Just so you know, Garrysmod isn't a Valve game.
-ics
19.10.2011 5:36, Violent Crimes kirjoitti:
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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