DirectX? God no. OpenGL is faster, more supported, and ahead in technology. DirectX only got popular because of a FUD campaign. BSP should die in hell, it's outdated and not suitable for modern games anymore, I'm sorry to say.
We need some system to load only parts of a map at a time, to allow for properly big maps suitable for a wider amount of games and mods.
The OP has no bloody idea what he's talking about. What? Recode in C#? What could that possibly achieve? C# and C++ are pretty much equally as good.
Right, an updated dev console with more commands? This isn't a cheat menu, it's a console. More commands should be specific to a game, and really the engine should only include low-level manipulation tools through it. A game engine should always be abstract. It gives the highest amount of possibilities with it.
[QUOTE=Tommyx50;37502094]DirectX? God no. OpenGL is faster, more supported, and ahead in technology. DirectX only got popular because of a FUD campaign. BSP should die in hell, it's outdated and not suitable for modern games anymore, I'm sorry to say.
We need some system to load only parts of a map at a time, to allow for properly big maps suitable for a wider amount of games and mods.
The OP has no bloody idea what he's talking about. What? Recode in C#? What could that possibly achieve? C# and C++ are pretty much equally as good.
Right, an updated dev console with more commands? This isn't a cheat menu, it's a console. More commands should be specific to a game, and really the engine should only include low-level manipulation tools through it. A game engine should always be abstract. It gives the highest amount of possibilities with it.[/QUOTE]
I'd support OpenGL, but its easier to get stuff pushed with DirectX, in the sense that; if you're a developer and want DX to have specific new features next version / update, then its fairly easy. As compared to OpenGL which is a pain in the ass to get new extensions and such added to.
Plus, HW support for DirectX is more mature then OpenGL.
[QUOTE=glitchvid;37502361]I'd support OpenGL, but its easier to get stuff pushed with DirectX, in the sense that; if you're a developer and want DX to have specific new features next version / update, then its fairly easy. As compared to OpenGL which is a pain in the ass to get new extensions and such added to.
Plus, HW support for DirectX is more mature then OpenGL.[/QUOTE]
This may be true, but Valve seem to be pushing for official Linux support. Can't use DirectX for that.
[QUOTE=Tommyx50;37502487]This may be true, but Valve seem to be pushing for official Linux support. Can't use DirectX for that.[/QUOTE]
Yup, quite true.
I really DO like OpenGL, but it has those issues; and those ARE serious issues.
[QUOTE=SFC3;37501369]Depends on what you mean port HL2. HL2 runs on a entirely different branch of the Source Engine, while Alien Swarm works on the 2010 branch. It would take alot of work to make HL2 work in AS.[/QUOTE]
not really, There are a few code templates/skeletons that add the Orange Box stuff in AS (that is the one of the reasons why we are porting Sourceforts from SSDKBase 2007 to AS').
I get the idea now....
For porting HL2, here's gameplay video of my HL2 port:
[video=youtube;j32sxlc3c6k]http://www.youtube.com/watch?v=j32sxlc3c6k[/video]
[QUOTE=Ken Chan;37504643]I get the idea now....
For porting HL2, here's gameplay video of my HL2 port:
[video=youtube;j32sxlc3c6k]http://www.youtube.com/watch?v=j32sxlc3c6k[/video][/QUOTE]
Whats up with that horrible lens-flare all over the screen?
[QUOTE=glitchvid;37504791]Whats up with that horrible lens-flare all over the screen?[/QUOTE]
Lens flare makes anything better. Just look at Battlefield 3!
/s
[QUOTE=glitchvid;37504791]Whats up with that horrible lens-flare all over the screen?[/QUOTE]
I honestly thought it was a light in my room doing that hahaha
[QUOTE=Tommyx50;37502094]DirectX? God no. OpenGL is faster, more supported, and ahead in technology. DirectX only got popular because of a FUD campaign. BSP should die in hell, it's outdated and not suitable for modern games anymore, I'm sorry to say.
We need some system to load only parts of a map at a time, to allow for properly big maps suitable for a wider amount of games and mods.
The OP has no bloody idea what he's talking about. What? Recode in C#? What could that possibly achieve? C# and C++ are pretty much equally as good.
Right, an updated dev console with more commands? This isn't a cheat menu, it's a console. More commands should be specific to a game, and really the engine should only include low-level manipulation tools through it. A game engine should always be abstract. It gives the highest amount of possibilities with it.[/QUOTE]
It's not faster, it's about the same. The real advantage Dx has is that it's easier to port to Xbox therefore costs less money to develop with in the long run. More supported? You mean like how OSX doesn't even support OpenGL 4 yet? Ahead in technology? Dx didn't get popular due to FUD, it got popular because it actually had a direction and solid team behind it. I agree on BSP, it's totally shit for today's needs.
1- I'd love the model viewer to be better integrated with sound, specifically for syncing sound to view model animations.
2 -I'd love for iron sight positioning to be as easy as clicking and dragging the gun around on screen.
3- I'd love for better audio tools in general, like a reverb design interface for certain environments, easier tweakability to the dsp effects in general.
4- OFFICIAL documentation from Valve on how to do everything that Valve knows how to do with the source engine.
5- A soundscape editor interface that makes it very easy to drag and drop sound files into hammer, and having that action automatically generate the necessary soundscape script information for that specific map, where from there it can be further tweaked in the script file.
6- Complete control over soundmixers, and for the "ducking" effect to act as an audio dynamics compressor rather than ducking things based on the duration of the wav file.
7- In fact, more mixing capabilities like EQ, compression/limiting, delays and importing vst plugins for whatever you want to process.
8- Reduce/eliminate long compile times for everything.
9- Not have to re-launch the game every time you want to make any change to anything. Basically having the engine allow real-time editing and adding of content.
This is what I want from Source 2 or 3. Preferably 2.
[QUOTE=Vunsunta;37505410]1- I'd love the model viewer to be better integrated with sound, specifically for syncing sound to view model animations.
2 -I'd love for iron sight positioning to be as easy as clicking and dragging the gun around on screen.
3- I'd love for better audio tools in general, like a reverb design interface for certain environments, easier tweakability to the dsp effects in general.
4- OFFICIAL documentation from Valve on how to do everything that Valve knows how to do with the source engine.
5- A soundscape editor interface that makes it very easy to drag and drop sound files into hammer, and having that action automatically generate the necessary soundscape script information for that specific map, where from there it can be further tweaked in the script file.
6- Complete control over soundmixers, and for the "ducking" effect to act as an audio dynamics compressor rather than ducking things based on the duration of the wav file.
7- In fact, more mixing capabilities like EQ, compression/limiting, delays and importing vst plugins for whatever you want to process.
8- Reduce/eliminate long compile times for everything.
9- Not have to re-launch the game every time you want to make any change to anything. Basically having the engine allow real-time editing and adding of content.
This is what I want from Source 2 or 3. Preferably 2.[/QUOTE]
You can control most of that in the soundmixers and soundscapes scripts in the script folder, the rest can be done in much better sound editing tools.
As a mod developer, I cannot control most of that stuff I mentioned in the soundmixers and soundscape script files, for if I could, I wouldn't of mentioned it.
As I'm sure you know, soundscapes are a text based way of editing the properties of the sounds added into hammer. But currently, hammer doesn't auto generate this script information into the specific maps soundscape text file, and that is what I feel would be really valuable. Dragging a sound file into the viewport of hammer and from there, specifying the properties of that sound(s) and how it interacts, and having hammer auto generate the information into the proper script file for later tweaking if necessary. That would be great!
Soundmixers as far as I know have VERY limited use in mods. I have yet to be able to create a new one from the default one they tell you to work from. Within it I know it allows "ducking" of sounds based on priority, but it seems to duck the volume of lower priority sounds based upon the length of time of the higher priority sound. I feel it would be more valuable (sonically) to have it act more as a dynamics compressor would, and react to the wav information itself, regardless of duration. A dynamic volume fluctuation based on audio data, rather than length of wave file data.
Yes you can do DSP editing in script files (not sure if mods can though, I haven't tried yet) but it could look and function so much better with a graphical interface that's integrated more effectively into the engine, like real-time tweaking!
Would be interesting to see procedural sound editing in Source 2, or even proper integration with the new FMOD Studio planned for release soon.
Only problem is that it's harder for the community to make custom sounds if you use FMOD, so if Valve could have their own audio pipeline improved while still allowing for easy wav file replacement, that would be a true dream!
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