It's taken this long, it is either going to have a batshit amount of content, or it's a new engine. It's been in development for 3 years in a row, "all" it is is content creation, the engine already exists.
I doubt it will be a whole new engine.
I hope so.Source Engine is a bit old now.
Don't think so.
That sounds more like a Half Life 3 kind of thing.
I doubt they even started developing it seriously :rolleyes:
All Valve need is to drop BSP and baked light maps in order to have a reasonably good engine.
They'll most likely use another update of the Source engine for EP3, then get a new engine for HL3 onwards.
I hope they'll keep the source engine, but upgrade it btw.
They did a real good job when you compare HL2 and EP2, dynamic shadow, HQ Models/Textures...
Flashlight only dynamic shadow? Slightly better textures? Oh please, there is BSP and lolprerendered shadows..
[QUOTE=dcalde78;20490687]They'll most likely use another update of the Source engine for EP3, then get a new engine for HL3 onwards.[/QUOTE]
Yeah, i'v heard that the source engine's gonna die with EP3.
I bet that crowbarr from l4d2 will be in Ep3/Hl3
Its only been 3 years now.....
They're making Gordon a mute and therefore have to animate loads of dialogue in sign language
Never underestimate the power of source, Hl3/Ep3 will still be on source engine since its valves trademark, Just a new version.
Oh, it's [B]that[/B] thread again. Do you know, OP, that Source engine is just modified gldSrc engine (aKa hl1 engine) Which is modified quake engine? Source is very modular - you just "write" new graphics module, replace the old one, and bam! New graphics. When they were developing Source from goldSource, in one period of time there was engine with HL1 graphics and HL2 physics and AI for example.
My thoughts that they will epicly upgrade everything in Source.
[editline]03:15PM[/editline]
[QUOTE=qwerty000;20490783]lolprerendered shadows..[/QUOTE]
Yeah. I wouldn't mind if all that time that vrad takes to render lightning, it would rendered something [B]really[/B] cool, like vRay or something. I know it would take shit load of time. But come on, if it's rendering on a special machine to not load PC's when they will play this map, it could be at least something decent. Not lightmaps of the size of my head.
PLEAASEEEEEEEeee gooodddd
edit: this is a terrible post, but yes I'd love a new engine. This one lasted a long time so I'd love to see what Valve are capable of now.
it's possible,
come this E3 we'll probably have some answers to what Valve has been up to.
I would be very disappointed if they did not make at least a significant update for source in various areas, thankfully it is very unlikely. I highly doubt that the developers were picking their noses for these three years.
I also genuinely hope that the supposed source upgrade will create a capacity of better constraints in gmod. Calling the current non dynamic attachment constraints "welds" is being very optimistic, i would call them "glues" or "ties" at best. It is also important to note that there are 500 different precautions to make them more stable yet they will still stay more or less crappy in most even remotely complex creations or situations.
If welds were genuinely welds then i would probably be working on my 50th launcher prototype by now, or something else supposedly complex and entertaining.
Would make the wait all the better.
[QUOTE=SteveUK;20490496]All Valve need is to drop BSP and baked light maps in order to have a reasonably good engine.[/QUOTE]
Quoted for truth.
I'm thinking they're working on ways to improve gameplay. That seems like it would contribute to the amount of time it's taken so far. The engine difference will probably be like the original Source is to the EP2 Source, at least I hope. Meaning it will have that kind of improvement.
[QUOTE=-TRASE-;20491793]Oh, it's [B]that[/B] thread again. Do you know, OP, that Source engine is just modified gldSrc engine (aKa hl1 engine) Which is modified quake engine? Source is very modular - you just "write" new graphics module, replace the old one, and bam! New graphics. When they were developing Source from goldSource, in one period of time there was engine with HL1 graphics and HL2 physics and AI for example.[/QUOTE]
I thought the source engine was a modified version of the havok engine. (quake 3 or 4's engine i don't remember very well)
Ep3 isn't even taking a long time, it's only been in development for a few months longer than Ep2 was and we knew from the start that it would take longer than Ep2.
No, they're still using Source. They recently said that they were thinking about integrating Left4Dead's AI director into the engine for use in mods and whatnot. I get the feeling that they might continue with Portal (and thus, Source) after EP3; seeing as Portal 2 is a prelude, they might carry on to bring Portal up to the same period of time as EP3. It'll be interesting to see whether they ever end up crossing over or not.
[QUOTE=goon165;20491948]it's possible,
come this E3 we'll probably have some answers to what Valve has been up to.[/QUOTE]
Valve is not going to E3. Ep3 will not be released this year.
Source engine is fine, but I expect it to be atleast as long as Half life 2.
[QUOTE=-TRASE-;20491793]Do you know, OP, that Source engine is just modified gldSrc engine (aKa hl1 engine) Which is modified quake engine? Source is very modular - you just "write" new graphics module, replace the old one, and bam! New graphics. When they were developing Source from goldSource, in one period of time there was engine with HL1 graphics and HL2 physics and AI for example.[/QUOTE]
Do you also realize that this so-called modularity is bullshit, as the pieces of code that have been written to build up Source from all the way to Quake are extremely hacky and dirty
It's not MODULARITY, it's UPGRADE-ABILITY.
My theory: Valve will announce that Ep3 will be released in 2019 on December 21st, 2012.
World proceeds to end.
Episode 3 should wrap up the Source engine, so that Valve can move onto a new, better engine for further games.
[QUOTE=SteveUK;20490496]All Valve need is to drop BSP and baked light maps in order to have a reasonably good engine.[/QUOTE]
Not being a mapper of any sorts, who can tell me what the problems are with these things?
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