Valve Announces Half-Life 2 Code Theft Arrests
Ant writes "GameSpot and other sources report arrests were made:
Developer of the much-anticipated and delayed shooter sequel reveals an international wave of arrests has been made.
The Half-Life 2 code theft saga entered a new chapter today when Valve Software announced a series of arrests had been made in the case. According to Valve, suspects in several countries had been taken into custody in relation to charges stemming from the theft of the Half-Life 2 code, distribution of the code, and breaking into Valve's network..."
Just having read about the fbi raid, I can't help but think that everyone should keep a few hundred small and/or dead hard drives around. Gotta keep them busy finding your 'stash'. They'd have to use a ream of paper to document all the computer equipment I have at this location.
Of course, I didn't do anything illegal.
-Adam
The current business model is that when the first game for the new game engine comes out, the mod tools to go with that engine ship as part of the game package. Anybody who has bought the game can create new levels or whole new game concepts.
Once you have a good mod thrown together, you can release it however you want... but in order for your mod content to be playable your users are going to need a licensed copy of the game engine and that for the most part will mean purchasing the original game.
If mods are really good, they can enter the retail channel by striking a deal with the original game writers. At that point, the original game content is replaced with the mods and sent into retail stores as its own box. Profit for all involved.
It'd be nice if there was an OSS gaming engine of record to make the commercial game engines obsolete, but let's face it... those things are not easy to come up with. Furthermore, I'm not sure a "fair" multiplayer environment can ever be done with open source code... what would there to be to block people who have hacked the engine code to give them an autopilot shooter?
So what you're saying is that there was a private key in the HL2 source which was compromised by the code release? And somehow, someone is expected to not have pulled this from memory? Your example doesn't make any sense, and certainly doesn't justify calling my comment "fucking stupid". But, I guess you know it all.
If their goal is just to prevent wallhacks and aimbots before the game goes gold, and not to prevent them in general, then there is already no point whatsoever in buying HL2 unless you plan to play only on LAN or single player, because that means it will likely be hacked up just as much as half-life. Their goal should be to devise technologies that proactively prevent wallhacks and aimbots.
Thinking that there is no such thing as inherently secure is absolutely ignorant. There are ways to do things which are inherently insecure, and there are ways to do things which are inherently secure. Another way to put it is secure by design. We see endless security updates for microsoft products because they are legacy code bases and they need constant band-aids because they are doing something inherently insecure. The same is true of buffer overflows on Unix systems, if you don't use/create functions which are vulnerable to buffer overflows, you won't have buffer overflows. Yet, people keep doing it. I am at a loss to explain it, but I can at least explain the results of their failure to take security into account.
A secure cryptosystem is secure even when the source is released. A game should be the same way, and it is; if having the uncompiled source code makes the game insecure, it doesn't - the game was already insecure.
True, the need for security means moving more processing to the server. It may even mean the end of games which can use a non-dedicated server. Further, the server may need to be as CPU-intensive as the game itself, and maybe even moreso. But, that is a price which I (and millions of others) will be willing to pay if it actually brings a game resistant to cheating. You can rent time on professional gaming servers, and people all over the world have enough money to run full time servers. A game with no cheating will itself likely have allure enough to draw in business to replace any lost through people not willing to pay for the anti-cheating features.
There is no such thing as entirely secure. There are, however, right and wrong ways to do things.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
What I'm trying to get at is this: yes, I believe that something was stolen from Valve, and that it involved Half-Life 2. No, I do not believe that it was anywhere near the full source code of the game. Consequently, Valve's claims would then be essentially bunk, unless it was specifically the security chunk of the code that was stolen, which seems mighty convenient. What it all boils down to is that this all happened at a convenient time, which has been established. I didn't have to work yesterday because it was raining in the morning. The forecast said it would storm all day, but instead it really only rained for a couple hours early in the day. So while it was true that tree work would not have been the best idea in the morning, it later became a beautiful day. This is a bad analogy, but the point should be clear.
I am feeling fat and sassy
In fact, this has actually been done. People did indeed compile the HL2 engine, and insert HL content into it, generating a working sort of demo, including a port of some counterstrike files. Don't get all excited yet, it works, but not as well as a retail game. You can find it on suprnova, and related sites.
So, the HL2 leak is QUITE real, you can try it yourself.
Tired of legitimate data sources? Try UNCYCLOPEDIA