into it way back in 2019:
>    
> https://github.com/ValveSoftware/halflife/issues/2112#issuecomment-482718243
>
>    Nothing ever came of that.
>
>    Based on how and when Valve does communicate we will never get a
>    response if it's negative, so it's safe to assume that somewhere along the
>    line there is a roadblock or someone who does not want the engine open
>    sourced.
>
>    While it would be nice to have that happen, i don't expect it will.
>    Conversely, it would be nice to get a definitive "no" so we can tell
>    everyone to stop wasting their time on a dead game, but i doubt that's
>    going to happen.
>
>    Instead, i'd like to point out another option. Steam is missing a
>    developer feature that would make it easier to manage different versions of
>    a game. Users can only install one version of a game at a time and have to
>    switch branches to play another version, which requires users to
>    (re-)download changed files.
>
>    There is a recently added API that lets developers switch branches on
>    behalf of the user but that still involves changes the single copy of the
>    game.
>
>    A couple examples:
>    HL1 legacy and anniversary versions (made worse because all GoldSource
>    games use the engine binaries from HL1 so switching branches for that game
>    doesn't change the engine)
>    CSGO and CS2ARMA 3 current, previous and dev versions (
>    https://community.bistudio.com/wiki/Arma_3:_Steam_Branches)
>
>    Unity for instance lets you switch engine versions through the hub. If
>    someone were to distribute a developer tool like an engine or level editor
>    through Steam and there are different versions then you'd have to
>    re-download the version you want to use when switching.
>
>    Why do i bring this up? To justify having Valve work on making a new
>    version of GoldSource. Steam could use a feature like this. And when
>    developing such a feature you could develop a new version of GoldSource to
>    test it.
>
>    You can make a new engine branch that strips out anything that's
>    non-functional or obsolete (some engine functions do nothing, VGUI1 can be
>    replaced with VGUI2), HLTV is pretty much useless (HL has a handful of
>    empty servers with it enabled, CS servers are apparently glitched and
>    refreshing the server in the browser changes the title so it's probably
>    broken), GameUI can be moved to the client dll, the save game system can be
>    moved so modders have full control over what gets saved and how, and
>    anything game-specific can be moved into the SDK (physics, entity
>    networking, loads of stuff).
>
>    This new engine branch can have its own version of the SDK, a new
>    Hammer build that's compatible with today's operating systems (it would be
>    better if it were open source so we can fix it and make it better!), a
>    decent renderer that uses modern hardware properly and properly supports
>    custom graphics code (i'm talking shaders, buffers, post-processing
>    effects, all that stuff), with higher limits, and so on and so forth.
>
>    You can eliminate problems like TGA files needing a specific origin
>    setting to load properly, allow full-color images everywhere instead of 256
>    color images and streamline a lot of stuff.
>
>    Valve games can have new versions made that use the new engine in a
>    self-contained manner. You could install the version of CS 1.6 based on
>    this engine branch and it would have its own set of engine binaries that
>    are affected by neither HL1 nor the engine branch that mods are based on.
>    You can fix games without breaking other games and without breaking mods.
>
>    You can also make community-made projects obsolete if you tackle the
>    problems they were created to deal with.
>
>    This would also allow VAC to be turned on again (it seems to be turned
>    off for GoldSource engine games, probably due to mods using extra dlls, so
>    you shouldn't enable it there) and made stricter than before without
>    breaking mods that run on the current engine.
>
>    There would need to be a way to have server plugins work with VAC
>    thrown in the mix which means you'll have to work with the community to
>    design a good way to integrate that and provide functionality that modders
>    need and currently implement by way of hooking into the engine.
>
>    So you'd have a new version for every GoldSource engine game (HL1, CS,
>    TFC and so on) plus a separate engine that mods run on (like Source SDK
>    Base apps), with the first version being a clone of HL1 and subsequent
>    updates bringing in updated versions of the engine. Instead of having to
>    make a new app for every major update you have one app with different
>    versions that can be installed side by side. Obviously you'd need a way to
>    locate the right version so mods can locate assets and launch with the
>    right engine (and automatically have Steam download it if you try to launch
>    a mod that uses a non-installed version). Ideally mods would be installed
>    outside the engine installation (like Source mods) because that's caused
>    enough problems with overwriting files and mods stomping on each-other's
>    third party dlls (like FMOD).
>
>    Building tools to let developers work better using Steam is something
>    that Valve does very well, using it to motivate developing new versions of
>    these old games is a bonus.
>
>    I realize i'm probably screaming into the void, but i thought i'd give
>    folks over at Valve a good reason to work on these games.
>
>    I've spent enough time trying to help people, watching them try to
>    make games on this engine knowing what they want to do can't be done
>    without some serious hacks, all the way up to basically building a new
>    engine. If open sourcing is not an option then this is the best way i can
>    think of to help them.
>
>    I've only mentioned GoldSource engine games but you can do this for
>    Source games as well, though that would be a lot more work. Source recently
>    got updates so maybe it doesn't need more attention, i'd ask Source modders
>    for feedback on that.
>
>    Now, i've already mentioned this above but i'll say it again. If you
>    won't provide support, you can at least tell us so nobody wastes their time
>    trying to figure out a way forward in a dead end.
>
>    People just want to be creative with these games but the tech is so
>    old it belongs in a museum. People aren't porting CS 1.6 to Source to break
>    the law or violate licenses, they want a version of the game that runs on
>    an engine that can make proper use of even 15 year old hardware and has
>    limits to match.
>
>    If you won't provide them with a solution they'll go work on one
>    themselves, and then you end up having to shut them down after years of
>    work. Nobody wins in a situation like that.
>
>    You can solve a bunch of problems here and build a framework that
>    makes fixing these games in the future a lot easier. Surely there must be
>    value in that. If not, then at least we tried to make this happen. But if
>    any future attempts are a waste of time, you ought to tell us.
>
>    _______________________________________________
>
>    To unsubscribe, edit your list preferences, or view the list archives,
>
>    please visit:
>
>    https://list.valvesoftware.com/
>
> ------------------------------
> Re: [hlcoders] Future of mod support
> <https://list.valvesoftware.com/hlcoders/msg/31100315/> by Andrew
> McWatters <[email protected]> *(11 Jul 2025 15:50 UTC)*
> Reply to list
> <[email protected]?Subject=Re:+[hlcoders]Future+of+modsupport&References=%3CAM0PR08MB52687F935DE3DB1B9A37C8A5834BA%40AM0PR08MB5268.eurprd08.prod.outlook.com%3E%20%3CBL0PR01MB4497CE0520ABF027CA2A7142F34BA%40BL0PR01MB4497.prod.exchangelabs.com%3E>
>
>
>    Sorry! I realize now you must be Sam Vanheer. So, my reply was mostly
>    preaching to the choir.
>    I hope you get better responses.
>    Best,
>    Andrew
>    From: [email protected] <[email protected]>
>    on behalf of Sam V <[email protected]>
>    Sent: Friday, July 11, 2025 6:58 AM
>    To: Discussion of Half-Life Programming <
>    [email protected]>
>    Subject: [hlcoders] Future of mod support
>
>
>    I see this mailing list has been inactive for over a year, but i
>    thought i'd take a shot at this:
>
>    Is there a future for game modding as far as Valve games are
>    concerned? I'm referring specifically to making entire mods, not making
>    maps or models.
>
>    When the HL1 25th anniversary updates released we could see there were
>    hidden branches for other GoldSource engine games that ultimately weren't
>    released. Those branches are now completely hidden due to changes in how
>    Steam handles them.
>
>    Some changes like the enabling of asserts have made HL1 modding even
>    more confusing than before since it now adds more errors that people can't
>    make sense of.
>
>    There are a lot of bugs that could be fixed, some of the changes made
>    in the anniversary update were also imposed on other games (like the weapon
>    bobbing change) which isn't what anybody was asking for.
>
>    Valve employees have mentioned open sourcing before and we got a
>    response from an employee on the Half-Life issue tracker that they would
>    look into it way back in 2019:
>    
> https://github.com/ValveSoftware/halflife/issues/2112#issuecomment-482718243
>
>    Nothing ever came of that.
>
>    Based on how and when Valve does communicate we will never get a
>    response if it's negative, so it's safe to assume that somewhere along the
>    line there is a roadblock or someone who does not want the engine open
>    sourced.
>
>    While it would be nice to have that happen, i don't expect it will.
>    Conversely, it would be nice to get a definitive "no" so we can tell
>    everyone to stop wasting their time on a dead game, but i doubt that's
>    going to happen.
>
>    Instead, i'd like to point out another option. Steam is missing a
>    developer feature that would make it easier to manage different versions of
>    a game. Users can only install one version of a game at a time and have to
>    switch branches to play another version, which requires users to
>    (re-)download changed files.
>
>    There is a recently added API that lets developers switch branches on
>    behalf of the user but that still involves changes the single copy of the
>    game.
>
>    A couple examples:
>    HL1 legacy and anniversary versions (made worse because all GoldSource
>    games use the engine binaries from HL1 so switching branches for that game
>    doesn't change the engine)
>    CSGO and CS2ARMA 3 current, previous and dev versions (
>    https://community.bistudio.com/wiki/Arma_3:_Steam_Branches)
>
>    Unity for instance lets you switch engine versions through the hub. If
>    someone were to distribute a developer tool like an engine or level editor
>    through Steam and there are different versions then you'd have to
>    re-download the version you want to use when switching.
>
>    Why do i bring this up? To justify having Valve work on making a new
>    version of GoldSource. Steam could use a feature like this. And when
>    developing such a feature you could develop a new version of GoldSource to
>    test it.
>
>    You can make a new engine branch that strips out anything that's
>    non-functional or obsolete (some engine functions do nothing, VGUI1 can be
>    replaced with VGUI2), HLTV is pretty much useless (HL has a handful of
>    empty servers with it enabled, CS servers are apparently glitched and
>    refreshing the server in the browser changes the title so it's probably
>    broken), GameUI can be moved to the client dll, the save game system can be
>    moved so modders have full control over what gets saved and how, and
>    anything game-specific can be moved into the SDK (physics, entity
>    networking, loads of stuff).
>
>    This new engine branch can have its own version of the SDK, a new
>    Hammer build that's compatible with today's operating systems (it would be
>    better if it were open source so we can fix it and make it better!), a
>    decent renderer that uses modern hardware properly and properly supports
>    custom graphics code (i'm talking shaders, buffers, post-processing
>    effects, all that stuff), with higher limits, and so on and so forth.
>
>    You can eliminate problems like TGA files needing a specific origin
>    setting to load properly, allow full-color images everywhere instead of 256
>    color images and streamline a lot of stuff.
>
>    Valve games can have new versions made that use the new engine in a
>    self-contained manner. You could install the version of CS 1.6 based on
>    this engine branch and it would have its own set of engine binaries that
>    are affected by neither HL1 nor the engine branch that mods are based on.
>    You can fix games without breaking other games and without breaking mods.
>
>    You can also make community-made projects obsolete if you tackle the
>    problems they were created to deal with.
>
>    This would also allow VAC to be turned on again (it seems to be turned
>    off for GoldSource engine games, probably due to mods using extra dlls, so
>    you shouldn't enable it there) and made stricter than before without
>    breaking mods that run on the current engine.
>
>    There would need to be a way to have server plugins work with VAC
>    thrown in the mix which means you'll have to work with the community to
>    design a good way to integrate that and provide functionality that modders
>    need and currently implement by way of hooking into the engine.
>
>    So you'd have a new version for every GoldSource engine game (HL1, CS,
>    TFC and so on) plus a separate engine that mods run on (like Source SDK
>    Base apps), with the first version being a clone of HL1 and subsequent
>    updates bringing in updated versions of the engine. Instead of having to
>    make a new app for every major update you have one app with different
>    versions that can be installed side by side. Obviously you'd need a way to
>    locate the right version so mods can locate assets and launch with the
>    right engine (and automatically have Steam download it if you try to launch
>    a mod that uses a non-installed version). Ideally mods would be installed
>    outside the engine installation (like Source mods) because that's caused
>    enough problems with overwriting files and mods stomping on each-other's
>    third party dlls (like FMOD).
>
>    Building tools to let developers work better using Steam is something
>    that Valve does very well, using it to motivate developing new versions of
>    these old games is a bonus.
>
>    I realize i'm probably screaming into the void, but i thought i'd give
>    folks over at Valve a good reason to work on these games.
>
>    I've spent enough time trying to help people, watching them try to
>    make games on this engine knowing what they want to do can't be done
>    without some serious hacks, all the way up to basically building a new
>    engine. If open sourcing is not an option then this is the best way i can
>    think of to help them.
>
>    I've only mentioned GoldSource engine games but you can do this for
>    Source games as well, though that would be a lot more work. Source recently
>    got updates so maybe it doesn't need more attention, i'd ask Source modders
>    for feedback on that.
>
>    Now, i've already mentioned this above but i'll say it again. If you
>    won't provide support, you can at least tell us so nobody wastes their time
>    trying to figure out a way forward in a dead end.
>
>    People just want to be creative with these games but the tech is so
>    old it belongs in a museum. People aren't porting CS 1.6 to Source to break
>    the law or violate licenses, they want a version of the game that runs on
>    an engine that can make proper use of even 15 year old hardware and has
>    limits to match.
>
>    If you won't provide them with a solution they'll go work on one
>    themselves, and then you end up having to shut them down after years of
>    work. Nobody wins in a situation like that.
>
>    You can solve a bunch of problems here and build a framework that
>    makes fixing these games in the future a lot easier. Surely there must be
>    value in that. If not, then at least we tried to make this happen. But if
>    any future attempts are a waste of time, you ought to tell us.
>
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