You know, i started to think that the big motherfucker "Half-Life 2: Episode 3" always delay because Valve didn't want to end Half-Life Series. Half-Life was a big successful ya know, and it taken down entire game industry. So Valve will keep it delay, delay, delay over again until they would like to finish everything.
If Valve [I]really[/I] wanted to keep the Half-Life series going, they would have made these games even shorter and kept more things open to interpretation so that they won't run out of brilliant ideas.
I don't know if this is relevant or already been discovered/discussed or I'm reading this incorrectly but I was looking through the CS:GO changelog and found this
[quote]-Added a parameter that discounts “player sound” status when determining the distance of a sound that is currently hardcoded into the operators system [b](“source 1″ legacy)[/b].. “force_not_player_sound”[/quote]
Is GO supposed to be early Source 2 or Source 1.5 or something or did I just misinterpret this
nah csgo is just one of the heavily upgraded source 1 games
does anyone have the very first released iteration of the source engine anywhere? I'd like to see that
[QUOTE=geogzm;37289141]nah csgo is just one of the heavily upgraded source 1 games
does anyone have the very first released iteration of the source engine anywhere? I'd like to see that[/QUOTE]
[url]http://en.wikipedia.org/wiki/Vampire:_The_Masquerade_%E2%80%93_Bloodlines[/url]
probably this
I think it was CS:S
[QUOTE=geogzm;37289867]I think it was CS:S[/QUOTE]
As I recall they ported it to Source 2009(MacOSX compatibility). Same with the other Valve Source games. So I'm guessing that Vampire The Masquerade, like someone said before me would be the earliest iteration of Source.
[QUOTE=Emo Panda;37290298]As I recall they ported it to Source 2009.[/QUOTE]
I'm on about like, someone who happened to store an early update or something
[QUOTE=KaNe1310;37254764]unlimited detail is a bullshit scam[/QUOTE]
Well, whether it's unlimited or not, it's pretty fucking cool: [url]http://www.youtube.com/watch?v=hxtuZE5pOGA[/url]
Just jump to 22:15 to see the real time demonstration.
Also, if this was proved to be fake or something, I'd like to know, 'cause there's nothing other than the fact that it's so extreme that makes it unbelievable to me.
[QUOTE=Juniez;37289755][url]http://en.wikipedia.org/wiki/Vampire:_The_Masquerade_%E2%80%93_Bloodlines[/url]
probably this[/QUOTE]
Yes, that is the first iteration of the source engine released. Even older than when hl2 was released. It could even run hl2 beta maps if you just dropped the sound, maps, textures and models in, something that even hl2 couldn't do.
[QUOTE=Liber;37290743]If I know Valve correctly Source 2 is going to feature things we expect to be the default in 10 years. Cloth physics, dynamic water, raytracing maybe?[/QUOTE]
Doesn't Source already support cloth physics(Dota 2)?
[QUOTE=Emo Panda;37291136]Doesn't Source already support cloth physics(Dota 2)?[/QUOTE]
It's even supported in [url=http://www.youtube.com/watch?v=k4F_Mr2wI08]Garry's Mod[/url].
[QUOTE=DaApocalypse;37293367]It's even supported in [url=http://www.youtube.com/watch?v=k4F_Mr2wI08]Garry's Mod[/url].[/QUOTE]
How was that done? The last thing I saw Source do (before DOTA) was jiggly bones.
[QUOTE=DaApocalypse;37293367]It's even supported in [url=http://www.youtube.com/watch?v=k4F_Mr2wI08]Garry's Mod[/url].[/QUOTE]
pretty sure thats a lua mod, not something inherently included with source
[QUOTE=GoDong-DK;37290468]Well, whether it's unlimited or not, it's pretty fucking cool: [url]http://www.youtube.com/watch?v=hxtuZE5pOGA[/url]
Just jump to 22:15 to see the real time demonstration.
Also, if this was proved to be fake or something, I'd like to know, 'cause there's nothing other than the fact that it's so extreme that makes it unbelievable to me.[/QUOTE]
Its pretty limited, and quite honestly, that type of stuff can be done with CURRENT technology pretty well, I would LOVE for it to be released; but considering how many hype words; and how little actual tech he speaks, I HIGHLY doubt it to be real.
[QUOTE=Kopimi;37294428]pretty sure thats a lua mod, not something inherently included with source[/QUOTE]
You're right. Should have said possible, not supported.
[QUOTE=DaApocalypse;37296201]You're right. Should have said possible, not supported.[/QUOTE]
Lots of things are possible though.
In-engine map creation.
[t]http://i.imgur.com/9RZv2.jpg[/t]
Embedding engine into another window.
[t]http://i.imgur.com/NdQ2x.jpg[/t]
#justsayin
[QUOTE=danharibo;37325095]In-engine map compiling
[t]http://i.imgur.com/9RZv2.jpg[/t]
Embedding engine into another window.
[t]http://i.imgur.com/NdQ2x.jpg[/t]
#justsayin[/QUOTE]
The in-engine map compiling is an illusion. It still runs vvis and all those other exes externally.
[QUOTE=Darkwater124;37325217]The in-engine map compiling is an illusion. It still runs vvis and all those other exes externally.[/QUOTE]
Of course, I'm talking about how the editing is done in the engine itself.
[QUOTE=danharibo;37325232]Of course, I'm talking about how the editing is done in the engine itself.[/QUOTE]
Well that's not really difficult, also the other picture is nothing new at all. It's been like that since the tools mode was released, it's really not hard to change the viewport size and put it with some gui.
[QUOTE=Legend286;37325535]Well that's not really difficult, also the other picture is nothing new at all. It's been like that since the tools mode was released, it's really not hard to change the viewport size and put it with some gui.[/QUOTE]
I'm not saying it's difficult, I'm saying that the next version of Hammer could be built inside Source itself.
[editline]20th August 2012[/editline]
Next time I'll post in English.
[QUOTE=danharibo;37325981]I'm not saying it's difficult, I'm saying that the next version of Hammer could be built inside Source itself.
[editline]20th August 2012[/editline]
Next time I'll post in English.[/QUOTE]
They could, they probably do have an in-game equivalent of Hammer (what about Foundry?)
Well I was thinking more along the the lines of CryEditor where you can jump into the game inside the editor because the editor is running the engine.
It would require a whole load of work in source though, since BSP is not friendly with updating in real time. I think that BSP is the only thing holding back Source at this point.
I'm really looking forward to Source2. Source(1) was the most ahead of it's time engine I have ever seen. [url=http://youtu.be/4ddJ1OKV63Q]All these things possible in 2003...[/url]
[QUOTE=danharibo;37327766]It would require a whole load of work in source though, since BSP is not friendly with updating in real time. I think that BSP is the only thing holding back Source at this point.[/QUOTE]
If that's the case, then someone could've easily licensed the engine and built a new map format to use in place of BSP. It would've certainly helped in games like Vindictus or even Dear Esther.
[QUOTE=danharibo;37327766]Well I was thinking more along the the lines of CryEditor where you can jump into the game inside the editor because the editor is running the engine.[/QUOTE]
UDK, with the new Unreal Engine 4.
[url]http://www.youtube.com/watch?v=MOvfn1p92_8[/url]
Edit: Anyone know how I can re-size videos on FP? Also, I think the current UDK supports this as well. Not entirely sure.
-snip- Nevermind, it's late in the night.
Ok... Im just going to put down what i think are source's limitations that i care about.
You can't break things. In half life the Combine energy ball is not very destructive in that it bounces off wood walls and can't burn through anything. The pulse weapons have very nice tracers but never any big impacts to depict their power. The energy flechetes are less devastating and there's little chance for you to fight in a farmhouse as the walls,floor and ceiling crumble.
That you build small levels but can never build huge worlds. You can't procedurally generate a forest or the rest of a city. You have to split your wilderness areas up. Just look at episode 2's outdoor scenes.. the line above the cliffs are obviously a flat texture and you get loading screens each time you enter a strategically placed bottleneck. You couldn't make a massive open world game like Morrowind or a massive combat game like Battlefield or Planetside.
-No face generator or body generator or item generator or personality randomiser or voice changer. Why is this a problem for a company that makes mostly fps games? Well...
- Because i doubt that the rebels from half life 2 or the soldiers from Day of defeat have cloning technology. As we get better visuals in games it gets more unsettling to see male06 in every corner.
- It would be nice to have cowardly opponents or foolhardy opponents with different skills. It would also be nice to have programing slightly change their voices so that they don't all have the same voice.
- although i wouldn't consider half life realistic (teleportation... swimming around in pools of radioactive waste... ) it would be good to see some Ar2's without ball launchers or with a mounted torch.. or pistols with silencers dual wielded by slender transhuman ladies. But id also like to see rebels with different armours and clothes. Unbuttoned citizen jackets over the standard armour, repurposed and redecorated combine/cp armour and stolen shoes. Different Ammo Pouches for different characters and different places to put weapons when not in use.
But that's just a thing more important for rpgs than fps (prospero?)
- Doesn't have nice looking streams. Skyrim has nice looking streams and anyone with a brain knows that bethesda are as a whole rather incompetent. i want STREAMS!!!
- textures blend by.. fading into eachother? It doesn't look that great.
- Brushes- whilst good for people who can't model (me) are very flat (and also aren't destructible) Tesselation and height maps for textures would do wonders for source's low level of geometry in most areas.
Animations aren't perfect.
sound could be better. Also.. physics sounds. We need sounds for various things flying through the air, Every angle of collision for every material (and the appropriate marks too)
I don't like that mellee weapons in source are essentialy hitscan weapons with short range. Gameplay with all mellee weapons would be much more fun if they were physics based (and hits would be more satisfying if the opponent reacted believably to the impact)
Lights don't go volumetric in fog.
we can't go into space.
BRING ON THE DUMBS!!
But realy.. this is just a few opinions on what source isn't fantastic at or could improve upon. It's like.. my opinion,man.
Half of the things you mentioned have nothing to do with Source, they're gameplay elements or just a lack of content..
Sorry, you need to Log In to post a reply to this thread.