Source Void

Connected manifest between source games

Portal and portal RTX linked as if portal rtx is purely a graphical and engine change under a fundamentally identical world

Manifold space?

  • Properties
    • Contains maps in various positions, with Bedrock at the bottom
    • Can cross the void between maps
    • Maps are unsealed: you can fall off maps and into others
    • Maps have no skybox but show black fog instead of the source smear
  • Connection
    • ILF: Given the right conditions, a game instance can "connect" to the "Voidside"
    • ILF: No visible difference except other maps are there. (So this doesn't explain Dark Levels.)
  • Methods of interacting
    • The Interloper is in the void and using the INTERLOPE command can indirectly fetch data from the void.
      • There used to be features to push data but those are no longer functional.
    • At least some Type 5 demos definitely take place in the void
    • After F11 all source runtimes are connected to the void. Characters in Xemu are able to reach the void directly while all other runtimes have Display Issues.
      • Presumably this is induced by something (predating F11) and would not work in normal gameplay, since falling out of the world can be done with normal glitches and people don't land on maps.
    • Able to directly see and interact through Locations/Ordinance/ordinance
    • EMInterloper8: Eida was able to upload maps with the INTERLOPE command until 2012
    • Indirect visibility via Cube Capture

Void locations do not map 1-to-1 to map files because we see axlvote twice in SKYCRASH/ILF
Void locations do not map to runtimes because Portal crashes while hosting freespace06_v1 in SKYCRASH

Odd pattern of maps existing a short drop away from themselves:

This may or may not be the same space as the Demo Void.

  • For:
  • Against:
    • Void probes are constructed in the source void so may not be the same entities
    • VRAD-ORs do not appear in SKYCRASH or Ordinance
    • Source void never has the white untextured appearance
Source Void

FSKY

INTERLOPE command

  • Typical usage: get s.interlope.pull:27015
    • Faulty "INTERLOPE" command is required
    • Message replies
      • getting socket for s.interlope.pull...
      • extracting data from terminal
      • submitting envelope
      • received
      • request from archive submitted
      • message from server administrator : CONGRATULATIONS AND WELCOME PLEASE ENTER WITH CAUTION YOU ARE NOT WELCOME HERE
    • GET command creates a data.dem demo file (additional demos increment)
      • Demos sometime save custom maps as data.bsp
    • Demo plays immediately
    • Worked briefly during IL1, then stopped working at 6 AM. Commands exit with no response.
  • Eida's removed commands (removed 2012?)
    • get s.interlope.pull:27016
    • connect s.interlope.pop:27015
    • send test.dme Mechanics/DME
    • Could be the mechanism used to generate demos on specific (custom) maps
  • Tuesday Manifest
    • New commands logged in SFM sessions
      • com_pull_request
      • hook s.interlope.pull:27016 is noted as a back door
] INTERLOPE
Unknown Command: INTERLOPE
] get s.interlope.pull:27015

This isn't valve ConCommand syntax, instead seems reminiscent of property access.

#theory s.interlope.pull represents a hierarchy of objects: s (sourcebox?) > interlope (The Interloper?) > pull (pull function called with a port argument)
Anomi knows what concommands look like and chose this to communicate something specific

In ILD Anomi speculates that it may have been affected/broken by the HL2 20th anniversary update, but this seems to have been a red herring.

We know demos must be recordings because we've had repeats

INTERLOPE command

The Interloper

The tuesday incident shows that multiple demos can be pulled at once, but the interloper seems to only handle one at a time

The Interloper

is in