I can only hope Source 2 is so good that I don't have to deal with UDK's shit anymore.
i have never found UDK bad at all in fact its one of the best engines i tried so far
[QUOTE=werewolf0020;39403443]i have never found UDK bad at all in fact its one of the best engines i tried so far[/QUOTE]
I think he's mainly talking about the flowchart feature, Some people (including myself) find it difficult to (for instance) use flowcharts to spawn NPCs compared to Valve's solution. This is (offcourse) my interpretation on what Floreum ment.
[QUOTE=Juniez;39398259]but then that's an entirely new tool you have to learn - if you're going to learn you might as well pick a proper modeling package?[/QUOTE]
Not as a new tool to replace modeling in a program like 3ds max, but instead a very simple and basic addition to hammer that allows you to do small edits without needing to create a new model. Say if you had one car model, and you wanted to use it in different areas, but without a wheel, or door, or windshield, you could just remove those polygon instead of making a separate model.
[QUOTE=xalener;39362490]I've been seeing this copypasta'd fucking everywhere lately and the only source I can pin down is from a volunteer mod on the steam forums.
I can't tell if this is an attempt at fake news, an educated guess, a ballsy prediction, or (least likely thing that I really want to be true) actual insider info (but he's just a damn mod tho). I'm going to be investigating further but some assistance/copycats would be awesome.
This part doesn't make much sense to me at all.[/QUOTE]
That's my post you're quoting and it was just a bit of fun. [url]http://forums.steampowered.com/forums/showpost.php?p=33719470&postcount=30[/url]
I'm not too far off. Gabe said a few days ago that they're making a new network API and publishing model. I'm sure that the Source 2 SDK tools will interface with the API nicely.
The sparse voxel octree data structure was purely conjecture. I was inspired by Unreal Engine 4. [url]http://www.geforce.com/whats-new/articles/stunning-videos-show-unreal-engine-4s-next-gen-gtx-680-powered-real-time-graphics[/url]
Btw I'm more than just a damn mod, ya damn user. I moderate all of the content in the Community, like Workshop, Greenlight, and SCUD. I'm also the one that published the article in the OP, and I've been covering Valve since 2003.
Has there been anything recent about this?
[QUOTE=werewolf0020;39403443]i have never found UDK bad at all in fact its one of the best engines i tried so far[/QUOTE]
the problem with ue3 is that, unlike source games, most of the ue3 games (the games, not the engine) don't really support low end computers (like mine), laptops etc., so you get a horrible performance. the only one I've seen so far is probably the Batman AA/AC games.
Well then isnt that up to the company/group who make the game? i mean in every engine you always have to optimize stuff to make sure it runs well on most of the computers possible
[QUOTE=Francisco;39494518]the problem with ue3 is that, unlike source games, most of the ue3 games (the games, not the engine) don't really support low end computers (like mine), laptops etc., so you get a horrible performance. the only one I've seen so far is probably the Batman AA/AC games.[/QUOTE]
Tribes wasn't that bad when I tried it on a friend's shitty computer :s
[QUOTE=werewolf0020;39497104]Well then isnt that up to the company/group who make the game? i mean in every engine you always have to optimize stuff to make sure it runs well on most of the computers possible[/QUOTE]
no, that's up to the engine makers
depends - shaders and other graphics stuff can be poorly implemented, but in UE3's case that's not really it
Presumably there are different levels of optimization. UDK can be used to create games for mobile devices, so it's quite scaleable.
When Hammer 2 comes out I'm gonna make a whole map using only the Carve tool :DD
[QUOTE=maximizer39v2;39569084]When Hammer 2 comes out I'm gonna make a whole map using only the Carve tool :DD[/QUOTE]
Make sure to include lots of spheres! :dance:
Since we got cloth physics in Dota 2, the next step would be to have hair physics... and not jiggle bones.
You've got all these fancy tech demo's from nvidia showing off hair physics since DX11 debuted, and still nothing yet.
Is there any game out there with proper hair physics? All I've seen is static boring hair..
[QUOTE=Lonke;39573012]Is there any game out there with proper hair physics? All I've seen is static boring hair..[/QUOTE]
Every single game I've played has either static hair or hair with slight movement (jigglebones). Which has been in games since the Tomb Raider classics (Lara's braid would bounce around when she ran).
I don't think Cry Engine 3.4 or UE4 has features like that, so Valve can really innovate by pulling that off with the new engine (if its even called Source2).
[QUOTE=kimr120;39574589]How-to melt your computer.[/QUOTE]
Fire works better.
[QUOTE=kimr120;39574589]How-to melt your computer.[/QUOTE]
Only watching that video is enough melt your GPU.
[QUOTE=SpotEnemyBoat;39573339]Every single game I've played has either static hair or hair with slight movement (jigglebones). Which has been in games since the Tomb Raider classics (Lara's braid would bounce around when she ran).
I don't think Cry Engine 3.4 or UE4 has features like that, so Valve can really innovate by pulling that off with the new engine (if its even called Source2).[/QUOTE]
IIRC the Luminous Engine has something like that.
"Source 2 will have a new SDK and every tool will interface with the Workshop"
I hope Source 2 will still support legacy mods, makes it easier for me to make the "next-generation" mods!
[QUOTE=Uberslug;39576751]IIRC the Luminous Engine has something like that.[/QUOTE]
Ah, good call. But knowing games from Squarenix, most of it is prerendered cutscenes. Take a look at each modern FF game, amazing visuals in cut scenes only.
But seeing as its a next gen engine (Luminous), there's a possibility that its in real time. So, yeah.
[QUOTE=stargate660;39758054]"Source 2 will have a new SDK and every tool will interface with the Workshop"
I hope Source 2 will still support legacy mods, makes it easier for me to make the "next-generation" mods![/QUOTE]
Portal 2 was awfully confusing to install mods. But so far from L4D2, Portal 2 and newer Source engine games mods don't show up on Steam like orange box mods do.
I'm hoping Valve bring back that mod structure. Not everyone is going to make map packs for steam workshop.
[QUOTE=SpotEnemyBoat;39758171]
Portal 2 was awfully confusing to install mods. But so far from L4D2, Portal 2 and newer Source engine games mods don't show up on Steam like orange box mods do.
I'm hoping Valve bring back that mod structure. Not everyone is going to make map packs for steam workshop.[/QUOTE]
Don't know what you're talking about bro, you can do Portal 2 mods like the old way (assuming you mean a clone of the dir structure inside a mod folder in sourcemods). That's what we're doing for AAK...assuming we ever release. Content overriding is a little funky though.
Which brings me to my other point, I wish they'd have not just neglected the current gen tools. The portal 2 authoring tools' Hammer was flat out crashing for me until I uninstalled all of my custom content. And even then, mapping without custom textures isn't much fun.
[QUOTE=Lonke;39573012]Is there any game out there with proper hair physics? All I've seen is static boring hair..[/QUOTE]
A lot of games have approximated it with "ragdolls" and even cloth sim. It's mostly games where you're really close to the character like tpss or fighting games.
also
[IMG]http://upload.wikimedia.org/wikipedia/en/thumb/4/42/Aquaman_battle_for_atlantis_gamecube_cover_scan.jpg/220px-Aquaman_battle_for_atlantis_gamecube_cover_scan.jpg[/IMG]
[QUOTE=Lonke;39573012]Is there any game out there with proper hair physics? All I've seen is static boring hair..[/QUOTE]
Alice: Madness Returns
[IMG]http://i.imgur.com/nvLkU.gif[/IMG]
[IMG]http://i.imgur.com/fDHbu.gif[/IMG]
[IMG]http://i.imgur.com/YmA5r.gif[/IMG]
I just want to see their physics taken to the next level so everybody will shit themselves and hopefully they will add Euphoria to their engine because I mean come on who the fuck doesn't want to see Euphoria in basically every modern shooter.
Or at least something like euphoria, after GTA 4 and RDR, and Max Payne 3 I want to see more shit like that. Now that I think about it though Euphoria is probably inaccessible to a lot of people, but I am sure valve is capable of creating their own procedural physicsy/animation thing going on.
[QUOTE=BenJammin';39880914]I just want to see their physics taken to the next level so everybody will shit themselves and hopefully they will add Euphoria to their engine because I mean come on who the fuck doesn't want to see Euphoria in basically every modern shooter.
Or at least something like euphoria, after GTA 4 and RDR, and Max Payne 3 I want to see more shit like that. Now that I think about it though Euphoria is probably inaccessible to a lot of people, but I am sure valve is capable of creating their own procedural physicsy/animation thing going on.[/QUOTE]
I know everyone knocks the physics puzzles in Half Life 2, but I'd like to see the next game have some more cool physics-player interaction.
[QUOTE=SinineSiil;39775283]Alice: Madness Returns
IMG[/QUOTE]
Anyone remember seeing her doll like roots all of the time? Especially in the loading screen menu.
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