I love the implication here, that they don’t have the proper source (or skills left in the company) such that they can remove the DRM which doesn’t play nice themselves so they rely on a cracked copy of the game instead. Been quite a bit of news lately about how game companies have failed to keep the original source code for their games. Diablo 2, the Transformers games etc and those from active companies, there’s bound to be 1000s of games where the source is lost due to publishers closing down studios.
It’s a complete crapshow IMO.
I still have the source code for the simple stuff I developed over 12 years ago, but these organisations don’t think it’s important to hang on to source code and assets for something they plan to make money from?
Really telling about the attitudes towards software outside of the FOSS space and datahoarder communities, and more importantly how little the management/publishers actually care about the product.
Although to counter that, I’m aware of at least one situation where the opposite has happened. One of my simulation games for example is really buggy and isn’t able to receive more updates because the studio behind it voluntarily disbanded, leaving the publisher without access to the source code (I believe the publisher Aerosoft has tried to get a copy of the source to provide further game fixes, but the individuals behind the disbanded studio could not come to an agreement on this)
I’ve had teams not bother to keep proper history when moving from subversion to git and I’ve also had a DevOps team entirely wipe the history of a new project just because cloning took a long time (and refused to attempt shallow cloning).
So the idea that a company just lets their code “rot” to the point of not even having it anymore because it’s just some legacy thing from over a decade ago is totally unsurprising to me.
Even if they have the source, they may not have all the build tools anymore.
Or they have the build tools but the wizard that set up the build system back in the day no longer works there.
Or they have the build system archived and documented but it doesn’t run because some license expired, and the tool vender doesn’t sell that version anymore.
In the near future, there will be another possibility - SaaS cloud tools that are impossible to preserve so they are forever lost.
Very true, and even if they could replace/remove libraries and dependencies that muck up the build process there are no guarantees that it’ll play the same. So many games rely on strange quirks to function the way they do that would be nigh impossible to replicate purposely.
I don’t know about Diablo 2, but Blizzard is so shady and messed up nowadays that I wouldn’t be surprised that they “lost the source code” to prevent modders being able to port games, etc.
As for transformers, it was never lost (PCGamer, if you don’t like Xfire). Hasbro claimed they wanted to provide access to legacy games, but completely made up that the source was lost. Now that we know that the source is still available… well, Hasbro clearly hasn’t tried to rerelease those games.
(note: I know this is the same company, Activision Blizzard in both cases. For anyone reading who doesn’t know, they were not the same company for the release of Diablo II, and a good amount of time afterwards.)
Remember that time a random player DRAMATICALLY decreased load times for GTA online after finding bad code that preloaded TONS of game assets? After like, a decade?
Pepperidge Farm remembers…
I believe it was a CSV file of every item in all of the shops (comma separated values) and it was being read and stored into memory single threaded so it was maxing out a single core on the CPU.
JSON, and it had more to do with how they were checking string lengths. But yeah, the general story is that a random dude fixed massive problems with the text parsing.
Found an article that details it again since it was a fun read at the time. Looks like it was 10MB json file and the method to read the lines used the expensive length function you mentioned. It also had other simple optimizations too.
Yeah json actually sounds better. Unfortunately it’s still a text file that they were importing the entire thing into memory. Probably worse than CSV since they were probably serializing each item from string into objects. They definitely did it in one of the most laziest ways possible though I bet it worked at the time of development and the vendors probably had very few items.
Good on R* for fixing the bug and paying the bounty. Nintendo would’ve given him the middle finger and a cease and desist.
Rockstar also has a pair of middle fingers:
Are you saying the INSANE GTA Online load time is fixed now?
Back in the old day, I literally just throw my hands up and said “I can’t wait for this shit anymore, I don’t have all day” then rage quit and delete the game.
Rockstar paid the guy like 50K or something for discovering it, and then it was apparently implemented into GTA online. Too bad I quit playing that time black hole years ago.
I watched a YT video about this and they said the guy was paid 10K (way too low imo), a Google search shows different numbers everywhere so it’s hard to confirm. But at least the guy got paid, for sure.
As far as I’m understanding it, the game was using a single threading process to load every single items in the game one by one (over 10 thousands in total), then checking again for duplicate.
The initial source (or at least the one linked to in the reddit post) is the vastly inferior microblogging version of xvideos though, so skipping reddit would have been even worse 🤷
True, every time I click one of those links it tries to make me make an account
I technically have an account, but I haven’t logged into it since a month or so after Musk started destroying it.
The final straw was getting banned for a full week for “hate speech” just for pointing out that Bill Burr probably wouldn’t want to participate in a Tucker Carlson “special report” about how “humor isn’t allowed anymore”, nor give permission for clips of him to be included in a promo for it 🤦
Source’s source: https://twitter.com/_silent/status/1698345924840296801
The nitter link: https://nitter.net/_silent/status/1698345924840296801
Fix what? Link works fine for me. Sometimes Nitter doesn’t load though, hit refresh a few times and you’ll get it.
Better than their in-house attempts to remove anti-piracy measures. The Steam release of Manhunt has had all of its bullshit triggered for over ten years now. It’s literally impossible to play without community patches.
Edit: Lol, as it turns out, Silent’s discovery of this was triggered by the recent revelation of this about Manhunt!
Sad fact is, Rockstar doesn’t give a shit. They got busted using a cracked EXE in the Steam release, so they just tried to cover their asses by using an old EXE without SecuROM. I expect the same thing from this game before long.
Couple lucky things for the players, though. First off, the Razor 1911 crack is still in the files, they just renamed it to testapp. Second, old RS games have a dedicated community that give way more of a shit about them than Rockstar ever will. Silent and Fire Head have both released major patches for Manhunt that not only get it running right, but fix a bunch of other broken shit that Rockstar never cared enough to deal with.