ValveTime
Posted by Omnomnick on 19 Jun at 9:23 PM
10 Comments
Introducing the ValveTime Dota 2 Announcer Pack Set! Featuring over 1,000 original voice lines from ValveTime's one and only James Rossi, this new Dota 2 announcer pack looks to put an exciting twist on the game's standard commentary by offering a massive amount of variety, originality, and, most importantly, fun! Keep your ears open for a few special nods to many other characters, worlds and situations from Valve's most loved universes! This pack contains both the normal announcer pack and the megakills announcer pack.
If you love Dota, enjoy visiting ValveTime, or you just want to hear James' amazing voice in a video game, then be sure to vote for us on the Steam Workshop! Thanks for voting! Every positive vote helps convince us that every hour used to help make this pack a reality was worth it, and that every bit of blood, sweat, and fighting (mostly fighting if we're honest) has been justified! We've included more information about the announcer pack on our Steam Workshop page.
If you love Dota, enjoy visiting ValveTime, or you just want to hear James' amazing voice in a video game, then be sure to vote for us on the Steam Workshop! Thanks for voting! Every positive vote helps convince us that every hour used to help make this pack a reality was worth it, and that every bit of blood, sweat, and fighting (mostly fighting if we're honest) has been justified! We've included more information about the announcer pack on our Steam Workshop page.
Posted by rĂomhaire on 19 Jun at 12:10 PM
14 Comments
For anyone participating in the current Steam client beta, their steamui_english.txt file has been updated with some interesting new strings hinting at the possibility of Steam allowing users to borrow games from their friends. The strings in question are:
There's no more information on this system, but it could be a response to the game loan and family accounts systems that Microsoft has announced for the Xbox One. Whatever it involves, we're sure it'll be a great new feature for Steam.
- "SteamUI_JoinDialog_SharedLicense_Title" "Shared game library"
- "SteamUI_JoinDialog_SharedLicenseLocked_OwnerText" "Just so you know, your games are currently in use by %borrower%. Playing now will send %borrower% a notice that it's time to quit."
- "SteamUI_JoinDialog_SharedLicenseLocked_BorrowerText" "This shared game is currently unavailable. Please try again later or buy this game for your own library."
There's no more information on this system, but it could be a response to the game loan and family accounts systems that Microsoft has announced for the Xbox One. Whatever it involves, we're sure it'll be a great new feature for Steam.
Posted by Hectic Glenn on 19 Jun at 12:37 AM
72 Comments
Update 2:
We've put together a list of the names of 791 "projects" that were found in this database. You can view it on Pastebin now.
Update 1:
We have recently been sent a copy of the original Jira archive data, which has provided unprecedented access to the entire project tracker. Other listings in the data files for known and unknown projects include "Stars of Blood", "Return to Ravenholm", "Episode 3"/"Episode 3 Movie", "Hardware" / "Hardware Core", "SteamMMO" / "SteamMMO Core" and "F-Stop". A series of joke groups can also be found in the list, including "WUBWUBWUB...", "yo dawg", "gayben" and many more. "Steam Box" is also listed as an official group, showing that Valve's upcoming pre-build PC is still in development, which actually retains the fan created name internally, but whether or not this will feature as the product's final name remains to be seen. On a related note, Xi3's "Piston" is also referenced as "Piston Test" in the files, which most likely relates to some kind of Source Box related development back when Xi3 and Valve were briefly partnered. Unfortunately, the saved HTML file we have been provided is only a local file, and only gives access to a partially complete list of Half-Life 3 developers as previously shown in our original post. Credit to Testinglol & friends for their hard work rebuilding cached files!
However, we now have access to the entire list of project groups from within Valve, giving us a clear insight of what exactly is and isn't being worked on within the company's walls. Just remember a lot of the projects we've posted here have already been cancelled years ago. Click any of the links provided in the previous paragraph for a screenshot of the group as listed in the Jira archive.
We have also recently received some more information about the contents of several of the project groups and, while we cannot check the Jira archive to verify the contents, we have no reason to doubt our source. According to our anonymous source, the main Left 4 Dead 3 group contains around 68 people, while one of the subgroup contains "about 40". The total number of employees contributing to the Left 4 Dead 3 project groups combines to make it Valve's third largest project, showing that the game is or was in full development. A set of never-before-seen projects, titled "Cries Unheard" and "Microbe Wars" have also been uncovered, which both only consist of a few select designers. Our source also informs us that the previously unearthed "The Grange" project is most likely nothing at all, as the project group only consisted of a single person.
A series of non-Valve titles also appear in the list including Skyrim, Battlefield 3, Company of Heroes and more, all of which are most likely used for recreational time to organise game play sessions between members of the company. We'll be sure to keep you up to date with more information as we learn more.
Original Post:
Evidence of several internal projects at Valve including Half-life 3, Left 4 Dead 3, Source 2 and many others have been discovered from a mailing list found within project management and bug tracking software, Jira.
Valve were recently forced to react to an issue with Jira. A metaphorical window was left open which allowed people to publicly access Valve's internal tickets. Valve were quick to shut down public access to their Jira database, so we recommend you don't attempt to access it.
The images submitted to us from an anonymous source show several mailing list groups of interest, although we do not have the full list at this stage. The first image shows the mailing group for "Half-life 3" including 42 employees in this cabal, which we believe to be quite a significant number, given Valve employ approximately 300~ individuals. The names of individuals in this cabal are from various development disciplines, many of which you're likely to recognise.
Click here to keep reading, and to check out the screenshot evidence! [...]
We've put together a list of the names of 791 "projects" that were found in this database. You can view it on Pastebin now.
Update 1:
We have recently been sent a copy of the original Jira archive data, which has provided unprecedented access to the entire project tracker. Other listings in the data files for known and unknown projects include "Stars of Blood", "Return to Ravenholm", "Episode 3"/"Episode 3 Movie", "Hardware" / "Hardware Core", "SteamMMO" / "SteamMMO Core" and "F-Stop". A series of joke groups can also be found in the list, including "WUBWUBWUB...", "yo dawg", "gayben" and many more. "Steam Box" is also listed as an official group, showing that Valve's upcoming pre-build PC is still in development, which actually retains the fan created name internally, but whether or not this will feature as the product's final name remains to be seen. On a related note, Xi3's "Piston" is also referenced as "Piston Test" in the files, which most likely relates to some kind of Source Box related development back when Xi3 and Valve were briefly partnered. Unfortunately, the saved HTML file we have been provided is only a local file, and only gives access to a partially complete list of Half-Life 3 developers as previously shown in our original post. Credit to Testinglol & friends for their hard work rebuilding cached files!
However, we now have access to the entire list of project groups from within Valve, giving us a clear insight of what exactly is and isn't being worked on within the company's walls. Just remember a lot of the projects we've posted here have already been cancelled years ago. Click any of the links provided in the previous paragraph for a screenshot of the group as listed in the Jira archive.
We have also recently received some more information about the contents of several of the project groups and, while we cannot check the Jira archive to verify the contents, we have no reason to doubt our source. According to our anonymous source, the main Left 4 Dead 3 group contains around 68 people, while one of the subgroup contains "about 40". The total number of employees contributing to the Left 4 Dead 3 project groups combines to make it Valve's third largest project, showing that the game is or was in full development. A set of never-before-seen projects, titled "Cries Unheard" and "Microbe Wars" have also been uncovered, which both only consist of a few select designers. Our source also informs us that the previously unearthed "The Grange" project is most likely nothing at all, as the project group only consisted of a single person.
A series of non-Valve titles also appear in the list including Skyrim, Battlefield 3, Company of Heroes and more, all of which are most likely used for recreational time to organise game play sessions between members of the company. We'll be sure to keep you up to date with more information as we learn more.
Original Post:
Evidence of several internal projects at Valve including Half-life 3, Left 4 Dead 3, Source 2 and many others have been discovered from a mailing list found within project management and bug tracking software, Jira.
Valve were recently forced to react to an issue with Jira. A metaphorical window was left open which allowed people to publicly access Valve's internal tickets. Valve were quick to shut down public access to their Jira database, so we recommend you don't attempt to access it.
The images submitted to us from an anonymous source show several mailing list groups of interest, although we do not have the full list at this stage. The first image shows the mailing group for "Half-life 3" including 42 employees in this cabal, which we believe to be quite a significant number, given Valve employ approximately 300~ individuals. The names of individuals in this cabal are from various development disciplines, many of which you're likely to recognise.
Click here to keep reading, and to check out the screenshot evidence! [...]
Posted by rĂomhaire on 17 Jun at 11:14 PM
4 Comments
Valve's Adam Foster has posted a fascinating article on Gamasutra about the creation of the Portal alternate reality game (ARG) that first revealed the existence of Portal 2. Adam shares his thoughts and experiences on creating ARGs in general, which I'll be briefly summarizing below.
For those of you who weren't around for the Portal ARG, the original Portal was updated out of the blue on March 1st 2010 with a mystery message in the changelog which read, "Changed radio transmission frequency to comply with federal and state spectrum management regulations." Players soon discovered that a series of radios had been placed throughout Aperture Science's test chambers. When picked up and brought to certain parts of each level, the radios began to play morse code beeps and strange noises. Those noises turned out to in fact be encoded SSTV images, which players quickly began to unearth.
![[IMG]](http://www.valvetime.net/attachments/dinosaur26-png.24255/)
One of the twenty six "dinosaur" images discovered in the original Portal.
Some of these images contained a code, which eventually turned out to be the MD5 hash of a phone number for a landline. This landline happened to be plugged into an old modem hooked up to a PC in Adam Foster's kitchen. Dialling into this number via a terminal with a 56k modem gained access to a BBS which, when given the correct login, yielded several correspondences from Cave Johnson and screenshots or concept art of Portal 2 converted into ASCII images.
![[IMG]](http://www.valvetime.net/attachments/robots-png.24257/)
An ASCII-converted piece of concept art showing Atlas and P-Body.
After the images were found, Valve released another update to Portal 2 on March 3rd 2010, which altered and extended the game's original ending to foreshadow the opening events of Portal 2 and the Lab Rat comic, which takes place in the interlude between both games. The following ARG, dubbed the infamous "Potato ARG", began almost a month later, even without assistance from Foster, who was too busy working on Portal 2 itself. If you're looking for more information on the Potato ARG, you can read more about it here.
In the main section of Foster's article (which I stress you should read in full), he details the correct way to build an ARG that is fun to solve and allows people to participate. He outlines his core design rules, which included:
For those of you who weren't around for the Portal ARG, the original Portal was updated out of the blue on March 1st 2010 with a mystery message in the changelog which read, "Changed radio transmission frequency to comply with federal and state spectrum management regulations." Players soon discovered that a series of radios had been placed throughout Aperture Science's test chambers. When picked up and brought to certain parts of each level, the radios began to play morse code beeps and strange noises. Those noises turned out to in fact be encoded SSTV images, which players quickly began to unearth.
One of the twenty six "dinosaur" images discovered in the original Portal.
Some of these images contained a code, which eventually turned out to be the MD5 hash of a phone number for a landline. This landline happened to be plugged into an old modem hooked up to a PC in Adam Foster's kitchen. Dialling into this number via a terminal with a 56k modem gained access to a BBS which, when given the correct login, yielded several correspondences from Cave Johnson and screenshots or concept art of Portal 2 converted into ASCII images.
An ASCII-converted piece of concept art showing Atlas and P-Body.
After the images were found, Valve released another update to Portal 2 on March 3rd 2010, which altered and extended the game's original ending to foreshadow the opening events of Portal 2 and the Lab Rat comic, which takes place in the interlude between both games. The following ARG, dubbed the infamous "Potato ARG", began almost a month later, even without assistance from Foster, who was too busy working on Portal 2 itself. If you're looking for more information on the Potato ARG, you can read more about it here.
In the main section of Foster's article (which I stress you should read in full), he details the correct way to build an ARG that is fun to solve and allows people to participate. He outlines his core design rules, which included:
- It must be clear that there is something to decode. In the case of the radios the morse code sounds were instantly recognisable which hinted at the noise in the other radio signals hiding something too.
- Similarly to the first, it must be clear what the boundaries are between what is part of the game and what is not. Some players tried to track down the physical location of the phone number to see if that was part of the game. The number was unlisted so they were unable to, but if they had it may have caused a bit of a shock for Adamn when they showed up at his house.
- It must be unambiguous when something has been solved. It would be very frustrating for players to think they had successfully found the correct message, only to later realise they had gotten it wrong and were spending their efforts on false leads. The SSTV images are very clearly correctly decoded when found, even if their purpose is initially mysterious.
- Using real encoding methods makes it easier and more fun for the players to solve the puzzle (and easier to create as well) and easier and more educational for players who may not initially know the encoding method to learn it. How many of you didn't know about SSTV until this ARG?
- Only a select few core enthusiasts will be the ones actually solving all your puzzles but others will want to feel like they are participating too. In the case of the Portal ARG this consisted of an update to Portal with a new feature (the radios) and a related achievement as well as an extended ending to the game.
- Have bottlenecks that will control the pace of the game. The MD5 hash hiding the BBS phone number had to be brute forced. The game could not progress until this was solved, giving a natural downtime that let other players and followers catch up with what was happening and stopping the game from ending too soon.
Posted by Omnomnick on 16 Jun at 6:10 PM
0 Comments
Another week, another fairly robust set of Valve news. This past week saw the reveal of Dota 2's release window, the introduction of the "de_mirage" map for Counter-Strike: Global Offensive, and the amount of money paid out to Team Fortress 2's content creators surpassed the $10m mark! Don't forget to subscribe to our YouTube channel and to follow us on our Facebook, Google+ and Twitter pages to stay up to date with all the latest Valve news.
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