OMG JED STOLEDED TEH HL2z!!!!!!!!!!


Vandal
02-15-2004, 03:18 PM
Hmm. Apparently the NS admins are deuche bags.

***Locked***

this program was based off of stolen code released in the illegal leak of Half-Life 2

Big blubbering ******s -.-

Check out the thread if you like.

http://www.natural-selection.org/forums/index.php?showtopic=62955

Trp. Jed
02-15-2004, 03:31 PM
LMFAO :D :p

It even states on my homepage its based off the source code for HLMV 1.25 (which is on the Chumblasoft website) and code from the HL SDK from Valve.

What a bunch of space cowboys. :rolleyes:

Actually what I find more amusing is that HLMV for HL2 is actually based off the same code (v1.21). Valve copied Mete's code, not the other way around.

- Jed

Wren
02-15-2004, 03:42 PM
omg it is teh hax!!!!!11

Trp. Jed
02-15-2004, 04:03 PM
I just realised - I released my version of HLMV BEFORE the HL2 code was leaked.

Top modeller and time traveller to boot!

- Jed

MaRzY
02-15-2004, 05:13 PM
It made me laugh, shame those running that forum don't know jack about **** though, and are spreading a load of bull over the net.

Trp. Jed
02-15-2004, 05:21 PM
I shall sue them for libel and make millions....

I'm sure my shrink can attest to my weak mental state and how such a personal attack and accusation could damage me and prevent me from earning an income.

- Jed

Silverghost
02-15-2004, 06:57 PM
Make a post to show them how retarded they are.

Cole
02-15-2004, 07:23 PM
Jed go open up a can of wupass.

Trp. Jed
02-15-2004, 07:53 PM
Someone go ahead and warn them while I round up the Polish mafia...

- Jed

Toejam Football
02-15-2004, 08:04 PM
btw vandal thats douche bag what you said looks a little too close to deutsch ;)

Joe Anderson
02-15-2004, 08:47 PM
Shows you how much people know eh? lol We here at DOD have the best forums without a doubt no matter what anyone says. We have some of the most free thinking people as members and other forums have to try to catch up to the ideas we throw around here. Jed, you are the MAN!!!!!!!!! Dont let anyone tell you different :)

Anderson

Vandal
02-15-2004, 09:20 PM
Play on words :rolleyes:

=DD=Wolf Kahler
02-15-2004, 10:53 PM
Originally posted by Joe Anderson
We have some of the most free thinking people as members and other forums have to try to catch up to the ideas we throw around here.

I think you're getting a little bit ahead of yourself, there.

And coming down on Delarosa so hard isn't fixing anything. He's probably operating on what some little snot told him based on moronic assumptions. He's not a DoD MSA regular. How's he supposed to know any better?

The only thing we can do is show him otherwise, which I intend to do.

You go ahead and write your stupid little flaming rants or whatever. Get all pissed off about what "other communities" do and chear on anyone who rips off RtCW, MoH:AA and CoD.

Holy ****. Shut the **** up, you self-righteous little pricks.

ez
02-15-2004, 11:25 PM
Holy ****. Shut the **** up, you self-righteous little pricks.
Sounds to me like your the one with the "stupid little flaming rants or whatever".

=DD=Wolf Kahler
02-15-2004, 11:32 PM
Originally posted by {CoR} ez
Sounds to me like your the one with the "stupid little flaming rants or whatever".

...Right. Yeah. Blame me for everyone freaking out.

Just sent this PM to Delarosa:

I don't know if this has been mentioned yet or not [if so, I hope it hasn't been too angry], but Jed's hack (http://www.wunderboy.org/3d_games/utils/hlmv.php) of Chumbalum Soft's HLMV (http://www.swissquake.ch/chumbalum-soft/hlmv/index.html) has nothing to do with the "leaked" HL2 code.

Reference this thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=28314).

Note where Jed mentions that his version of the open-source HLMV was released before the "leaked" Source engine code. I am a witness to this, personally, as his progressive work on HLMV had been reported on the DoD MSA forums for quite some time across several threads. Him and Marzy [as a cheerleader, mostly, from what I'm aware of] both worked very hard on it based on ideas given to them by the DoD MSA community in those threads.

Some threads to consider [numbered in order that I find them]:

First Thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=14475&highlight=hlmv) - Jed first pimps his hack of HLMV that allows the proper viewing of transparencies. Post date: 08-06-2003 11:29 AM

Second Thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=14591&highlight=hlmv) - Progress reports start showing the program taking shape. Requests begin made. Features expand. Post date: 08-07-2003 08:17 PM

Third Thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=14969&highlight=hlmv) - First public release. By now, Jed has been made aware that Mugsy had also made his own improvements to HLMV and wants to include the same features as Mugsy and more. I found the info about Mugsy's release on the NS forums and personally informed Jed myself via PM on the DoD forums while the second thread was still active. Post date: 08-12-2003 11:01 AM

Fourth Thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=15343&highlight=hlmv) - Second public release. Includes V-model view tab and origin-calculating features. Post date: 08-16-2003 06:42 PM

Fifth Thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=15447&highlight=hlmv) - Jed releases a FAQ about his version of HLMV. Post date: 08-18-2003 07:38 AM

Sixth Thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=16412&highlight=hlmv) - Marzy releases tutorial for using Jed's HLMV to reorigin weapon V_models. Post date: 09-01-2003 07:02 PM

Seventh Thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=16410&highlight=hlmv) - Final public release of Jed's HLMV. Post date: 09-01-2003 06:58 PM

That's what I've found. There may be more, but I think that's more than enough as it is.

Hope that clears this up without a flame war.

Do what you want with it.

ez
02-15-2004, 11:44 PM
I'm not freakin' out. Honestly, I dont really give a sh*t. But calling people pricks? Or better yet, calling me a prick? Dont talk sh*t over the internet, its a punk thing to do.

=DD=Wolf Kahler
02-15-2004, 11:53 PM
Originally posted by Skullz_Vandal
Big blubbering ******s -.-
Originally posted by MaRzY
It made me laugh, shame those running that forum don't know jack about **** though, and are spreading a load of bull over the net.
Originally posted by Silverghost
Make a post to show them how retarded they are.
Originally posted by Joe Anderson
We have some of the most free thinking people as members and other forums have to try to catch up to the ideas we throw around here.

Can you say "duh"?

...

I knew you could.

Originally posted by {CoR} ez
Or better yet, calling me a prick?

I'm sorry, had you posted yet? Was I addressing you or the people who had posted before me?

Good job.

Good job.

Seriously.

Zyndrome
02-16-2004, 12:03 AM
Don't make this into a war between forums. I like both DoD and NS alot. It's just all about information between forums and/or users.

ez
02-16-2004, 12:09 AM
Guys like Vandel, Jed, MaRzy, Toejam, etc. are my friends. So you can post all you want calling people pricks or whatever. Like I said, its a punk ass thing to do: -talking sh*t on the internet cause you know you cant get your ass kicked. So go ahead big man, the floor is yours.

coil
02-16-2004, 12:23 AM
coil from the NS forums here. Wolf provided us with a lot of information, and I'm looking into details of the whole thing. One little wrinkle, though...

Originally posted by Trp. Jed
I just realised - I released my version of HLMV BEFORE the HL2 code was leaked.

Top modeller and time traveller to boot!

- Jed
Wolf links this thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=14475&highlight=hlmv) as the first mention of your viewer, dated 6 Oct. 2003. The HL2 source theft, according to this CNN.com article (http://money.cnn.com/2003/10/07/commentary/game_over/column_gaming/index.htm), occurred on 2 Oct 2003, and a compiled build was "released" onto the Net on 7 October 2003.

Just the facts, ma'am.

=DD=Wolf Kahler
02-16-2004, 12:25 AM
...Well, crap on a stick.

Billie|Joe
02-16-2004, 12:58 AM
most interesting indeed

now it's jed's turn :

Originally posted by Trp. Jed
Actually what I find more amusing is that HLMV for HL2 is actually based off the same code (v1.21). Valve copied Mete's code, not the other way around.

Trp. Jed
02-16-2004, 04:38 AM
Hey, i'm not gonna get into a flame war. I just find the whole darn thing rather amusing! :D I know i've got a clear concious.

The only thing I dislike is being accused of something and no evidence being produced.

The only thing the HL2 HLMV and mine has in common is a view model mode - and that idea came from Marzy.

But if you want to get picky and start comparing code...

Original HLMV 1.25 texture loading code.


static int g_texnum = 3;

//Mugsy - upped the maximum texture size to 512. All changes are the replacement of '256'
//with this define, MAX_TEXTURE_DIMS
#define MAX_TEXTURE_DIMS 512

void StudioModel::UploadTexture(mstudiotexture_t *ptexture, byte *data, byte *pal, int name)
{
// unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight;
int i, j;
int row1[MAX_TEXTURE_DIMS], row2[MAX_TEXTURE_DIMS], col1[MAX_TEXTURE_DIMS], col2[MAX_TEXTURE_DIMS];
byte *pix1, *pix2, *pix3, *pix4;
byte *tex, *out;

// convert texture to power of 2
int outwidth;
for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
;

if (outwidth > MAX_TEXTURE_DIMS)
outwidth = MAX_TEXTURE_DIMS;

int outheight;
for (outheight = 1; outheight < ptexture->height; outheight <<= 1)
;

if (outheight > MAX_TEXTURE_DIMS)
outheight = MAX_TEXTURE_DIMS;

tex = out = (byte *)malloc( outwidth * outheight * 4);
if (!out)
{
return;
}

for (i = 0; i < outwidth; i++)
{
col1[i] = (int) ((i + 0.25) * (ptexture->width / (float)outwidth));
col2[i] = (int) ((i + 0.75) * (ptexture->width / (float)outwidth));
}

for (i = 0; i < outheight; i++)
{
row1[i] = (int) ((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width;
row2[i] = (int) ((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width;
}

// scale down and convert to 32bit RGB
for (i=0 ; i<outheight ; i++)
{
for (j=0 ; j<outwidth ; j++, out += 4)
{
pix1 = &pal[data[row1[i] + col1[j]] * 3];
pix2 = &pal[data[row1[i] + col2[j]] * 3];
pix3 = &pal[data[row2[i] + col1[j]] * 3];
pix4 = &pal[data[row2[i] + col2[j]] * 3];

out[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
out[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
out[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
out[3] = 0xFF;
}
}

glBindTexture( GL_TEXTURE_2D, name ); //g_texnum );
glTexImage2D( GL_TEXTURE_2D, 0, 3/*??*/, outwidth, outheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex );
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bFilterTextures ? GL_LINEAR:GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bFilterTextures ? GL_LINEAR:GL_NEAREST);

// ptexture->width = outwidth;
// ptexture->height = outheight;
//ptexture->index = name; //g_texnum;

free( tex );
}


My HLMV texture loading code with transparency support.


static int g_texnum = 3;

//Mugsy - upped the maximum texture size to 512. All changes are the replacement of '256'
//with this define, MAX_TEXTURE_DIMS
#define MAX_TEXTURE_DIMS 1024

void StudioModel::UploadTexture(mstudiotexture_t *ptexture, byte *data, byte *pal, int name)
{
//unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight;
int i, j;
int row1[MAX_TEXTURE_DIMS], row2[MAX_TEXTURE_DIMS], col1[MAX_TEXTURE_DIMS], col2[MAX_TEXTURE_DIMS];
byte *pix1, *pix2, *pix3, *pix4;
byte *tex, *out;
byte alpha1, alpha2, alpha3, alpha4;

/*
// you would use this to automatically scale the texture to a power of 2 but its slow.
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ptexture->width, ptexture->height, GL_RGBA, GL_UNSIGNED_BYTE, in);
*/

//==================================
// convert texture to power of 2
//==================================

int outwidth;
for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
;

if (outwidth > MAX_TEXTURE_DIMS)
outwidth = MAX_TEXTURE_DIMS;

int outheight;
for (outheight = 1; outheight < ptexture->height; outheight <<= 1)
;

if (outheight > MAX_TEXTURE_DIMS)
outheight = MAX_TEXTURE_DIMS;


// allocate memory for the texture

tex = out = (byte *)malloc( outwidth * outheight * 4);
if (!out)
{
return;
}


for (i = 0; i < outwidth; i++)
{
col1[i] = (int) ((i + 0.25) * (ptexture->width / (float)outwidth));
col2[i] = (int) ((i + 0.75) * (ptexture->width / (float)outwidth));
}

for (i = 0; i < outheight; i++)
{
row1[i] = (int) ((i + 0.25) * (ptexture->height / (float)outheight)) * ptexture->width;
row2[i] = (int) ((i + 0.75) * (ptexture->height / (float)outheight)) * ptexture->width;
}

for (i=0 ; i<outheight ; i++)
{
for (j=0 ; j<outwidth ; j++, out += 4)
{

pix1 = &pal[data[row1[i] + col1[j]] * 3];
pix2 = &pal[data[row1[i] + col2[j]] * 3];
pix3 = &pal[data[row2[i] + col1[j]] * 3];
pix4 = &pal[data[row2[i] + col2[j]] * 3];

// include alpha data if texture wants it
if (ptexture->flags == TEXTURE_HAS_ALPHA) {

// check to see if this pixel is index 255, if so set the mask value.
if (data[row1[i] + col1[j]] == 0xFF) { // is transparent
pix1[0] = 0x00; // set the pixel colour to black
pix1[1] = 0x00;
pix1[2] = 0x00;
alpha1 = 0x00;
} else { // isnt transparent
alpha1 = 0xFF;
}

if (data[row1[i] + col2[j]] == 0xFF) {
pix2[0] = 0x00;
pix2[1] = 0x00;
pix2[2] = 0x00;
alpha2 = 0x00;
} else {
alpha2 = 0xFF;
}

if (data[row2[i] + col1[j]] == 0xFF) {
pix3[0] = 0x00;
pix3[1] = 0x00;
pix3[2] = 0x00;
alpha3 = 0x00;
} else {
alpha3 = 0xFF;
}

if (data[row2[i] + col2[j]] == 0xFF) {
pix4[0] = 0x00;
pix4[1] = 0x00;
pix4[2] = 0x00;
alpha4 = 0x00;
} else {
alpha4 = 0xFF;
}

}

out[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
out[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
out[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;

if (ptexture->flags == TEXTURE_HAS_ALPHA) {
out[3] = (alpha1 + alpha2 + alpha3 + alpha4)>>2;
} else {
out[3] = 0xFF;
}
}
}

glBindTexture( GL_TEXTURE_2D, name);

if (ptexture->flags == TEXTURE_HAS_ALPHA) {
glTexImage2D( GL_TEXTURE_2D, 0, 4, outwidth, outheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex );
} else {
glTexImage2D( GL_TEXTURE_2D, 0, 3, outwidth, outheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex );
}

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bFilterTextures ? GL_LINEAR:GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bFilterTextures ? GL_LINEAR:GL_NEAREST);

free(tex);
}


- Jed

MaRzY
02-16-2004, 05:07 AM
Originally posted by MaRzY
It made me laugh, shame those running that forum don't know jack about **** though, and are spreading a load of bull over the net. [/B]

[i]Originally posted by =DD=Wolf Kahler
Can you say "duh"?

I knew you could.



Is there something in what i said that is not true, because i don't think so, so why are you slaging me off for writing the truth, you div.

Trp. Jed
02-16-2004, 05:18 AM
Let's keep it civilised. We've had enough pointless wars over the past 100 years, lets not have another.

- Jed

=DD=Wolf Kahler
02-16-2004, 05:41 AM
Originally posted by MaRzY
Is there something in what i said that is not true, because i don't think so, so why are you slaging me off for writing the truth, you div.

I was pointing out to ez that I wasn't the first to be censored in this thread.

Mortar
02-16-2004, 07:26 AM
Don't get this thing out of propotion, Jed's HLMV got nothing to do with HL2's leaked source or anything ilegal too in any way, it's clear and just admit the mistake and fix it.

and wolfy... saying some1 doesn't know jack shi7 is... a fact ? rather a flame.

Vandal
02-16-2004, 09:57 AM
Wolf, now I may be going out on a limb here... but let me preface this by saying:

Thank you for the attention you gave this subject, and for your desicive actions.

However:

My words, while harsh and perhaps out of line were spelled out after these events:

1) Signed on, saw a locked topic about Jed's HLMV. I have ultimate respect for the work Jed does and his name and his work should not be dragged through the mud by people with mis-information, ESPECIALLY people who are supposed to know whats up, like forum admins of major mods.

2) made a post, (perhaps not so kind) pointing out the error that was locked and edited before it even got a reply.

3) Instead of getting myself banned, I took my anger and posted it here, where everyone knows I'm not a jackass, and would take me more seriously than the NS folks did. Want proof? You proved it already by doing what you did on the NS forums, and again, I thank you.

However, you speak of "flaming rants" and folks being "self-righteous"...that makes me mad. What you said in the NS forums was good "Aside from some childish members who should be summarily ignored". Yes, perhaps I was out of line and said something perhaps better left unsaid, although in anger, but two wrongs do not make a right, and coming in here calling those of us who have pride in our membership here, and our friendships with hardworking custom folk like Jed "pricks" and telling us to "shut the **** up" is just as childish, just as wrong, and the only 'flaming rant' in this thread thus far.

I thought you were better than that wolfie. Don't unleash your holy war on me, I won't have it.

Trp. Jed
02-16-2004, 10:01 AM
I think the matters resolved. I think all parties have apologised (although I havent had a retraction from the NS forums but no big issue there).

Further groups hugs can be sent via PMs or in IRC.

*closed*

Oh wait, im not a moderator... :mad:

- Jed

Vandal
02-16-2004, 10:03 AM
Here's my apology on the NS forums, because as I stated you were right to a point wolf. I try to be a fair guy.

=======================================
As much as you may see my post in the DoD forums as conflicting with what I'm about to say.....

I have to thank Wolf for presenting this information in a much better, adultlike and non-aggressive way than I did, in a topic that was locked and edited before it got a reply. I apologize for that thread and the words I had in the DoD forums, they will remain un-edited there, simply because I do not belive in changing the past, just to save face.

Again, I apologize to Del. and the other NS mods for the inconvinence, and I applaud wolf for bringing this up again in a
more mature fashion.
========================================

I know when to admit my wrongdoings, here's one. But I re-iterate, don't bring your hostilites on me, Wolf. I don't tolerate that kind of thing.

coil
02-16-2004, 10:16 AM
I'm inclined to believe you, Jed; I like giving people the benefit of the doubt. Unfortunately, the code you posted just makes me go cross-eyed; I'm an artist, not a coder. ^^ I'm just trying to approach this from as many angles as possible to get as complete a picture as I can.

Trp. Jed
02-16-2004, 10:24 AM
Well yeah, it is confusing if your not a coder and trying to understand it but I posted it to illustrate that if you look at it, its basically the same code with slight modifications.

As for the accusation, i'm just trying to work out why they assumed it was based on the HL2 code when it is so clearly related to the original HLMV.

- Jed

coil
02-16-2004, 01:59 PM
Originally posted by Trp. Jed
As for the accusation, i'm just trying to work out why they assumed it was based on the HL2 code...

- Jed
Me too. It was honestly so long ago that I couldn't find a log and don't remember the incident personally.

=DD=Wolf Kahler
02-16-2004, 03:56 PM
You're right. I was out of line. I like Del and I didn't want to see him make a mistake that could hurt him and got overly defensive.

I felt it was wrong write after I posted it, but I was rocking back and forth inside myself about whether I should remove it or not.

I'm glad my effort was taken so well by both sides and apologize for coming down so hard.

Effexx
02-17-2004, 12:32 AM
Originally posted by Trp. Jed
Well yeah, it is confusing if your not a coder and trying to understand it but I posted it to illustrate that if you look at it, its basically the same code with slight modifications.

As for the accusation, i'm just trying to work out why they assumed it was based on the HL2 code when it is so clearly related to the original HLMV.

- Jed



... and wouldn't the accusing parties have to have a "working" knowledge of the stolen HL2 code in order to assume this was even remotely close??? Hmmm... interesting to say the least...

I for one never thought Jed to be dishonest...


...

Silverghost
02-17-2004, 06:20 PM
The thought never crossed my mind.

Airborne506
02-17-2004, 08:13 PM
In the immortal words of the great Admiral Ackbar...........







IT'S A TRAP!

AFront
02-18-2004, 11:13 AM
Originally posted by Airborne506
In the immortal words of the great Admiral Ackbar...........







SI A TARP!

fixed, miss you RN :p .

Personally, I don't see what the big deal is about a NS mod closing a thread in a NS board.

While he may not have had the exact facts, he probably made the right choice based on what he did know.

=[L*H]=Hitman
02-18-2004, 10:27 PM
Yes, Delarosa most likely didn't have as much information as Wolf or anyone else in on this. Thus, he had to make some decision, and his was to be on the safe side. However, when this is all straightened out I'm sure he'll realize that Jed's code isn't based off of HL2 (if this is true, I sure believe it) and won't close another thread referring to it (this is if the thread is free of morons).

I'm a very active NS and DoD forum member, though I may not post often. So I'm glad this little dispute happened, because hopefully information will get passed between each forum on subjects like this and get them cleared up much faster.

Trp. Jed
02-20-2004, 06:35 PM
To be honest the whole thing doesnt bother me other than the accusation that my work is based of stolen code when, in all honesty, it isn't.

I mean its hard enough getting a job as it is without having something like that hanging over you.

- Jed

Silverghost
02-21-2004, 11:14 PM
Has he come to his senses yet. Or are they deciding what to do?

A.F.Dizzle
02-22-2004, 12:29 AM
I <3 Jed.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.