It's odd. After playing nothing but Source games for years, I find that I can't enjoy other games.
I recently bought Borderlands, which, don't get me wrong, is a good game. I just couldn't help but notice the lack of facial animation, cheap particle effects, and so-so physics.
I try not to notice non-Source game shortcomings, but I can't help it.
Does this make me spoiled?
No, you just know how to acknowledge good game quality.
Borderlands really isn't that great, in my opinion. There are better engines out there than Source.
Half Life 2's physics are actually outdated by todays standards. Most games have better physics using PhysX or Havok but they don't use them to the extent Half Life 2 does.
Source isn't the greatest engine out there, but it's incredibly robust and versatile at the same time. Not to mention easily moddable.
[QUOTE=Chunk3ym4n;21536365]Half Life 2's physics are actually outdated by todays standards. Most games have better physics using PhysX or Havok but they don't use them to the extent Half Life 2 does.[/QUOTE]
Source uses Havok.
[editline]01:32AM[/editline]
Havok is fucking terrible though.
Yeah it might be dated by "todays" Crysis standards, but it's easily scalable and now, cross platform. Valve basically have the power to add in almost anything they want, it's fantastic.
Admittedly, I'm spoiled by the console and tweaking!
Source games own all.
Only thing I don't enjoy in other games than Source games - movement of the player. I feels so stiff and limited in other games *cough*ARMA II*cough*
I always try to jump in other games to run faster.
[QUOTE=WaLLy3K;21537739]Admittedly, I'm spoiled by the console and tweaking![/QUOTE]
Agreed. You can't do THIS is in most games. :colbert:
[CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1
tf_allow_player_use 1
sv_lan 0
// Multithreading (1/4 Life's settings, which he tweaked for stability)
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
//mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
//r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 1
mat_software_aa_strength 1
mat_software_aa_strength_vgui 1
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
// HDR, Distance Viewing
mat_hdr_uncapexposure 1 //Makes HDR REEEAAAALLLY bright.
mat_force_bloom 1 //Forces light blooming effect.
cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//(Daimao) VAS HERE
cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
// Field of View settings.
_fov 90
default_fov 90
viewmodel_fov_demo 70
//Rate Settings
rate 999999999
cl_cmdrate 101
cl_updaterate 101
//Flashlight! :D
mat_supportflashlight 1 //0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported
mp_flashlight 1
bind f "impulse 100"
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
//datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
//mem_max_heapsize 1024 //Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
// Other
r_rootlod 0
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
jpeg_quality 100 //Better quality screenshots with F5.
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
mat_motion_blur_falling_intensity 0
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1 //Attempts to enable parallax occlusion mapping. Do not use in-game.
echo
echo Autoexec.cfg executed!
echo[/CODE]
console,mods and maps are the things i missed most in other games I play, i know they aren't source exclusive but no other game that i have ever played has been modded like css or gmod
I was playing TF2 and then I realized my MW2 free weekend had downloaded. I played for an hour, got tired of dying repeatedly from falling two feet, and went back to TF2.
[QUOTE=E-102 Gamma;21559312]Agreed. You can't do THIS is in most games. :colbert:
[CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1
tf_allow_player_use 1
sv_lan 0
// Multithreading (1/4 Life's settings, which he tweaked for stability)
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
//mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
//r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
//r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
//cl_interp_threadmodeticks 1 //ONLY USE IN SINGLEPLAYER GAMES! Adds some extra interpolation ticks for multithread mode.
//snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further
//aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 1
mat_software_aa_strength 1
mat_software_aa_strength_vgui 1
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
// HDR, Distance Viewing
mat_hdr_uncapexposure 1 //Makes HDR REEEAAAALLLY bright.
mat_force_bloom 1 //Forces light blooming effect.
cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//(Daimao) VAS HERE
cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
// Field of View settings.
_fov 90
default_fov 90
viewmodel_fov_demo 70
//Rate Settings
rate 999999999
cl_cmdrate 101
cl_updaterate 101
//Flashlight! :D
mat_supportflashlight 1 //0 - do not support flashlight (don't load flashlight shader combos), 1 - flashlight is supported
mp_flashlight 1
bind f "impulse 100"
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
cl_shadowtextureoverlaysize 512
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 256 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
//datacachesize 128 //GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB
//mem_max_heapsize 1024 //Has to be set higher because of CommandLineCommand "-heapsize"| Maximum amount of memory to dedicate to engine hunk and datacache, dont user more then half of your Memory
// Other
r_rootlod 0
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
jpeg_quality 100 //Better quality screenshots with F5.
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
mat_motion_blur_falling_intensity 0
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1 //Attempts to enable parallax occlusion mapping. Do not use in-game.
echo
echo Autoexec.cfg executed!
echo[/CODE][/QUOTE]
HOLY SHIT, How do I use that?
I used to be an extreme battlefield fan. I have all of battlefield's titles on my PC. But as soon as my friend showed me half life 2 back in 06. I wasn't so impressed before trying it. But after playing the game, I was easily convinced that HL2 was the best game ever. I then got other source games and forgot about playing battlefield. Now I play source games only wtf
Garry's Mod definitely spoiled me in terms of content to price.
I'd have to say the only thing that's truly stood out for me is that Source decals always work really well.
I'm a fan of nearly all source games, even if the game engine is old, it's a good balance of features, and just easily moddable
[QUOTE=gamerboy266;21560264]HOLY SHIT, How do I use that?[/QUOTE]
save it to autoexec.cfg and put it in your {hl2 directory}/hl2/cfg, it should run automatically, but if it doesn't just go to the console and type "exec autoexec.cfg"
[QUOTE=Juniez;21561883]save it to autoexec.cfg and put it in your {hl2 directory}/hl2/cfg, it should run automatically, but if it doesn't just go to the console and type "exec autoexec.cfg"[/QUOTE]
Actually, that particular one is designed for TF2. [I]Here[/I]'s my HL2 one:
[CODE]echo
echo Executing autoexec.cfg...
echo
sv_cheats 1
mat_trilinear 1 //Enables trilinear filtering (duh).
// Material Quality (Lowers FPS Somewhat)
mat_compressedtextures 0 //Uncompressed textures. DO NOT USE WHEN mat_picmip IS NEGATIVE.
r_eyeglintlodpixels 12 //Allows eyes to be rendered at full quality across the map.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
//snd_digital_surround 1 //Enables Digital Surround Sound for speakers with SRS. ONLY USE THIS IF YOU HAVE SRS ENABLED STEREO SPEAKERS! This CVAR can cause issues with sv_consistency 1 servers.
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
//snd_surround_speakers 5
// Distance Viewing
cl_maxrenderable_dist 3000 //Makes everything outside the map visible.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_radiosity 2 //Enables prop radiosity with 162 samples.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_rainradius 2500 //Makes the radius of rain fall around you larger, so you can see the rain from further away.
r_rainsplashpercentage "100" //Sets the percentage that the rain makes a splash in the water.
r_avglight 3 //Puts more lighting on objects.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 100 //Sets the amount of decals that appear on models.
// Field of View (FOV) Settings
_fov 90
viewmodel_fov 62 //Don't use this command in TF2
default_fov 90
fov 90
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
blink_duration 0.3 //How many seconds an eye blink will last.
//r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 512 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
// Other
rate 999999999
r_rootlod 0
sv_forcepreload 1
cl_forcepreload 1 //Force texture preloading
jpeg_quality 100 //Better quality screenshots with F5.
r_lod 0 //Removes "Level Of Detail" from models.
mat_parallaxmap 1
fps_max 600 //I really don't think you'll get more than 1000
echo
echo Autoexec.cfg executed!
echo[/CODE]
Try playing Mass Effect 2. You'll start "appreciating" in no time.
[img]http://cache.gawker.com/assets/images/kotaku/2010/02/me2sex1.jpg[/img]
My CS:S exec is badass, I'm thinking about switching my config so my wasd is instead pl;' yeah p is w, l is left, ' is back, and ' is right. It has its advantages with more keys but is hard to get used to.
After playing Source games for a year, and playing BF2142, 2142 seems so... static. There are close to no movable props.
[QUOTE=Sie-Sveinhund;21562676]Try playing Mass Effect 2. You'll start "appreciating" in no time.[/QUOTE]
I disagree, Mass Effect 2 has stiff face and body animations and almost non-existence physics.
It isn't a bad game by any means (I have 55 hours on it and the orginal), but I'm so off-put by the dialog animations that it almost ruins the experience.
[QUOTE=Psyke89;21565164]I disagree, Mass Effect 2 has stiff face and body animations and almost non-existence physics.
It isn't a bad game by any means (I have 55 hours on it and the orginal), but I'm so off-put by the dialog animations that it almost ruins the experience.[/QUOTE]
You see how I put quotations around "appreciate"? That meant I was making a joke.
I notice this all the time.
[editline]09:29AM[/editline]
Mostly with facial animation, HL2 still has the best I`ve ever seen
[editline]09:30AM[/editline]
In a game
[QUOTE=Odellus;21537589]Source uses Havok.
[editline]01:32AM[/editline]
Havok is fucking terrible though.[/QUOTE]
It's because Source Uses a really old version of it. Valve are too lazy to upgrade it I think.
[QUOTE=Sie-Sveinhund;21565555]You see how I put quotations around "appreciate"? That meant I was making a joke.[/QUOTE]
OH, well disguard me, I'm dumb.
[QUOTE=CommanderPT;21565881]It's because Source Uses a really old version of it. Valve are too lazy to upgrade it I think.[/QUOTE]
Wasn't it a heavly modified version of Havok? Maybe it can't be upgraded that easily.
Unreal Engine is better than Source :biggrin:
I made two of my friends buy the Orange Box, now they love Source games. :smug:
And I'm in the progress of making another friend of mine buy the OB, he's just short of money.
Aaand I bought it to my ex when we were together, she didn't like TF2 though, she thought it was childish :(
Source is just the best thing ever.
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