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
- The Interloper is in the void and using the INTERLOPE command can indirectly fetch data from the void.
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:
- Shares property of maps connected across space
- Uses the same Design Language/Visualization
- Economy of narrative
- Void Probes from the demo void are present
- Against:
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
- Reference to The Repo/INTERLOPE archive
- message from server administrator : CONGRATULATIONS AND WELCOME PLEASE ENTER WITH CAUTION YOU ARE NOT WELCOME HERE
- GET command creates a
data.demdemo file (additional demos increment)- Demos sometime save custom maps as
data.bsp
- Demos sometime save custom maps as
- 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:27016connect s.interlope.pop:27015send test.dmeMechanics/DME- Could be the mechanism used to generate demos on specific (custom) maps
- Tuesday Manifest
- New commands logged in SFM sessions
com_pull_requesthook s.interlope.pull:27016is noted as aback door
- New commands logged in SFM sessions
] 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
The Interloper
- Attributes
- Entity present in the Source Void
- Responsible for the functionality of the INTERLOPE command
- Tracked as
INTERLOPER.DMEin Sourcebox Mechanics/DME
- History
- Captured in Xemu in ILF with #portaltrap
- Destroyed by repeatedly Flashnukeing Xemu while trapped
The tuesday incident shows that multiple demos can be pulled at once, but the interloper seems to only handle one at a time
is in