The theft of part of its source code has delayed until April 2004 the launch of "Half Life II", the hotly anticipated alien-hunting game of Vivendi Universal Games, a company official said. "A third of the source code was stolen. It's serious because it forces us to delay the launch of the game by at least four months, that is to April 2004. Just the time to rewrite parts of the game," VU Games president of international operations Christophe Ramboz told daily Les Echos in its Tuesday edition.
1) We've taken our network connection down to pretty much a minimum. We're still finding machines internally that have been compromised.
2) The suite of tools that the attacker was using included the modified version of RemotelyAnywhere (basically a Remote Desktop-style remote admin tool), Haxker Defender (a process, registry key and file hiding tool), the key logger, and various networking utilities that allowed them to transfer files (compressors, NetCat, and FTP). We also are pretty sure they were sniffing our network to gather passwords and other information. Haxker Defender includes a file system driver that allows an attacker to have stuff on your machine that is invisible, unless you do something like mount the drive under another OS that has NTFS support.
We have determined one way of detecting some infected machines, which is using a connection viewer to detect connections to anomalous hosts external to our network.
We still don't know their entry method.
3) In general, the community has been remarkably swift at tracking down the sources of the leak. What would be most helpful now are IP addresses of the people who were responsible for the intrusion or for the denial of service attacks.
4) Also, please continue to send in URLs of websites hosting the source code. We've been contacting people and asking them to take it down.
5) There's anecdotal evidence that other game developers have been targeted by whoever attacked us. This hasn't been confirmed. We've been providing other game developers with more detailed information about the exploits and evidence of infiltration.
6) We're running a little bit blind with our network shut down, but it seems like some of the press has picked up the story. I've been fielding calls from the mainstream non-games, non-technical press.all day. Hopefully they will get to report shortly what a mistake it is to piss off a whole bunch of gamers and get them hunting you around the Internet.
For any information related to this, please send it to helpvalve@valvesoftware.com, or you can always send to gaben@valvesoftware.com as well.
Important: Just to be clear, it's ok to talk about the leak and the possible implications, however we'll nuke you and your family if you even make the most slight clever hint of where to download it or even screenshots of it.Ever have one of those weeks? This has just not been the best couple of days for me or for Valve.
Yes, the source code that has been posted is the HL-2 source code.
Here is what we know:
1) Starting around 9/11 of this year, someone other than me was accessing my email account. This has been determined by looking at traffic on our email server versus my travel schedule.
2) Shortly afterwards my machine started acting weird (right-clicking on executables would crash explorer). I was unable to find a virus or trojan on my machine, I reformatted my hard drive, and reinstalled.
3) For the next week, there appears to have been suspicious activity on my webmail account.
4) Around 9/19 someone made a copy of the HL-2 source tree.
5) At some point, keystroke recorders got installed on several machines at Valve. Our speculation is that these were done via a buffer overflow in Outlook's preview pane. This recorder is apparently a customized version of RemoteAnywhere created to infect Valve (at least it hasn't been seen anywhere else, and isn't detected by normal virus scanning tools).
6) Periodically for the last year we've been the subject of a variety of denial of service attacks targetted at our webservers and at Steam. We don't know if these are related or independent.
Well, this sucks.
What I'd appreciate is the assistance of the community in tracking this down. I have a special email address for people to send information to, helpvalve@valvesoftware.com. If you have information about the denial of service attacks or the infiltration of our network, please send the details. There are some pretty obvious places to start with the posts and records in IRC, so if you can point us in the right direction, that would be great.
We at Valve have always thought of ourselves as being part of a community, and I can't imagine a better group of people to help us take care of these problems than this community.
Gabe
- ATI and Valve Team up to Showcase the best of 3D Gaming
- ATI introduces RADEON 9800 XT and RADEON 9600 XT
The PR of course announced that Half-Life 2 is shipping with the 9800XT which really isnt very far from hitting the shelves. Will find out if the early cards will just carry coupons for a free copy of HL2 or if Valve really is just a smidge away from release. More late tonight! Unless of course they make me sign papers saying I cant. Doubtful though. You can find a review of the new 9800XT card on Tech-Report by the way.
Update by Maarten: Various press releases and this ATI page (thanks Conan) mention that Half-Life 2 wont be in the box, but will be shipped later. You can opt to download it through Steam as well.
The previously announced September 30th release date for Half-Life 2 is being pushed back. We are currently targeting a holiday release, but do not have a specific "in-store" date to share at this time. We will release that information as soon as we have confirmed a new date.
As more information becomes available from Valve we'll have it here for you.
Normally, when you see benchmarks on TR with fancy graphs and the like, we have conducted the testing ourselves using test systems we've built and installed personally. That's not the case with these numbers, which were produced in a very controlled environment. ATI and Valve collaborated on the system setups, and my role in the process was reduced to specifying verbally which script should be run. A very protective ATI employee kept my hands off the keyboard and kicked off the scripts for me, so not even in that basic way can I claim these are "my" benchmark numbers.Update: another article can be found on Gamers Depot which also has quite a few new screenshots.
- Source DirectX 9.0 Effects Trailer
- Half-Life 2 Barricade Bink Video
- Half-Life 2 Bugbait Bink Video
- Half-Life 2 Tunnels Bink Video
- Half-Life 2 Trap Town Bink Video
- Half-Life 2 Kleiner's Lab Bink Video
- Half-Life 2 Docks Bink Video
- Half-Life 2 G-Man Bink Video
In addition to the developer efforts, our driver team has developed a next-generation automatic shader optimizer that vastly improves GeForce FX pixel shader performance across the board. The fruits of these efforts will be seen in our Rel.50 driver release. Many other improvements have also been included in Rel.50, and these were all created either in response to, or in anticipation of the first wave of shipping DirectX 9 titles, such as Half Life 2. ...
- Half-Life 2 has a special NV3x codepath that was necessary to make NVIDIA's architecture perform reasonably under the game;Update: another article is available at Tech Report.
- Even with the special NV3x codepath, ATI is the clear performance leader under Half-Life 2 with the Radeon 9800 Pro hitting around 60 fps at 10x7. The 5900 ultra is noticeably slower with the special codepath and is horrendously slower under the default dx9 codepath;
In the Steam world, some people will want to buy it once, like the middle SKU above. Other people will want to buy the game on subscription (e.g. $9.95/month). The good news for the "buy it once" crowd is, well, they only have to pay once. The bad news is that when we come out with new content (expansion products, TF 2, and presumably other games) then they have to pay separately for those. We're pretty sure that the $9.95 guys are going to get the better value, as we've been pretty good over the years at generating a lot of content. ...update: Since it seems people need it made a little more clear, here you go a nice translation from our local informative whore timm:
1: Retail box, singleplayer, no multiplayer - ONE TIME FEE!
2: Retail box, singleplayer and multiplayer - ONE TIME FEE!
3: Retail box, singleplayer, multiplayer and other unknown cool stuff (collectors edition) - ONE TIME FEE!
4: STEAM, singleplayer and multiplayer - ONE TIME FEE!
5: STEAM, subscription model. Pay a montly fee and have access to all Valve titles, including the stuff on STEAM now (HL, OpFor, CS, TFC, etc), Half-Life 2, all future stuff they put out, and so forth.
Second, patches (bugfixes, maintenance releases, etc) will be free no matter which of the six option you decide to go for.
Community-based mods will be free unless the authors want to charge for them. Free community based mods will/can be made available though STEAM free of charge.
Toward the end of the demo you've shown, there's a bit where Gordon discards his shotgun to pick up a rocket launcher. Does this mean there'll be a limit to what he can carry, or will it be a "carry all" inventory like in the original Half-Life?
- Lombardi: Actually, in Condition Zero we really looked at the idea of limiting the amount of weapons that you have and making choices, and that's really something that seems like it will be interesting, but turns out to be not a lot of fun. Some choices are cool, but having to constantly manage your inventory is tedious - at least, that's how I see it. I wouldn't go so far as to say the inventory in Half-Life 2 is completely unlimited, but I would say that inventory management is not fun so we're not going to place that onto the player.
- What are you focusing on in the game then at the moment, in terms of development?
Lombardi: Playtesting, playtesting, playtesting.
- So you're at the fine-tuning stage, then?
Lombardi: Yeah. In the prior generation of stuff, level designers were artists, in a sense, and what we've done is de-coupled the two processes and we've gone with the idea of an orange map, where we make a quite simple orange version of the level, and that's strictly for pathing and playtesting right off the bat. ...
- Half-Life 2 Barricade Bink Video
- Half-Life 2 Bugbait Bink Video
- Half-Life 2 Tunnels Bink Video
- Half-Life 2 Trap Town Bink Video
- Half-Life 2 Kleiner's Lab Bink Video
- Half-Life 2 Docks Bink Video
- Half-Life 2 G-Man Bink Video
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