Personally I'm glad EP2 shared the same look as HL2 and EP1, albeit slightly improved.
It made the game feel the same. Granted EP2 has nothing on the length of HL2, but it was a vast improvement over Episode 1.
[QUOTE=Butthurter;33712824]it is cartoony you cant deny that, its not the cleanliness, look at the portal gun
portal 2 is supposed to be cartoony, saying its not cartoony just because its apertures style is like saying half-lifes theme doesnt focus on oppression just because xen and earth are enslaved by the combine[/QUOTE]
It's not cartoony. Everything is just clean and shiny because that's Apertures style.
Everything is fine the way it is, cartoony or not.
[QUOTE=-TRASE-;33715110]Everything is fine the way it is, cartoony or not.[/QUOTE]
Agreed. Source kicks ass and will still kick ass for years to come. It's not so much the quality/power of the engine as opposed to what they do with it. And what they do with it is pretty incredible.
I'd say Source will really become outdated with the next generation of consoles, when that game engines won't be artificially held back by outdated hardware, so devs can go all out, similar to what happened with Crysis. Still one of the best damn looking games around, simply due to consoles.
[QUOTE=Spazzo965;33715459]I'd say Source will really become outdated with the next generation of consoles, when that game engines won't be artificially held back by outdated hardware, so devs can go all out, similar to what happened with Crysis. Still one of the best damn looking games around, simply due to consoles.[/QUOTE]
You do realize that if need be they could just update the engine (which they already are).
[QUOTE=Mech Bgum;33716574]like you can't upgrade your pc constantly.
someday you'll have to buy a new one.[/QUOTE]
You can. Maybe there will be no parts left from the old one except the cords but it still counts as upgrading since you always changed part by part and not brought everything in the same time. Imagine it as tile road where tiles behind are always falling off into oblivion and new are always added in the front.
[QUOTE=-TRASE-;33717440]You can. Maybe there will be no parts left from the old one except the cords but it still counts as upgrading since you always changed part by part and not brought everything in the same time. Imagine it as tile road where tiles behind are always falling off into oblivion and new are always added in the front.[/QUOTE]
While I mostly agree, I think eventually they'll have to look at the core of Source and see if there is truly any reason to create a whole new engine, eventually they will have to, not because of the engine itself, but because the industry's formatting for these sorts of engines will eventually change, and I believe that Valve will want to be at the forefront of that charge.
The gaming industry has been sorted of stalled lately, if you look at graphics, yes they've improved, yes physics are better, but for some reason they have just stopped when it comes to improving aspects such as polygon count,anti-aliasing, and texture-compression to the point where it becomes sort of disheartening to find such things in a brand new game. I fully believe that Valve is (possibly even on their own) developing the technology to ensure such obstacles are overcome for their flagship game series. So when this game finally DOES come out, expect it to be ground-breaking and earth-shattering not on only in regards to the game play, but in how the entire industry looks at how to create a video game.
[QUOTE=ewitwins;33717658]So when this game finally DOES come out, expect it to be ground-breaking and earth-shattering not on only in regards to the game play, but in how the entire industry looks at how to create a video game.[/QUOTE]
I believe Valve will pull that off third time, though it is HARD to believe.
Every new Half-Life game featured major gameplay-wise and tech-wise improvements, compared to other shooters. First Half-life introduced facial animation, along with many improvements to the quake engine(which it was built on) and very fascinating puzzle-shooter-survival action fusion. It also managed to tell us story without making use of cutscenes or declaring protagonist's opinion. That was pretty damn impressive back then. Second Half-Life game shown us the charm of active physics usage. Again, that was new for the shooter/action genre. I'm not even mentioning that source engine and SDK made it so flexible and moddable that HL2 can claim to be most modded shooter. I'm counting episodes 1 and 2 as an extensions to HL2 though, but the third one is not that case.
Taking all that in account, I think we really can expect something groundbreaking. But again, I find that hard to believe due to the widespread opinion that every direction in shooter has been explored already, leavig us with nothing more than a bunch of game clones/sequels.
Valve did great job amazing us with their games so far, so I think every month of work on episode 3 is worth it.
[QUOTE=Mech Bgum;33716574]you cant upgrade the engine forever like you can't upgrade your pc constantly.
someday you'll have to buy a new one.[/QUOTE]
Look at Skyrim and its 'Creation Engine'. It's really just a heavily-edited Gamebryo with a new name.
It also looks a bit dated (although thanks to art design and various designing methods, it looks damn good either way), but no one minds the engine for that. [sp]Although it's the glitches you gotta look out for.[/sp]
Source is looking kinda dated, yeah, but the only thing about that which bothers me is that mods and the developers might not use it to its full potential or just have a lower 'potential ceiling' of sorts on quality. As long as the game, its content, and its optimization is good, it doesn't really matter if the engine is old. Half-Life 3 is probably taking as long as it is because of either engine updates or Valve pretty much doing everything from scratch (although three different games - Team Fortress 2, Portal 2 and Left 4 Dead 2 - all taking up their concentration at once doesn't help).
But as long as it's worth the wait, I wouldn't care if they didn't update the engine. :v:
[QUOTE=krassell;33718148]I believe Valve will pull that off third time, though it is HARD to believe.
Every new Half-Life game featured major gameplay-wise and tech-wise improvements, compared to other shooters. First Half-life introduced facial animation, along with many improvements to the quake engine(which it was built on) and very fascinating puzzle-shooter-survival action fusion. It also managed to tell us story without making use of cutscenes or declaring protagonist's opinion. That was pretty damn impressive back then. Second Half-Life game shown us the charm of active physics usage. Again, that was new for the shooter/action genre. I'm not even mentioning that source engine and SDK made it so flexible and moddable that HL2 can claim to be most modded shooter. I'm counting episodes 1 and 2 as an extensions to HL2 though, but the third one is not that case.
Taking all that in account, I think we really can expect something groundbreaking. But again, I find that hard to believe due to the widespread opinion that every direction in shooter has been explored already, leavig us with nothing more than a bunch of game clones/sequels.
Valve did great job amazing us with their games so far, so I think every month of work on episode 3 is worth it.[/QUOTE]
Trust me on this one, we will be seeing Source for a long time. It's piss easy to rip out a component (shaders, projected textures, physics, whatever) and improve it or replace it with something better and prettier. Hell, the Portal 2 "blobulator" system was just sort of "thrown" into the engine; Source is very flexable.
In fact, the DOTA2 leak has shown us that Valve has already listened to us. We WILL be getting SSAO, global lighting, etc. I'm sure Valve will be using those shaders and effects for future games as well. Maybe we'll even be seeing the Weaponizer in Ep3 (HL3?) as well as some other neat stuff (remember NPC_Surface?).
Steam seems to kick me whenever I talk about episode 3 >:C
[QUOTE=Foda;33719681]
In fact, the DOTA2 leak has shown us that Valve has already listened to us. We WILL be getting SSAO, global lighting, etc. I'm sure Valve will be using those shaders and effects for future games as well. Maybe we'll even be seeing the Weaponizer in Ep3 (HL3?) as well as some other neat stuff (remember NPC_Surface?).[/QUOTE]
Yeah but no one has been able to do SSAO or DoF properly without throwing blur everywhere or adding an ugly black shadow around everything.
Steam keeps losing connection.
IT'S A SIGN.
[QUOTE=Vaught;33720371]Yeah but no one has been able to do SSAO or DoF properly without throwing blur everywhere or adding an ugly black shadow around everything.[/QUOTE]
Dora 2 has ssao
[QUOTE=Meatpuppet;33721813]Dora 2 has ssao[/QUOTE]
Dora 2 is a fun educational game
[QUOTE=RikohZX;33719081]but the only thing about that which bothers me is that mods and the developers might not use it to its full potential[/QUOTE]
Kind of hard to mod to the full potential. Valve has been fucking over modders since Left 4 Dead (1).
L4D1= No mod support. Just reskins and maps.
L4D2= No mod support. Just reskins and maps, sometimes even weapons if you're willing to do a ton of shit that you shouldn't have to do.
Alien Swarm= Mod support. But making a mod for this requires a complete recreation of the first person coding, weapon system, etc. On top of that, all mods for it are ridiculously huge and not even worth it.
Portal 2= No mod support planned. Just map support. Plus an in-game map editor that will basically make 90% of maps a steaming pile of shit with horrible lighting.
I love Valve and everything, but they need to remember that the modding/indie community is where it's at. Small developers are like sheep, Valve being a shepherd. They need to feed the sheep (mod support) so that the sheep survive and make wool (indie games/mods) so that the shepherd can make a sweater and stay warm in the winter (get ideas and make new games and get money).
[QUOTE=HetsuProcyon;33721872]Dora 2 is a fun educational game[/QUOTE]posted from phone sorry
[QUOTE=ColossalSoft;33722422]Kind of hard to mod to the full potential. Valve has been fucking over modders since Left 4 Dead (1).
L4D1= No mod support. Just reskins and maps.
L4D2= No mod support. Just reskins and maps, sometimes even weapons if you're willing to do a ton of shit that you shouldn't have to do.
Alien Swarm= Mod support. But making a mod for this requires a complete recreation of the first person coding, weapon system, etc. On top of that, all mods for it are ridiculously huge and not even worth it.
Portal 2= No mod support planned. Just map support. Plus an in-game map editor that will basically make 90% of maps a steaming pile of shit with horrible lighting.
I love Valve and everything, but they need to remember that the modding/indie community is where it's at. Small developers are like sheep, Valve being a shepherd. They need to feed the sheep (mod support) so that the sheep survive and make wool (indie games/mods) so that the shepherd can make a sweater and stay warm in the winter (get ideas and make new games and get money).[/QUOTE]
We know.
We also know that's why BLUE PORTALS 2 got cancelled!!!
*cries*
[QUOTE=ColossalSoft;33722422]Kind of hard to mod to the full potential. Valve has been fucking over modders since Left 4 Dead (1).
L4D1= No mod support. Just reskins and maps.
L4D2= No mod support. Just reskins and maps, sometimes even weapons if you're willing to do a ton of shit that you shouldn't have to do.
Alien Swarm= Mod support. But making a mod for this requires a complete recreation of the first person coding, weapon system, etc. On top of that, all mods for it are ridiculously huge and not even worth it.
Portal 2= No mod support planned. Just map support. Plus an in-game map editor that will basically make 90% of maps a steaming pile of shit with horrible lighting.
I love Valve and everything, but they need to remember that the modding/indie community is where it's at. Small developers are like sheep, Valve being a shepherd. They need to feed the sheep (mod support) so that the sheep survive and make wool (indie games/mods) so that the shepherd can make a sweater and stay warm in the winter (get ideas and make new games and get money).[/QUOTE]
Do you know what the hell a mod is? It's a glorified map pack. Check out Infra (a Portal 2 [b]mod[/b]), or the various "mods" for the L4Ds.
[QUOTE=ColossalSoft;33722422]Kind of hard to mod to the full potential. Valve has been fucking over modders since Left 4 Dead (1).
L4D1= No mod support. Just reskins and maps.
L4D2= No mod support. Just reskins and maps, sometimes even weapons if you're willing to do a ton of shit that you shouldn't have to do.
Alien Swarm= Mod support. But making a mod for this requires a complete recreation of the first person coding, weapon system, etc. On top of that, all mods for it are ridiculously huge and not even worth it.
Portal 2= No mod support planned. Just map support. Plus an in-game map editor that will basically make 90% of maps a steaming pile of shit with horrible lighting.
I love Valve and everything, but they need to remember that the modding/indie community is where it's at. Small developers are like sheep, Valve being a shepherd. They need to feed the sheep (mod support) so that the sheep survive and make wool (indie games/mods) so that the shepherd can make a sweater and stay warm in the winter (get ideas and make new games and get money).[/QUOTE]
I like how you had to explain all your analogies, it was almost not worth making them.
Most of people don't even know how to make a mod for game with VPK filesystem.
Which is actually very easy...
Tutorial:
This is damn simple.
While your mod is in development you must use [b]-override_vpk[/b] as a launch option.
When all content is finished you need to pack it into your own [b]pak01_dir.vpk[/b] and put it in the root folder of your mod.
Here's the single most important reason for a new engine for the next Half-Life
Fucking loading screens every 5 feet. Portal 2 had the same issue. Whether it's a map size limit or valve just being lazy fucks who don't want to have huge maps to deal with they need to not have these load screens appear so often.
[QUOTE=thrawn2787;33729327]Here's the single most important reason for a new engine for the next Half-Life
Fucking loading screens every 5 feet. Portal 2 had the same issue. Whether it's a map size limit or valve just being lazy fucks who don't want to have huge maps to deal with they need to not have these load screens appear so often.[/QUOTE]
I think they've optimized it pretty well. I never had a loading screen in Portal 2 last longer than five seconds, and that was on my old computer that was below the system requirements.
I'd say the reason for the constant loading screens was due to consoles. they'd have to make the maps within certain restrictions for them to run well on them, so build the maps for the lowest specs.
Source (or the next VALVe engine) needs on-the-go map loading, ala Halo.
As in, each chapter is a single map of which the foundations are already pre-loaded, and as the player progresses, next sectors are loaded as previous sectors are unloaded in-game, without disrupting the player's gameplay aside from perhaps half a second of low fps.
[IMG]http://i.imgur.com/woVHv.png[/IMG]
[QUOTE=rikimaru6811;33729847][IMG]http://i.imgur.com/woVHv.png[/IMG][/QUOTE]
and? Do you have something to say?
33, IT'S A SIGN
No.
I can explain!
33 ÷ ( 11 [1, 1, 1 - 1]) x [I]e[/I]π = 25.6181637
Then, 25.6181637^4/2 ≈ 656
Then, 656^3 = 282300416
Then, 282300416 - 282300416 = 0
Then, 0 + 3 = [B]3[/B]
IT EQUALS 3 IT'S A SIGN
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