All I hope for in Source 2 (if it ever happens) is that valve stops fucking over modders. The .vpk file is killing what made them a lot of money. [sp]Hint: releasing source code for modding community[/sp]
[QUOTE=Human Brutality;38260783]All I hope for in Source 2 (if it ever happens) is that valve stops fucking over modders. The .vpk file is killing what made them a lot of money. [sp]Hint: releasing source code for modding community[/sp][/QUOTE]
And what precisely is wrong with .vpk s?
VPKs are messy to work with for a number of reasons. It tries to solve problems in terms of cheating/making it easier on the user. Installing a VPK, and not being able to easily edit one is great, and it can in some cases prevent people from cheating in games, but it's more trouble than it's worth.
A good example with modding is that VPK's override whatever files you may have in your current directory. If say, you want to add sound files, generally you'll have to toss them into a folder named pak01dir or something, and compile that as VPK so the files actually show up to the engine. This is also the case with other files. It's not really annoying, but it gets tedious after a while, and VPK doesn't always kepe the previous mentioned gains across every kind of game. It's really specific to what valve needs, so I guess it works for them.
I would love for them to at least make .vpk based games that listen to the replacement directory. The whole concept of an addon folder with .vpk format addons is silly. Just let us install it manually as a second option. If they port older games to source 2, they either need to have the game override the pak01_dir.vpk with whatever you install manually or put in a folder labeled "addons," or make a proper .vpk addon compiler or have some kind of workshop system like Gmod where you subscribe to your choice of addons and then it updates an addon when the creator updates it. It would streamlinne installation and uninstallation, but would leave little room for tweaking it to your personal needs.
Uhm, but while you're developing you can use -override_vpk to make the plain file directory override that of the VPK, and then when you release you can ship a vpk.. I don't really see the issue. That's how I've being doing it whilst playing with the ASW SDK.
[QUOTE=ben1066;38277832]Uhm, but while you're developing you can use -override_vpk to make the plain file directory override that of the VPK, and then when you release you can ship a vpk.. I don't really see the issue. That's how I've being doing it whilst playing with the ASW SDK.[/QUOTE]
Thank god Valve included that command. I still hope they just have it built into the game for their next few titles. Same for addons in .vpk format since having to edit your pak01_dir.vpk every time the game updates is tedious, and for L4D2 and CS:GO, updates come on a weekly or bi-weekly basis, and having to edit the pak01_dir for every mod you have installed every week or every other week is a pain.
I see the advantage of easy installation and removal in .vpk addons. I just hope they give us a proper mod compiler for .vpk addons if they choose to go that route instead of manual modification of the directory, since that seems to be the path they're taking. The current program for doing that is kind of weird and not too easy to find.
In short, new SDK tools and a proper mod compiler if they choose to go with .vpk addons. If they use manual installation, new SDK tools and that command would be awesome.
[QUOTE=Human Brutality;38287348]
In short, new SDK tools and a proper mod compiler if they choose to go with .vpk addons. If they use manual installation, new SDK tools and that command would be awesome.[/QUOTE]
New SDK tools. Just new SDK tools. I would pay real goddamn money for new SDK tools.
I was looking over hammer's history today over [url=https://developer.valvesoftware.com/wiki/Hammer_Editor_version_history]yonder[/url]. Man, that program changed a lot in it's early years. Didn't even get vertex manipulation until after release. And - get this - updates were delivered through the mail via CD. :v:
That page is missing a few of the more recent additions, though. They added instance support a couple years ago, as well as support for their internal version control system and just recently a mode to lock the 3D camera to the DotA axis. It's honestly quite frustrating, though, that they'd update it to add these things but not fix what is already there.
heres a "hypathetical" conversation at valve
Employedrone145: "hey guys, did you see garry finally fixed all the bugs garrysmod had on the newest source engine"
Managerdrone12: "oh no, we can't have that, GET THE CODEMONKEYS WORKING ON A NEW ENGINE!, and add extra bugsauce to it for garry to workout, then release new versions of team fortress, counterstrike, day of defeat, and zombie panic"
Employedrone146: "what about that game series that we made years ago... what was it? counterlife, radioactive decay something?"
Employedrone145: "SSSHH, you speak of the game-that-shall-not-be-made"
[URL]http://lambdageneration.com/posts/gabe-newell-officially-confirms-that-a-next-gen-valve-engine-is-in-development/[/URL]
Hopefully not already posted, though I don't think it is. Source of quote is in the link.
[quote]
Fan: Is Valve potentially already working on a new engine?
Fan: Source 2? Could or… could not be?
Gabe Newell: We’ve been working on Valve’s new engine stuff for a while, we’re probably just [incomprehensible, subtitled as: "waiting for a game to roll it out with"]
Fan: Is it going to be more than just an extension to Source? Is it an entirely new engine?
Gabe Newell: Yeah!
[/quote]
Oh god, I seriously hope the new engine will destroy the map size limit once and for all.
[QUOTE=Aphtonites;38421989]Oh god, I seriously hope the new engine will destroy the map size limit once and for all.[/QUOTE]
Maybe not, but if it does away with map loading times that'd be just as good.
[QUOTE=p0rtalplayer;38422251]Maybe not, but if it does away with map loading times that'd be just as good.[/QUOTE]
More real time stuff=less loading
The reason is that in source, all things like lighting and optimization(visleaves) are pre-calculated.
When things are pre-calculated, it takes ages to load the levels compared to just doing them in real time.
This is actually very old technique from 90's.
[QUOTE=.EDI;38422599]More real time stuff=less loading
The reason is that in source, all things like lighting and optimization(visleaves) are pre-calculated.
When things are pre-calculated, it takes ages to load the levels compared to just doing them in real time.
This is actually very old technique from 90's.[/QUOTE]
But it allows for dated hardware to run the games great. I love that Source games run like butter on my old hardware because i'm a poorfag.
no , it doesnt allow games to run great
just becouse its on source it doesnt mean IT WILL RUN IN ANY COMPUTAR!
if the GAME doesnt matter the engine is optimized WELL ENOUGH then it will run well
precomputed lighting / visibility in general does run better than realtime stuff so yeah, precomputed stuff does indeed allow the game to run great on dated hardware
[editline]13th November 2012[/editline]
[QUOTE=.EDI;38422599] is actually very old technique from 90's.[/QUOTE]
which is still in common use today
New engine had better be mod-friendly, unlike what they have now.
I hope it doesn't use vpk's.
I really hope for a better dynamic lighting system, Source seems to have the worst out of the current popular game engines.
Also
Liquid physics!
[QUOTE=supersoldier58;38430958]I hope it doesn't use vpk's.[/QUOTE]
Hoping for the ability to install mods the same way you do in TF2. Most versatile system.
[QUOTE=Human Brutality;38430900]New engine had better be mod-friendly, unlike what they have now.[/QUOTE]
I think they announced long time ago that they are working on really improving the mod tools and the hammer editor.
[QUOTE=Antimuffin;38434798]I think they announced long time ago that they are working on really improving the mod tools and the hammer editor.[/QUOTE]
I mean that I would like to be able to install mods in the same fashion as TF2 and have them actually override the existing files unlike what happens with valves newest games.
[QUOTE=.EDI;38422599]More real time stuff=less loading
The reason is that in source, all things like lighting and optimization(visleaves) are pre-calculated.
When things are pre-calculated, it takes ages to load the levels compared to just doing them in real time.
This is actually very old technique from 90's.[/QUOTE]
In Natural Selection 2 pretty much everything is real-time and it takes ages to load.
Do you think there is a way the community can suggest ideas for [I]Source 2[/I]? Because honestly i would love a generous amount of things to be added to [I]Hammer[/I] like more compatibility between outside editors.
SOURCE 2 BETTER HAVE [feature other engine has]!
- this thread in a nutshell.
I just want really smooth, nice gameplay and a well-made SDK with an improved version of Hammer.
And a bit of water simulation.
And cloth simulation.
And Half-Life 3.
I hope it'll all come soon.
[QUOTE=NowWeWin;38662130]I just want really smooth, nice gameplay and a well-made SDK with an improved version of Hammer.
And a bit of water simulation.
And cloth simulation.
And Half-Life 3.
I hope it'll all come soon.[/QUOTE]
Actual cloth simulation would be boner popping.
Doesn't Dota 2 have cloth physics?
Yes.
[QUOTE=ben1066;38663929]Doesn't Dota 2 have cloth physics?[/QUOTE]
As does Vindictus, which runs on Source too!
I assume they are just jiggle bones.
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