Well, it's happened. CS:S forked internally, and now requires extra effort to update. As a result of this, CS:S hasn't been updated in quite sometime. I would have liked to have never seen this coming, to have been wrong. This is unfortunately not the case.
This was pretty malicious, and while my disappointment carries no weight, I am. Kyle Sanderson. On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin <hen...@valvesoftware.com>wrote: > I understand the concern, but it's based on an incorrect assumption. Yes, > CS:S now stores its own binaries in a different folder. However, it has not > actually branched away from the Source 2009 engine, and it still compiles > from the same source code. We have simply gained the option of updating the > binaries independently, so that for example, if an engine change is > required for a TF feature but ends up causing a bug in CS:S, we can still > deploy TF2 without updating CS:S. Updates will continue to come for both > games, and the engine will be roughly in sync between the two, except for > periods of instability. > > For example, given the problems with the very latest Team Fortress update, > I would assume that CS:S admins are quite happy to not be impacted. We will > still be updating CS:S with all the Source 2009 engine fixes, just not at > the exact same time. > > > > From: hlds-boun...@list.valvesoftware.com [mailto: > hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson > Sent: Tuesday, October 18, 2011 7:13 PM > To: Half-Life dedicated Linux server mailing list; Half-Life dedicated > Win32 server mailing list > Subject: [hlds] The Premature Death of Counter-Strike Source. > > So, as some of you may have noticed... The last, and apparently final > shared Engine/Game update (Manniversary... don't even get me started) moved > Counter-Strike Source off of Source 2009 and into it's own engine branch. > This was a deliberate change. > > What does this mean for the end user? No more shared binaries between > HL2DM, DOD:S, and TF2. If you use MM:S, SM (including extensions), ES, or > any sort of VSP, the author will now have to compile a binary built against > the CSS "SDK" instead of Source 2009. This is needlessly increasing work > for plugin authors. Another issue with this is after the 12th of November, > 2007 until the 23rd of June, 2010. Fixes were being backported days, weeks, > or even months after they're more then public knowledge and are exploited. > A decent example of this is sv_soundscape_printdebuginfo, after 5 months it > was back ported to Episode 1... That was really gross then, who would want > it to happen again? > > Just to reiterate how serious this is. On June 25th of 2010, Valve fixed > the .dll loading exploit on Source 2009 (Which included CSS, thank god). To > this date (I just remembered this existed from looking at old patch notes > for OB, there's probably a number of exploits that were never fixed), the > exploit still functions perfectly on L4D, L4D2 (requires -insecure on the > client), and of course the older engines. The exploit allows for servers to > run arbitrary code on clients. This can include anything from infecting > them via the built in lobby system (they'd have to join a server, if it's a > versus match even better). From there, the .dll could do something as > simple as inviting friends to join them to play a match, then start > downloading and executing code on the client whenever it wants. If CS:S > wasn't part of the Source 2009 pact, I highly doubt it would have received > this fix (HL2DM sure didn't have it for three months until it was ported). > Everyone knows how bad GarrysMod 9 had gotten when GMod 10 came out, this > can be L4D today and we would be none the wiser. > > What do we gain from this change? Slightly faster download speeds for > HL2DM, DODS, and TF2 as CSS is no longer part of the update package (Mind > you it's not like CSS was not the game getting the constant material/model > updates...). Sure, this is nice. However, killing Counter-Strike Source > before CS:GO comes out really can't be the goal here, right? > > VoiceHook is already broken because of the last required update, and needs > to be built against the old SDK for server admins to be able to use it. > Everything other plugin will follow as the Source 2009 engine continues to > be updated. > > Hate me if you want for saying this, I haven't told a lie though. > Kyle. > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux