A Steam news note announces the arrival of an updated version of Valve's software development kit, which grants "support for Mac OS X and Linux to mod developers" and adds "the ability for virtual reality support in your mod." Yes, expect to see a wealth of Oculus Rift mods heading to a Source game near you. Ricochet with Oculus Rift support! The dream lives.
There have been other alterations, too. The source code is now up on github and a tweak to the license agreement allows users to share modified versions of the kit for free. If you're interested in making mods, the Valve Developer Community wiki is a good place to learn.
VR is the talk of the town at the moment, with the Rift's impressive showings at Eve Fanfest and E3. You can keep up with the latest VR news here.
When Portal 2 was announced, the news dropped through an elaborate scavenger hunt puzzle that sent thousands of players crawling all over the internet. Years later, we finally get to see some of the work that went into making that alternate reality game, as told by celebrated Half-Life modder (now Valve employee) Adam Foster in a blog post at Gamasutra.
Foster, one of the designers of the ARG puzzle from Valve, describes the elaborate trail of puzzles that the Portal-playing community was able to decipher. It began with a seemingly mundane game update for Portal 1: “changed radio transmission frequency to comply with federal and state spectrum management regulations.” That update changed the radios found throughout Portal into Morse Code-dispensers. The code was deciphered into slow-scan television images. Somehow—my knowledge of information theory and cryptography ran dry a paragraph ago—these images were combined into an elaborate code, which was then hacked. Remember: none of us is as smart as all of us.
The result? A phone number to an ancient modem in Foster’s kitchen that slowly drip-fed Portal 2 concept art to announce the game to the world. The ARG team at Valve did a fun thing with no budget, and it caught the attention of the world’s games media. It was also an intricately designed puzzle that, despite a few false positives, played out exactly as Valve designed. As Foster writes, “Estimated time to 'solve' the initial puzzles: seven hours. Actual time to solve: seven hours and sixteen minutes. This wasn't an accident.”
We are all just puppets dancing on Gabe Newell’s strings, aren't we? Check out the full blog post from Foster for a lot of fascinating details about ARGs and the devious geniuses at Valve.
We have released a Beta update for Portal. Changes in this update are:
Fixed scenes in games very rarely not playing, preventing forward progress in a level
Fixed advanced chambers not unlocking after finishing the game
Fixed rendering issue when taking damage
Updated in game localization
Fixed background map when a non-standard FOV is selected
<i>Note - This update breaks any save games that were made DURING the beta, if you get an error on load of a save then you will need to manually restart that map, the command to type is shown in the console. </i>
We have released a Beta update for Portal. Changes in this update are: <ul><li>Fixed Bonus maps entries not appearing under Linux <li>Fixed Closed Captions not working correclty under Linux <li>Fixed crash on some level transitions if you were carrying a radio </ul>