ValveSoftware

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Stars and mentions · Last 30 days, Oct 6 – Nov 4

GitHub stars502
Mentions76
010203040Oct 6Oct 20Nov 4
UTC days · repositories ValveSoftware owns15 repositories

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ValveSoftware’s repositories ranked by pull request authors, as on trending.

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Contributes to

Repositories outside ValveSoftware’s account where ValveSoftware opened or reviewed pull requests in the past 365 days.

Who noticed ValveSoftware

Everyone who starred or forked ValveSoftware’s repositories since the archive began in 2011.

Notable accounts

Ordered by the stars their own repositories have received.

Biggest fans

Accounts that starred the most of these repositories.

Breakout weeks

Each repository’s best week of new stars, with the release published around it.

Mentions

70posts
Nov 50 posts
  1. Opened an issue about British Columbia's new time zone not being supported in SteamOS/Gaming Mode. Hopefully our neighbours to the south will get us the updates promptly :)

    6 likes
  2. とりあえず問題発生したらゲーム名込みで検索してみるべきと学んだ というかこんな限定的な問題だったのか…

  3. Valve, I found what's freezing/crashing our Dota Been dealing with random Dota freezes for ages, even after buying a completely new PC. Got fed up and dug through an 8.7GB memory dump with WinDbg. Found a serious issue in tier0.dll: 66,662 entries using 16-bit indices (max 65,535), plus a circular chain of 71 entries. The frozen main thread was sitting on an index inside that exact loop. Looks like Dota gets stuck searching through its own resources indefinitely. Old PC: i7-14700K, ASUS TUF RTX 4080 OC, MSI B760M Project Zero, 32GB DDR5-6400 CL28, Windows 11. New PC: Ryzen 7 9850X3D, Gigabyte RTX 5090 Gaming OC, ASUS ROG Strix B850-F WiFi 7 Neo, 32GB DDR5-6000 CL30, fresh Windows 11 install. Same exact freezes on both systems. I've documented everything, including the disassembly, memory addresses, and WinDbg screenshots. The dump points directly to a broken filename lookup chain. Valve, I did the homework. Your turn now! Full technical breakdown here incl. photo's and detailed errors/files so you can check if you have it too

    1,087 points · 282 comments
  4. Proton Experimental’s Oct 30 update fixes a random Helldivers 2 crash and beamng.drive Vulkan crashes after game updates. Experimental branch; results vary. github.com/ValveSoftware/Proton/wiki/Changelog Videos: youtube.com #Proton #LinuxGaming

    2 likes · 61 views
  5. Yet another "Bring Back Quickplay" post (aimed at frustrated new players) Due to recent problems with TF2, I think it would be relevant to make yet another "bring back Quickplay" post, hopefully it will clarify some things for people that didn't play before Meet Your Match update (2016). I would like for yall to keep in mind that "bot crisis" started right after Casual was conceived, long before Jungle Inferno update, that made necessary Casual changes that modern players take for granted (trust me, early Casual was pure unplayable hell). Anyone interested in Quickplay, please, take your time reading this nerdy post, thanks in advance. I also invite old players to spread the word to newer players, the ones that never played before MyM 😃. Todays crisis is a great opportunity to remind everyone around how good it was. Also, theres a thread on Valve's Github repo -- Source-1-Games#7817 , it has some material as well. TLDR With 2014-2016 Quickplay ("system" before Casual): - Your average Harvest TDM experience is 45 minutes without interruptions, if not more. - Your Harvest or DegrootKeep "match" (there were no concept of a "match" back then) could beas long as everyone wants without 2 minutes of loading and everyone leaving/waiting for reconnection. - Instead of waiting for the game to find a server, you just wait 3 seconds for Quickplay "List Servers" UI to show you a big list of all official (!) Valve (by default) servers with map pictures (pic related). - You don't have to fear winning/losing anymore because you **are not** punished for winning/losing the round -- server has less boring loading screens and less interruptions. - Even if you get autobalanced after winning(?) a round and you miss your favorite pocket med -- you can always switch back to your pre-autobalance team. - You can goof around for an hour straight on **any** map, instead of you having to pick stalemate heavy maps such as Powerhouse (yes, there are players in EU region that play Powerhouse exactly for it's stalemate-heavy nature) - Worth mentioning that before MyM it was pretty easy to find non-Hightower Payload Race maps, I also remember Doomsday being played all the time in EU region. - You can change teams whenever you wanted (provided the server player count allowed you to do so), meaning you could play "defense" on Dustbowl without interruptions, just by switching to RED every time round ends. There was no catch with "Quickplay", it was just that good -- you had hundreds of Valve servers that you were free to connect freely at any time via different methods, and Quickplay was just a nice UI that could automatically connect you to said servers. There were no slot reservations that bots abuse, no half-broken minute long queues, and you could extend a map timer indefinitely by voting. You could just press "Play Game" in steam, click "Play", click "List Servers" and hop into an Upward game that was left on for an hour (because players would extend the map multiple times), all in less than a minute. what is "Quickplay" exactly When people say that they want Quickplay, they dont necessarily mean literal Quickplay UI (though one might say its a big part of the experience). People miss "Quickplay" because old Valve server ruleset (almost the same ruleset that almost all "vanilla" "community" servers use as well, by the way) implied map timers (45 minutes), and not round limits. There's no need to "start a new match" if the old one didnt end. There was no concept of a "match" at all. You either hit 45 minutes on map timer (if it wasnt extended by vote) or you changed the map with the "Change Current Map" vote for server to change maps. You could freely change teams and call for scrambles. There was no concept of a "match", there were only rounds which swapped the teams in non-symmetrical gamemodes and occasional autobalance scrambles (which you could negate by changing teams back). And most importantly, you could just join Valve servers from a server browser or UI without waiting for any arbitrary system to reserve slots for you or make you spend (sometimes several minutes, if not tens of minutes) time "searching" for a game. You just hop into a 20/24 server with a map you would be ok playing and you play the game. Hence the name, "Quick" "Play". Bot crisis and Casual Contrary to popular belief, bot crisis actually started long before 2020, there were early instances of some servers being botted back in 2016. Bots of today abuse Casual matchmaking system feature of reserving player slots for people to join. An integral feature of any matchmaking system, you just cant "remove" it -- otherwise you'd just remove Casual matchmaking. Add in a few server cvars and you recreate old experience by accident. Proof: youtube.com What is the problem with Casual Knowing original objective of the Casual (make the game more objective-focused) it's ironic how some players might NOT cap last points on some maps because they know that if they capture the point they will have to suffer through several things: - 50% of people just leaving (because requeing is usually faster) server/map reset - "waiting for players" (a solid minute minimum) - your past teammates (the one that didn't leave) (imagine a friendly medic that pocketed you) are now in the opposite team and you have NO way to reconnect with them if you're very lucky, your new game is 12v12, but usually on maps that aren't in the top 5 you have less than 10 players in both teams Even worse, sometimes servers just die -- one team accidentally pushes too hard, punishing everyone with the two minute long loading screens and the opposite team just leaving after the fact, leaving the "winning team" with a new 10 versus 4-6 "match". And I haven't mentioned "Player connecting..." slots being occupied for a solid minute or two, literally breaking the balance of some gamemodes like KOTH or CTF (if we take CTF seriously). Meet Your Match update (the one that almost killed the game by introducing "Casual") was about making TF2 be a game of "matches" with "winners" and "losers", but it actively discouraged people from actually winning the round because people play TF2 to hang out, to play around with different classes, goof around, try to break their own class records (it's a literal mechanic in the game, by the way), try to outdeathmatch their opponents with "Duel Tool" items and "Domination" mechanics while leaning(!) against the map objective (which had a "Deathmatch/hanging around" purpose as well -- shifting respawn timers and locations, or ending the carnage temporarily with gamestate reset). Effectively, Casual system just straight up punishes all players (winners and losers) for ending the round, everyone loses.

    213 points · 177 comments
  6. #tf2 #teamfortress2 On Valve's Source-1-Games GitHub: Source-1-Games#8434 "[TF2] Casual: clients stuck on 'Player Connecting' hold team slots, matches end up 2v7 or half empty." "The scoreboard fills up with grayed-out "Player Connecting" entries that never turn into real players."

    1 like · 1 repost
  7. @sammy4_9 @nocontextfm1 If it's the Steam demo: right click it, Properties, Compatibility, tick Force the use of a specific Steam Play compatibility tool and pick the latest Proton. Then install and launch like normal. ValveSoftware/Proton XDA: xdaforums.com GitHub: github.com/kukirin-ui

    2 likes · 18 views
  8. Reddit · · r/SteamDeck · u/FrogTheFrog · ValveSoftware/SteamOS

    MoonDeck development is stopping Hello! I've been developing MoonDeck (a Decky plugin) for nearly 4 years and 10 months. It's finally time to hang up my hat. If you're interested in taking over the project, contact me on Decky's Discord (preferably in MoonDeck's support channel) and we'll figure out how to hand it over. Otherwise, the process of removing the plugin from the store will start at the end of this month. I never really made a post about this plugin on Reddit, but I've seen posts about it here and there (for better or for worse...), so I decided to at least let people know 😆. The biggest reason for this decision is that Steam Remote Play has simply become too good recently (it took them 4+ years, but better late than never). So good, in fact, that for my use case I'd been accidentally streaming over Wi-Fi instead of LAN without being any the wiser, all while thinking "oh, this is so much better than my current setup". I only realized it when my router became a choke point at certain times of the day, because Steam was using Wi-Fi instead of LAN (see SteamOS#2512 for more info and a workaround). At this point, I see no reason to use Moonlight anymore. That's all, folks! It was a nice experience while it lasted!

    1,077 points · 124 comments
  9. @gabefollower Dota 2 Steam concurrent player counts include large numbers of bots especially in Arcade and custom games modes that inflate figures without reflecting human players. steamcharts.com cyber.sports.ru Dota2-Gameplay#35251 x.com

    6 likes · 1,496 views
  10. Valve lists a controller fix for Inquisition in Proton Experimental. Worth checking that version, though it doesn’t tell us how well the whole game runs on Deck. github.com/ValveSoftware/Proton/wiki/Changelog

Achievements

Awards earned by the repositories ValveSoftware owns. Select an award to embed its badge.

Gold
71st place finishes
Silver
62nd place finishes
Bronze
63rd place finishes
Awarded repositories
6Owned by ValveSoftware now

Repositories

Ordered by gold, then silver, then bronze.

  1. GameNetworkingSocketsBest: 1st by stars, 2,413 stars203
  2. steam-for-linuxBest: 1st by stars, 580 stars201
  3. source-sdk-2013Best: 1st by stars, 479 stars131
  4. ProtonBest: 1st by stars, 1,876 stars121
  5. voglBest: 1st by stars, 534 stars100
  6. ToGLBest: 2nd by stars, 745 stars010

Every award

Top-three finishes of these repositories in completed trending days and weeks, newest first.

  1. source-sdk-2013
  2. source-sdk-2013
  3. source-sdk-2013
  4. Proton
  5. Proton
  6. Proton
  7. Proton
  8. GameNetworkingSockets

A repository earns an award for finishing first, second or third in a completed trending day or week, ranked by new stars, new forks or pull request authors. Awards follow a repository through renames and transfers and count toward its current owner. Weeks run Monday to Sunday, UTC.