So why did you not to this for Garrysmod?

On 10/18/2011 10:25 PM, Henry Goffin 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: [email protected] 
[mailto:[email protected]] 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.
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