• Source 2 believed to be in development
    1,401 replies, posted
[QUOTE=latin_geek;37103617]What about Carve? :v:[/QUOTE] Touche. Although I don't see why they should remove it. It's not like you'll benefit from not having it there. Virtually useless as it is anyway... lol
Maybe they can make carve so that all your geometry doesn't get messed up. It would be somewhat useful then
Can't wait for Black Mesa: Source 2
oh great more things to crash garrys mod with
Source 2 = Half Life Source 2
Interesting speculation from [url="http://www.rockpapershotgun.com/2012/08/06/valve-references-next-gen-source-2-in-filmmaker-files/#more-118851"]RPS:[/url] [quote="Rock Paper Shotgun"]...there’s a good chance that the big story about Source 2 might include a shift to OpenGL rather than DirectX, making Linux, in Valve’s eyes at least, the “next-gen” of PC gaming. With the current version of Source considered, by Valve, to be a distinct entity from the first release in many ways, for any possible “next-gen” Source 2 to be a graphical update, no matter how significant, might be seen as a deviation from the company’s previous philosophy concerning their engine. A change of focus to OpenGL and Linux seems like a much more fundamental generational change than new technology, which Valve has been providing for years without feeling the need to stick a number on the end of their engine.[/quote]
Grep is fun! build_vproj.py 00037: DEPLOYMENT_PATH = filesystem.tools( 'Source 2' ) / 'bin' constants.py 00024: SOURCE2 = 'Source 2' 00029: SOURCE2_FAMILY = ( SOURCE2, HYBRID ) 00031: SOURCE2, 00078: ENGINE.SOURCE2 : ('<platform>', False, True ) 00084: ENGINE.SOURCE2 : ( '%VGAME%\\..\\src\\devtools\\devstudio macros\\valve_autoexp_2k10.dat', True, True ) 00089: ENGINE.SOURCE2 : ( '<tools>\\maya\\bootstrap', True, True ) 00095: ENGINE.SOURCE2: [ 'PYTHONHOME' ], 00126: ENGINE_SOURCE2 = [ r'%VTOOLS%\python\{0}\%VPLATFORM%'.format( PY_VERSION ), 00149: ENGINE_HYBRID = ENGINE_SOURCE2 00153: ENGINE.SOURCE2 : ENGINE_SOURCE2, 00160: ENGINE.SOURCE2 : [ r'%VTOOLS%\python' ], fileAssociations.py 00034: def makePyPath( arch='win64', version='2.6', engine='Source 2' ): 00044: # Example: C:\Dev\source2\main\game\sdktools\python\2.6\win32 settings.py 00171: evar = EnvarSetting( 'vmod', 'source2', False, ENGINE.SOURCE2 ) test_uuid.py 00014: source2node = {} 00288: TestUUID.source2node[source] = node 00292: for s, n in TestUUID.source2node.iteritems(): ui_addprojectdlg.py 00088: "<p style=\" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;\"><span style=\" font-size:8pt;\">( i.e &quot;source2/game/source2/gameinfo.gi&quot;)</span></p></body></html>", None, QtGui.QApplication.UnicodeUTF8)) * valve.py 00049: somePropPath = content() / 'ep3/models/characters/alyx/maya/alyx_model.ma' 00076: def tools( engine='Source 2' ): * vproj.py 01057: if ( engine in ( ENGINE.SOURCE2, ENGINE.HYBRID, ENGINE.SFM ) ): [b]01385: If key doesn't doesn't exist, assume 'Source', otherwise invalid -- assume next-gen 'Source 2'.[/b] 01390: return ENGINE.SOURCE2 01394: # HACK: check vproject for 'source2' or 'hybrid' and guess the engine. 01396: if 'source2' in projDir: 01397: return ENGINE.SOURCE2 01406: Set the engine version for the project, i.e. 'Source 2' 01481: if ( engine == ENGINE.SOURCE2 ): 01505: if engine in ENGINE.SOURCE2_FAMILY: vprojUI.py 00526: if ( engine == ENGINE.SOURCE2 ): 01193: self.engineComboBox.setCurrentIndex( self.engineComboBox.findText( ENGINE.SOURCE2 ) ) ui_editconfigdlg.py 00212: "<p style=\" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;\"><span style=\" font-size:8pt;\">The </span><span style=\" font-size:8pt; font-weight:600;\">Game base directory</span><span style=\" font-size:8pt;\"> will be the directory that contains the game .exe (ie. source2.exe), and will most likely have sub-directories like &quot;platform&quot; and &quot;bin&quot;.</span></p>\n" 00259: "<p style=\" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;\">Set the engine version for the project. For example, <span style=\" font-weight:600;\">Source</span> and <span style=\" font-weight:600;\">Source 2</span> use different sets of environment variables.</p></body></html>", None, QtGui.QApplication.UnicodeUTF8)) 00262: self.engineComboBox.setItemText(2, QtGui.QApplication.translate("EditSingleConfigDlg", "Source 2", None, QtGui.QApplication.UnicodeUTF8))
[QUOTE]Set the engine version for the project. For example, Source and Source 2 use different sets of environment variables.[/QUOTE] yay
[video=youtube;1Q9TYUr-Teo]http://www.youtube.com/watch?v=1Q9TYUr-Teo[/video] Please... new tools
[QUOTE=DevinWatson;37104060]Grep is fun! 00049: somePropPath = content() / '[B][U]ep3[/U][/B]/models/characters/alyx/maya/alyx_model.ma' 00076: def tools( engine='Source 2' ): [B][U]ep3[/U][/B][/QUOTE] holy shit
We've been getting hints that EP3/HL3 is in development for a good while now, what's the big deal about this time? Am I just losing interest? :/
Anyone got the feeling that they are dropping brush support and instead using meshes? (I don't really know, just an idea, don't hammer me please)
[QUOTE=JurajIsNotPirat;37104373]We've been getting hints that EP3/HL3 is in development for a good while now, what's the big deal about this time? Am I just losing interest? :/[/QUOTE] Because it's the first hint at a new engine.
[QUOTE=Alienmario;37104383]Anyone got the feeling that they are dropping brush support and instead using meshes? (I don't really know, just an idea, don't hammer me please)[/QUOTE] BSP geometry is nice for people that can't model (and for people that can as well), but I really hope they get a better pipeline to get models into the game. Oh and be able to rescale models in the editor.
Source 2 + a new Valve game are going to be announced at Pax Prime
[QUOTE=EliteGuy;37104593]Source 2 + a new Valve game are going to be announced at Pax Prime[/QUOTE] they are busy with the international there
I want to believe
[QUOTE=Sergesosio;37104506]Because it's the first hint at a new engine.[/QUOTE] More like the 10th/20th hint.
[QUOTE=Sergesosio;37104506]Because it's the first hint at a new engine.[/QUOTE] Wooooow, Valve is working on a new engine, who would have thought that would happen? After so much time and no [b]proper[/b] official mentioning of progress on EP3/HL3 I've lost most of my interest in the Half-Life series.
[QUOTE=azgag;37104557]BSP geometry is nice for people that can't model (and for people that can as well), but I really hope they get a better pipeline to get models into the game. Oh and be able to rescale models in the editor.[/QUOTE] something like drag & drop any model file/format in editor
[QUOTE=LEETNOOB;37104999]After so much time and no [b]proper[/b] official mentioning of progress on EP3/HL3 I've lost most of my interest in the Half-Life series.[/QUOTE] Hmm, I think it's okay that they're not making an official announcement if they're unable to come up with an excellent way to pull off the next game. Best that it doesn't become another Duke Nukem Forever (taking forever to make, then ending up being not very good)
[QUOTE=Marlamin;37104979]More like the 10th/20th hint.[/QUOTE] I'm sorry, it's actually the first hint i see that isn't wild speculation. I could have missed some. If you would be so kind to show me them? [QUOTE=LEETNOOB;37104999]Wooooow, Valve is working on a new engine, who would have thought that would happen?[/QUOTE] Not that much people actually, we've hoped they would but Valve is constantly bragging about how dynamic and modular their engine is that they just replace parts and put better in it and stuff. That it lasted like 8 years already and seeing portal 2 and CSGO are still amazing. Considering Biohazard got his deferred renderer up and running in ASW branch and the Cascading Shadow mapping was hidden in ASW as well. Source isn't as dated as people like to think, just because it doesn't look like crysis. And i don't think Source 2 will do to. To be honest i did think they would come with some new engine for the next gen consoles. but for all we know the consoles are still 2 years away.
I gotta say Portal 2 was one of the prettiest games of the year in my opinion as a consumer without that much knowledge in the technical side of dynamic lights/specular/BSPs and shit like that. It looked great and ran fast on my oldish computer, and I wouldn't ask for anything more. Hell, I don't like the direction engines are taking overdoing bloom and sperging about their tesselation and various other buzzwords. Crysis was a mess, everything that wasn't a tree didn't look good and everything went blurry and bloomy every fucking time you moved and the computers at the time of it's release couldn't even handle it. I'm just saying the art geniuses at Valve and the fact Source is as modifiable and modular as game engines go still keeps it pretty and functional when facing newer engines and games and using new bits of tech, both hardware and software.
What to call it? We've had Goldsource and we've had Source. I am either hoping for the sauce engine or Purplesource. anyways i hope for huge solar system sized maps,procedural generation for whatever a developer wishes, maybe physics based mellee combat.
My body is ready
[QUOTE=Sergesosio;37105179]I'm sorry, it's actually the first hint i see that isn't wild speculation. I could have missed some. If you would be so kind to show me them? Not that much people actually, we've hoped they would but Valve is constantly bragging about how dynamic and modular their engine is that they just replace parts and put better in it and stuff. That it lasted like 8 years already and seeing portal 2 and CSGO are still amazing. Considering Biohazard got his deferred renderer up and running in ASW branch and the Cascading Shadow mapping was hidden in ASW as well. Source isn't as dated as people like to think, just because it doesn't look like crysis. And i don't think Source 2 will do to. [/QUOTE] alien swarm files had stuff about source 2
[QUOTE=latin_geek;37105343]I gotta say Portal 2 was one of the prettiest games of the year in my opinion as a consumer without that much knowledge in the technical side of dynamic lights/specular/BSPs and shit like that. It looked great and ran fast on my oldish computer, and I wouldn't ask for anything more. Hell, I don't like the direction engines are taking overdoing bloom and sperging about their tesselation and various other buzzwords. Crysis was a mess, everything that wasn't a tree didn't look good and everything went blurry and bloomy every fucking time you moved and the computers at the time of it's release couldn't even handle it.[/QUOTE] Let's not forget lens flares and dirt on the camera. Those, along with motion blur and head bobbing annoy me the most. Bloom even looks fine in selective HDR doses imo.
[QUOTE=Marik Bentusi;37105438]Let's not forget lens flares and dirt on the camera. Those, along with motion blur and head bobbing annoy me the most. Bloom even looks fine in selective HDR doses imo.[/QUOTE] "Let's add seven-part lens flares even though our main character isn't wearing anything over his eyes, especially not a seven-part lens!" I'd say what annoys me is that they don't do it right. I've seen dirt and blood and water on the screens being done right in some games, bloom and HDR even, but that's by far the exception. Same with control related stuff like [I]fucking[/I] mouse smoothing
I just reckon that hybrid is basically the Source engine but with features added from the Source 2 engine, maybe they have 3 different builds. Source being the one that was last shipped with EP2, Source 2 which is being developed for EP3, and hybrid being the one that adds the new modules from Source 2 (i.e the new texture system with Portal 2, or the cloth physics with DOTA 2) and places them into the standard Source engine, effectively becoming "Source 1.5" which is apparently what Valve call the L4D engine. On the other hand if these features can be added to the current Source engine, why the need for a whole new Engine? Maybe Source currently can't take full advantage of the new modules or Source 2 has the ability for massive maps and hopefully DMM damage physics. Or just maybe Gabe is just fucking with us, giving us more hype...
About fucking time
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