I'm sincerely not trying to offend anyone with this post, but I would like to know why Hidden Path was the development team that Valve decided to let run CS. Their only other game besides the two now dead Counter Strike versions is a Tower Defense game. (http://en.wikipedia.org/wiki/Defense_Grid:_The_Awakening)

I feel that the loss of popularity in both CS:S and CS:GO can be directly attributed to Hidden Path. To my understanding Hidden Path was mostly responible for the large 2010 beta update for CS:S that moved it over to the updated source engine (Orangebox). Since then the game has had a steady decline, and then after seeing CS:S decline Hidden Path is assigned to work on another CS? The community has just been separated more
by adding another game, which also isn't thriving.

I just think this was a mistake made on Valve's part allowing a group of inexperienced developers to work on such
a large title.

----- Original Message ----- From: "Kyle Sanderson" <[email protected]> To: "Half-Life dedicated Linux server mailing list" <[email protected]>
Cc: <[email protected]>
Sent: Friday, January 18, 2013 10:05 PM
Subject: Re: [hlds_linux] [hlds] The Premature Death of Counter-StrikeSource.


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 <[email protected]>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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