I want gravity gun to pick dust near items that you point at. Grass moves, dust and papers fly around and stuff. That would be epic. And near water it picks up some or make waves.
I want the gravity gun to pick up microscopic bacteria so I can fling polio at my enemies.
Thinking of gravity gun, I want take out trees and poles and all terrain fixed stuff :suicide:
Wait I know why Valve are taking so long with Source 2 and the next Half-Life
They're going to let the player use the gravity gun on trees, but the tree will just edge slightly to the players' direction.
That's why it's taking 6+ years.
[QUOTE=Coffee;42787830]Wait I know why Valve are taking so long with Source 2 and the next Half-Life
They're going to let the player use the gravity gun on trees, but the tree will just edge slightly to the players' direction.
That's why it's taking 6+ years.[/QUOTE]
Praise thee, Gabriel of the steam; guardian of immersion art thou.
[QUOTE=Coffee;42787830]Wait I know why Valve are taking so long with Source 2 and the next Half-Life
They're going to let the player use the gravity gun on trees, but the tree will just edge slightly to the players' direction.
That's why it's taking 6+ years.[/QUOTE]
Valve has a test map set in a forest, where one larger-than-average tree is set with the value "Release_HL_Sequel_on_Tree_Fall = 1". The map is said to demonstrate Source 2's new "dynamic landscape deformation" physics system. Playtesters are expected to try the gravity gun on this particular tree, and its altered angle is retained across multiple playthroughs.
The day this tree falls, is the day that Source 2 and the next Half-Life will be ready for release.
[QUOTE=SpotEnemyBoat;42759686]IW keeps saying that about their engine, but we all know Ghosts is still ID Tech 3 with bloat added.
"a brand new engine" doesn't exist, its just the next phase of the technology.[/QUOTE]
Didn't they say Ghosts isn't on their next-gen engine, it's just the existing IW engine quickly ported to next gen consoles?
[QUOTE=3noneTwo;42792786]Valve has a test map set in a forest, where one larger-than-average tree is set with the value "Release_HL_Sequel_on_Tree_Fall = 1". The map is said to demonstrate Source 2's new "dynamic landscape deformation" physics system. Playtesters are expected to try the gravity gun on this particular tree, and its altered angle is retained across multiple playthroughs.
The day this tree falls, is the day that Source 2 and the next Half-Life will be ready for release.[/QUOTE]
If a simulated demo tree falls in a test map forest and no playtester is around, does it release half life 3?
[QUOTE=BlueFlash;42794138]Didn't they say Ghosts isn't on their next-gen engine, it's just the existing IW engine quickly ported to next gen consoles?[/QUOTE]
IW "next gen engine" is a complete fabrication, it doesn't exist. Treyarch and IW will continue to use the Quake 3 engine with added bloat (dynamic lighting, HDR, texture streaming, etc.)
edit: people actually think ghosts muddy graphics is "next gen"? oh wow :v:
[QUOTE=p0rtalplayer;42794946]If a simulated demo tree falls in a test map forest and no playtester is around, does it release half life 3?[/QUOTE]
No idea, but I know fifteen minutes can save you fifteen percent or more on car insurance.
It'd be cooler If valve made the crowbar just as good as the gravity gun. Maybe the Hev suit might augment gordon's strengh (but not speed so much) So that when you hit a human sized you tend to knock them half a metre back. Maybe the crowbar (and other mellee attacks such as the zombie claw, soldier kick or manhack ram) could do damage based on basic physics rather than set numbers. Almost escaping zombie claws would do less damage to you than having the claws perfectly catch you. Also the physics affecting the ragdoll would make crowbar kills oh-so-much cooler
If you coupled this new and improved mellee mechanic and re-added the long jump module or something similar... Oh that'd be buckets of fun.
I'd just prefer a gruesome reaction and gore system for ragdolls.
Valve, let me dislodge people's jaws with it and break their legs plz.
i think itd be super cool if he has an mega man arm taht shoots gravity pew pew
[QUOTE=Bloodshot12;42804472]I'd just prefer a gruesome reaction and gore system for ragdolls.
Valve, let me dislodge people's jaws with it and break their legs plz.[/QUOTE]
I think you need help
I wonder if Source 2 will be a deferred engine (no forward), alot of engines are switching to deferred.
[QUOTE=EliteGuy;42810244]I think you need help[/QUOTE]
Destroying or severing someone's head in games - fun
Destroying part of someone's head - too far
but ok I'll go check myself into a psych ward
[QUOTE=Bloodshot12;42810533]Destroying or severing someone's head in games - fun
Destroying part of someone's head - too far
but ok I'll go check myself into a psych ward[/QUOTE]
Thanks just looking out for you bro
[QUOTE=SpotEnemyBoat;42810294]I wonder if Source 2 will be a deferred engine (no forward), alot of engines are switching to deferred.[/QUOTE]
They were working on their own personal deferred system (not to be confused with the ASW one Bio made) in Dota 2, and it actually does render alongside the rest of Dota 2's new renderers.
What makes an engine, deferred rendered?
I thought because Source renders everything in a "shader" - it's not a forward rendered, which explains why there's so much shader code?
i would also love a PBR system in source 2
[QUOTE=Gamerman12;42818476]They were working on their own personal deferred system (not to be confused with the ASW one Bio made) in Dota 2, and it actually does render alongside the rest of Dota 2's new renderers.[/QUOTE]
I know Dota 2 uses deferred for its environments, but characters, models and other stuff is still forward.
[QUOTE=SpotEnemyBoat;42819201]I know Dota 2 uses deferred for its environments, but characters, models and other stuff is still forward.[/QUOTE]
I didn't even know that there were a type of deferred lighting system/renderer in Source. This could be useful for modders!
[QUOTE=SpotEnemyBoat;42794953]IW "next gen engine" is a complete fabrication, it doesn't exist. Treyarch and IW will continue to use the Quake 3 engine with added bloat (dynamic lighting, HDR, texture streaming, etc.)
edit: people actually think ghosts muddy graphics is "next gen"? oh wow :v:[/QUOTE]
It runs on Next-Gen hardware, it's next gen. It's not simply a Quake 3 engine with 'added bloat'. Saying that makes you look like a twat.
HDR, Dynamic Lighting, and streaming are ALL advanced technology: and each has completetly replaced any 'existing' 'quake 3' code that might have been there. IWengine is a close to Quake 3 as Source is to the Doom engine.
[QUOTE=glitchvid;42820424]It runs on Next-Gen hardware, it's next gen. It's not simply a Quake 3 engine with 'added bloat'. Saying that makes you look like a twat.
HDR, Dynamic Lighting, and streaming are ALL advanced technology: and each has completetly replaced any 'existing' 'quake 3' code that might have been there. IWengine is a close to Quake 3 as Source is to the Doom engine.[/QUOTE]
Still doesn't excuse the engine being a pile of wank graphically, and texture streaming has existed in mainstream since '07 it's hardly new any more.
[QUOTE=glitchvid;42820424]It runs on Next-Gen hardware, it's next gen. It's not simply a Quake 3 engine with 'added bloat'. Saying that makes you look like a twat.
HDR, Dynamic Lighting, and streaming are ALL advanced technology: and each has completetly replaced any 'existing' 'quake 3' code that might have been there. IWengine is a close to Quake 3 as Source is to the Doom engine.[/QUOTE]
No its not, its been apart of UE3 and CE2 for while. Hell, Crysis 1 still looks way better than Ghosts, which is fucking embarrassing. A game from 2007, next gen my ass. Also Quake 3 (with bloat) is a general expression, just like Goldsrc and Source are ID tech 2 with added bloat.
Also obligatory
[t]http://i1201.photobucket.com/albums/bb344/BlackMesaLegacy/1381595641538_zps0adb63d3.gif[/t]
[t]http://s22.postimg.org/67i54oc3l/call_of_duty_ghosts.jpg[/t]
Crysis has much better shading on vegetation and I think that certainly helps make the jungle look a lot better
[QUOTE=SpotEnemyBoat;42821252] just like Goldsrc and Source are [B]ID tech 1[/B] with added bloat.
[/QUOTE]
*Quake engine, ID Tech 1 is doom.
[QUOTE=Bloodshot12;42821306]Crysis has much better shading on vegetation and I think that certainly helps make the jungle look a lot better
*Quake engine, ID Tech 1 is doom.[/QUOTE]
Ah, my mistake. Looking at the [URL="http://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-_family_tree_2.svg"]Id Tech tree[/URL] confirms this.
Why are you guys getting pissy at call of duty ghosts?
[QUOTE=SpotEnemyBoat;42821252]No its not, its been apart of UE3 and CE2 for while. Hell, Crysis 1 still looks way better than Ghosts, which is fucking embarrassing.[/QUOTE]
C1 looks a lot better than most things to this day, it also has a hard time running the same.
[QUOTE=SpotEnemyBoat;42821252]
A game from 2007, next gen my ass. Also Quake 3 (with bloat) is a general expression, just like Goldsrc and Source are ID tech 2 with added bloat.
[/QUOTE]
That's a horrible retarded way of putting it; should we just start calling everything the earliest version + bloat?
Dunia 2 is just CryEngine 1 with added bloat!
Windows 7 is just MsDOS with added bloat.
Chrome is just Netscape with added bloat.
While none of it is necessarily untrue, it's extremely retarded to put off legitimate features as 'bloat'.
Also obligatory
[QUOTE=SpotEnemyBoat;42821252]
[t]http://i1201.photobucket.com/albums/bb344/BlackMesaLegacy/1381595641538_zps0adb63d3.gif[/t]
[t]http://s22.postimg.org/67i54oc3l/call_of_duty_ghosts.jpg[/t][/QUOTE]
Yup, compare YT snapshot footage to a modded version of Crysis 1, best comparison ever... ([url=http://static.glitchvid.com/uw/forums/fp/vgm/g/crysis64+2013-11-10+22-30-44-00.png]What Crysis 1 vanilla looks like[/url])
I'm not trying to defend the travesty that is COD:Ghosts, but at-least be educated when trying to shit on something. I much prefer CE1 to the Ghosts Engine, but that doesn't mean we may as well trash
That mod is literally just increased SSAO, contrast and "EyeAdaptation: Clamp" settings in the light properties, the engine is still perfectly capable of doing that out of the box with no effect on how the game runs. Crytek happened to go for more realistic lighting in the final game which are nothing more than simple value tweaks, and you can even see the difference in prerelease videos and such where the lighting was more stylized (also I see nothing wrong with how that screenshot looks)
And I think Crysis 1 runs pretty well compared to other games considering my 560 ti can max it out and still run at a smooth framerate during combat with how large the levels are and how many AI and physics objects are in the levels that you can interact with.
Sorry, you need to Log In to post a reply to this thread.