• Respawn Entertainment's new game Titanfall to be developed using Source Engine
    49 replies, posted
[QUOTE=glitchvid;40991495]Ambient lighting on physics/dynamic props is very source-like, same with the Phong specular, and the distinct lack of HB/HD/SS AO (Which is a shame).[/QUOTE] Can you, please, re-write your sentence, but using normal words instead of technical ones? So all players (not modders/game developers) can understand what you mean. Thank you in advance. [B]EDIT:[/B] I wasn't speaking to the other users, who voted me with "disagree" or "noob". You bastards ! This doesn't help me.
[QUOTE=glitchvid;40991495]Ambient lighting on physics/dynamic props is very source-like, same with the Phong specular, and the distinct lack of HB/HD/SS AO (Which is a shame).[/QUOTE] except phong and AO are very general techniques and is in no way 'source-like'
[QUOTE=glitchvid;40991495]Ambient lighting on physics/dynamic props is very source-like, same with the Phong specular, and the distinct lack of HB/HD/SS AO (Which is a shame).[/QUOTE] So if they developers didn't say what engine that were using you would know just from those things that it's using the source engine?
[QUOTE=.FLAP.JACK.DAN.;40994545]So if they developers didn't say what engine that were using you would know just from those things that it's using the source engine?[/QUOTE] I can actually do a mildly good job at identifying engines by their screenshots, but that's besides the point; Source indeed has it's own look due to the way it handles rendering by default. Also, looking back: the particle systems look much like VALVe's: being advanced but lacking shadows / shading. [editline]12th June 2013[/editline] [QUOTE=Juniez;40993928]except phong and AO are very general techniques and is in no way 'source-like'[/QUOTE] Yes, they are very general techniques: but Source's phong is limited to few entities (Dlights (Which is another thing I can tell from: the muzzleflash is very close to L4D2),And light sources from ambient cube) which gives it a much more simplistic specular look, also the default way it handles the shading (it has a higher exponent) and it's lack of Phong Specular on the environment. [editline]12th June 2013[/editline] [QUOTE=Myth Alex;40992034]Can you, please, re-write your sentence, but using normal words instead of technical ones? So all players (not modders/game developers) can understand what you mean. Thank you in advance. [B]EDIT:[/B] I wasn't speaking to the other users, who voted me with "disagree" or "noob". You bastards ! This doesn't help me.[/QUOTE] Source breaks a map into "chunks" (vis leafs), each chunk has little invisible "boxes" that store what light they received when an external program was rendering the lighting, and in-game the model will do it's best to mix and match these boxes to give itself a lighting effect. These boxes are also used to produce a "shiny" effect on models (like how rubber is shiny, phong specular) and on top of that they support 2 dlights (dynamic light entities, that can move around and aren't precomputed) and "projected textures" (Like a REAL flashlight that produces shadows). As for the AO terms, they basically create shadows when 2 objects are close together (put your hands close together, notice how aside from the direct light being removed, it gets darker the closer to put them together) SS/HD/HB are just different "ways" of doing this, each looking different from the other.
Looks fun.
Personally, I don't like this news. Every source game feels the same and looks the same. That's not to say that good games haven't been made on the source engine, but I'm really getting tired of playing games on the source engine. I hope Half Life 3 / Episode 3 brings enough changes to the engine and how it handles things to make it feel like I'm getting an entirely new experience.
[QUOTE=0FucksGiven;41006034]Personally, I don't like this news. Every source game feels the same and looks the same. That's not to say that good games haven't been made on the source engine, but I'm really getting tired of playing games on the source engine. I hope Half Life 3 / Episode 3 brings enough changes to the engine and how it handles things to make it feel like I'm getting an entirely new experience.[/QUOTE] You really shouldn't be hating on games just because of the engine it uses. You should only hate them if they play poorly and look awful. Just because a game is on the source engine doesn't mean it can't look and play good.
[QUOTE=.FLAP.JACK.DAN.;41006442]You really shouldn't be hating on games just because of the engine it uses. You should only hate them if they play poorly and look awful. Just because a game is on the source engine doesn't mean it can't look and play good.[/QUOTE] I didn't say it couldn't look good or play good, specifically.
All fanboyism and "source is still perfect after almost a decade" stuff, I still think it has the best feeling movement out of any engine I've played. I hope that crosses over. And I bet you no one would have even thought anything close to "this looks like source" if the devs hadn't of said anything about it.
[QUOTE=JCDentonUNATCO;41008596]All fanboyism and "source is still perfect after almost a decade" stuff, I still think it has the best feeling movement out of any engine I've played. I hope that crosses over.[/QUOTE] I wish there was a multiplayer FPS game with movement as good as Super Mario 64.
I actually thought it was the IW engine used in Call of Duty.
Some areas make me think of Portal 2. Like at the beginning of that gameplay trailer when they watch the guy jetpack through the window and then follow him. I just can't not think Portal 2 there.
[QUOTE=JCDentonUNATCO;41008596]And I bet you no one would have even thought anything close to "this looks like source" if the devs hadn't of said anything about it.[/QUOTE] Oh I totally wouldn't, but if you know where to look for you still see it. I'm having a hard time believing it, but if you look at the ground geometry and the vegetation, for example, you notice it looks a hell of a lot like Source.
Looks waay too good for Source.
[QUOTE=JCDentonUNATCO;41008596]All fanboyism and "source is still perfect after almost a decade" stuff, I still think it has the best feeling movement out of any engine I've played. I hope that crosses over. And I bet you no one would have even thought anything close to "this looks like source" if the devs hadn't of said anything about it.[/QUOTE] Exactly. I don't know what it is about Source games but they have this "lite" feeling to them. When you play something on the Unreal Engine, it feels really "thick" and the movement feels obstructed. With Cry Engine, it's like an in-between feeling. The closest movement system that I've seen to Source is the Frostbite engine. Spark also does a pretty good job at this too, then again it was developed to be a spiritual successor to Source.
[QUOTE=Lerlth;41013736]Exactly. I don't know what it is about Source games but they have this "lite" feeling to them. When you play something on the Unreal Engine, it feels really "thick" and the movement feels obstructed. With Cry Engine, it's like an in-between feeling. The closest movement system that I've seen to Source is the Frostbite engine. Spark also does a pretty good job at this too, then again it was developed to be a spiritual successor to Source.[/QUOTE] What I've always noticed with Source games is the RAW feeling to them. They don't have any additional shit to them like LENS FLARES or some aiming down sights shit. There's the game and that's it.
[QUOTE=I am Error;41018077]What I've always noticed with Source games is the RAW feeling to them. They don't have any additional shit to them like LENS FLARES or some aiming down sights shit. There's the game and that's it.[/QUOTE] Insurgency looks like it's doing pretty well getting somewhere in between though.
Clearly, Titanfall's code [I]had[/I] to have been [I]heavily modified[/I] to overcome some of the little shortcomings of Source we all know about and get to this point. And not just with their different shaders. Even with the player-controls-NPC setup as seen in L4D and Alien Swarm, we still often get latency glitches in multiplayer whenever they move down an elevator or in a prescripted vehicle. I wouldn't be surprised if they got rid of [URL=https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization]Yahn Bernier's lag compensation[/URL] code and built a brand new system. They have worked with other engines, after all. [QUOTE=scriptacus, Respawn dev] We've rewritten or rearchitected major systems to support the needs of our game and our developers, including things like rendering, lighting, [B]visibility[/B], [B]networking[/B] and tools pipelines. [[URL=http://www.respawn.com/forum/viewtopic.php?t=2558&start=71]post[/URL]][/QUOTE] Another thing (noted above) they might've changed is the visleaf code. Not completely gutting it, but likely having it altered to compensate for outdoor areas moreso than Valve. CS:GO and L4D2 have pretty huge maps, but according to Titanfall's gameplay footage, it looks like they're going for maps about thrice as big as de_dust, about 70% outdoors, with more than just 2-3 paths between ends A and B. And they're certainly packing their skyboxes to the brim. You could practically hear a 486 die just trying to comprehend downloading the assets. But, of course, this is still speculation. I expect we'll have some more fun just picking apart the PC version's assets for changes once it's released.
[QUOTE=Lerlth;41013736]Exactly. I don't know what it is about Source games but they have this "lite" feeling to them. When you play something on the Unreal Engine, it feels really "thick" and the movement feels obstructed. With Cry Engine, it's like an in-between feeling. The closest movement system that I've seen to Source is the Frostbite engine. Spark also does a pretty good job at this too, then again it was developed to be a spiritual successor to Source.[/QUOTE] I always thought this was due to a couple things, mostly 1) latency between input and action and 2) degree of control over movement (taking into account things like friction, jump agility, etc). I never performed any formal tests so I'm not sure that's what it is, but I always feel more in control in source games (mostly earlier source games, CS:GO and alien swarm feel a little less so)
Sorry, you need to Log In to post a reply to this thread.