> Apparently there are 3 leaks in circulation:
> 3.3 gigs, src only
> 17 gigs, src + partial assets
> 1 TB, src + full assets
I really wish more games shared the source, even if it's under a restrictive license. It's just interesting to get a peak under the hood.
It makes me wish that copyright lasted less time and that submitting source code was a requirement for software projects to receive protection. Then once copyright expires the source can be in the public domain, and we don't have to waste time reverse engineering to reconstruct what was already done. Admittedly, it's a pipe dream. But it makes me sad how much software is destined to be lost to time because of copyright law.
A lot of people love GTA5 online, and hopefully this leak contains everything needed to create a private server should Rockstar decide to take down the service.
Would have been so interesting to see.
Also:
"The disc in question allegedly contains the source code to the original StarCraft game that GameSpot reported as being lost back in 2000 -- it forced Blizzard to start from scratch on its massively popular real-time strategy game."
What does this mean? StarCraft came out in 1998. Also losing one copy doesn't mean you lose all the other copies. And I can't find this supposed article from 2000. I have so many questions...
Don't underestimate that software patents play a role in that. For instance, the source code release of Doom 3 had to be modified to remove a rendering technique under patent by Creative - even though John Carmack invented the technique simultaneously and independently of Creative[0]
[0]: https://www.theverge.com/gaming/2011/11/17/2569394/john-carm...
The bad news: this code only compiles and runs on linux. We couldn't
release the dos code because of a copyrighted sound library we used
(wow, was that a mistake -- I write my own sound code now), and I
honestly don't even know what happened to the port that microsoft did
to windows.> All code and assets are MIT licensed, to the extent that I'm authorized to do so. Which is to say, not at all. But nobody cares at this point
Kudos! I guess you know the people will enough to know they won't go after you?
Maybe it is a bit more complicated with assets rights, that's what a couple game devs told me.
https://youtube.com/watch?si=8txvgqH6mqerinkZ&v=nT-TGvYOBpI&...
technically true, but the risk of tainting FOSS projects to the point they can be killed by corporate lawyers could be too high. What if a FOSS developer implements in perfect good faith an algorithm that shares some resemblance to a proprietary shared source piece of code they just studied two months before? Could whoever owns that code have enough grounds to send a c&d to stop any development if not attempting to take ownership of the project? Not sure if I'd like to test that. As much as I deeply dislike closed source, I'm convinced that having a firm distinction between open and closed helps to avoid some dangerous grey areas.
EDIT: Okay, I guess if it also include revision control then that makes more sense. Still, that is huge.
It's probably different these days with much lrger teams and engines like Unreal, but still.
peek
[0]: https://www.pcgamer.com/rockstar-thanks-gta-online-player-wh...
Nothing on that site about this one, which I can't talk about :)
https://www.reddit.com/r/gaming/comments/3ylmm4/comment/cyet...
Except a source code leak is basically the worst thing that could happen with this goal in mind.
It's a far cry from reverse engineering or a company open sourcing it. Most people aren't even going to touch it beyond the curiousity.
No competitor can think there's anything there worth their money and effort.
I just don’t understand why would anyone do that but I am software dev working remotely it doesn’t make sense in „my world” - it most likely makes sense in someone’s else world.
But I pretty sure everyone in modding community would be really happy.
I would treat the source code as radioactive toxic waste to be handled at your own peril.
But speedrunners might be able to realize new exploits to reduce time that aren't apparent from the decomp.
Oh? I will allow it.
https://nymag.com/intelligencer/2023/12/teen-hacked-grand-th...
That being said travelodge Wi-Fi is so bad, maybe the only way would've been actually doing the job.
2. GTA online brings at least half a billion a year in microtransactions.
this will just serve as yet another feather in the cap for the exploit/hacking/modding community; and a lot of THOSE people make cash by selling exploits.
If rockstar cared about cheating ( they don't ) this would throw a big monkey wrench into that effort, obfuscation is half the battle in a game where book-keeping like an MMO would be performance prohibitive.
2) Hackers exfiltrate data from the target (this could be source code, database dumps, employee records, emails, or any combination of the above - basically anything that could be seen that has value to the company staying private.
3) Depending on the model used, the hackers either privately or publicly informs entity they have their data and unless a payment of X if made the data will get leaked or sold to the highest bidder.
Granted, it is all for utilities and automation external to the game itself, but it's definitely not a common language in 2023.
Video games sit in this really weird place in software engineering where 'security' in the traditional sense doesn't necessarily apply.
Games are either single-player and don't really make any sense to exploit, or are multiplayer and have weird kernel-level DRM and anti-cheat, and on the server side, mainly host multiplayer matchmaking and servers.
Even if games have been exploited maliciously, users would have to go out of their way to find a malware-laden version on a shady BitTorrent website, and in that case the BitTorrent protocol is the real vector, not the video game itself.
Don't get me wrong, I'm not saying video game RCEs aren't security a problem—but they have fairly extensive positive implications that might not be usually considered.
I'm not sure I see the correlation? unless you explicitly mean online modding, which I'm not sure it happens that often.
I've been modding games for a few years and it's mostly interacting with Windows API and its capability to access other processes in the same user space by injecting DLLs. I've never looked for vulns inside the game itself.
If you refer to online modding, usually while they're local some games allow it, but as soon as it affects gameplay they're very rarely what I would say they're wide enough 'to thrive'.
It is true that the term of security doesn't apply that often to offline games, though.
Oh wait, Rockstar are going the multiplayer plus gacha route. A leak may hurt because the players may not need the gacha.
For single player games, I see no problem.
And for those hoping more games release source code, I don’t think the source for commercial games is in a state where you can learn from it :)
Putting a mechanic into your game where you spend real world money to gamble for skins and stuff. Game companies realized they can make a lot of money selling what modders used to be able to do for free. It's apparently a well known thing that there exist "whales" that spend huge amounts of money on these things. Probably a decent number are addicts being abused.
Edit: GTA6 code and a testing build were supposedly also taken in the Rockstar hack, but none of that has been publicly leaked as of today.
Alternately, appreciate the hard work by making interesting mods for the game. GTA5 has already had an extensive modding scene for the 10 years it’s been out, but now I assume mods will become easier to make and more powerful, benefiting Rockstar’s customers who paid for the game. And who is hurt? Not pirates, who could obtain the game starting shortly after release. Potentially people playing against cheaters online, except I’ve heard they’ve had free rein for a long time.
Companies should release their own games’ source code. Other software too.
from the POV of management, a leak of the source might prevent a future re-release, which cuts into future potential profits!
If the matchmaking server isn't getting requests, you can put it on a potato VM for $5/month or whatever. Likewise at least old games could run with 64 players on much weaker CPUs than we have today. Surely a small VM could keep a handful of 16 player servers around.
It is really cool that Id keeps the ET master server online from like 2003. There is more than one nowadays, but most servers only ping the old master. I occasionally work on ETL btw, nice to meet a fellow ET player!
EDIT: I misinterpreted the comment as saying that old games weren't P2P, sorry.
Afaik most of Ubisoft games were offline singles. Even the game that sparked always online debate AC2 has been offline playable for very long time.
There are ofc online games that were shut down - that's a problem of whole industry.
46ffb7f65944d4aaf97fd1eb8718be2dcd1ede71d38228bf126d25cf4f100e7b 3.31GB no_pass_gtav_source.zip
76f50dd98da88ec574b6c2800193f3579e588073fd05f18190313af2cfbb6bf3 4.33GB GTAVSP.7z (Pass: Mi76#b>9mRed)
// DON'T FUCK WITH THIS UNLESS YOU KNOW WHAT YOU'RE DOING!
in main.cpp =)I've been told it's a pretty good game as well, in spite of the ranting comments.
Cache misses are one thing but here it's virtual memory and page tables!?
TLB = Translation Lookaside Buffer