• Source 2 Wishlist
    148 replies, posted
[QUOTE=The Kins;46320419]Engine-level implementations of Replays and Filmmaker so modders and developers can take advantage of them without horrid extra work.[/QUOTE] This. Engine-wide support for SFM with a new DCC pipeline would be awesome. Not having to use shoddy tools and plugins to get models and rigs into Source 2 would be a godsend.
Bigger maps.
[QUOTE=MrBob1337;46320889]Bigger maps.[/QUOTE] [QUOTE=Kickin Balls;46320120]To those concerned about size, the map editor in Dota 2 has shown it is theoretically bigger than, say, the UK, if you read some stuff in the mapping section.[/QUOTE]
func_vehicle thats it, everything else is just filler
While they probably will have it anyway (and maybe is already in, haven't checked), but area portals. Multiplayer compatible ones if they aren't already.
More audio support Ability to make sound muffled in enclosed spaces More default soundscapes Simpler ways to make NPCs do actions or sequences More destruction (I did see a tile texture in the Half-Life 2 Cut Content thread that breaks and falls apart when shot) Foliage
[QUOTE=Crash155;46331196]More audio support Ability to make sound muffled in enclosed spaces More default soundscapes Simpler ways to make NPCs do actions or sequences More destruction (I did see a tile texture in the Half-Life 2 Cut Content thread that breaks and falls apart when shot) Foliage[/QUOTE] That tile was in retail. The issue is it only works with the specific dimensions and that you have to get the textures from the leak.
[QUOTE=Crash155;46331196]More audio support Ability to make sound muffled in enclosed spaces More default soundscapes Simpler ways to make NPCs do actions or sequences More destruction (I did see a tile texture in the Half-Life 2 Cut Content thread that breaks and falls apart when shot) Foliage[/QUOTE] Can I have a link to that tile texture please?
[QUOTE=gk99;46331618]That tile was in retail. The issue is it only works with the specific dimensions and that you have to get the textures from the leak.[/QUOTE] I agree with all this, plus the fact that you have to painstakingly cut brushes and tie those to entities just to get sub-par destruction
Real Time Edit?
[QUOTE=LSK;46335834]Can I have a link to that tile texture please?[/QUOTE] I uploaded the assets needed to use them a month or two ago. [video=youtube;ctzOX5TT5A0]http://www.youtube.com/watch?v=ctzOX5TT5A0[/video] You can get the files [url=http://www.mediafire.com/download/at506ralpwgm16m/tilepack.zip]here.[/url] [del]To make the effect look its best, make sure you're using a brush face with the dimensions of 512x512. Set the texture scale as 0.2x0.2, don't have any texture offset.[/del] Take the information above lightly, I may have goofed up the numbers. You'll need to play around with it to find the right scale to use.
I'd be nice to test a level without loading up the game to test it. Like on CryEngine.
no more leaks and better water and the ability to apply decals/overlays to models, so you could have, like, different rust stains of every boat or something like that and maybe some shader that applies snow/sand to the tops of every model like skyrim or spec ops: the line
[QUOTE=RenaFox;46343304]no more leaks and better water and the ability to apply decals/overlays to models, so you could have, like, different rust stains of every boat or something like that and maybe some shader that applies snow/sand to the tops of every model like skyrim or spec ops: the line[/QUOTE] At least "no more leaks" and "ability to apply decals and overlays to models" already exist in the current Dota workshop tools. You don't need to seal the map at all and decals/overlays can be applied to almost anything.
[QUOTE=Frosty_Avo;46344411]At least "no more leaks" and "ability to apply decals and overlays to models" already exist in the current Dota workshop tools. You don't need to seal the map at all and decals/overlays can be applied to almost anything.[/QUOTE] In relation to certain features existing only in Dota workshop tools; I hope Source 2 will have 1 unified branch and some sort of update system similar to SteamPipe and prevent older games from being left in the dust with outdated and inferior engine builds. (TF2, Gmod, ect.)
Better vehicle coding, the cars feels like a metal box with thrusters on them. There's no acceleration for vehicles and the handling feels like a hard stick. You're not driving a car in Source, you're just piloting a huge metal box with thrusters on each side with a stick imbedded in the middle of it.
I wish Source 2 SDK will be some sort of combine with integrated SFM, 3D model program for modelling npc models, animating and etc. (Maybe integrated Blender)
[QUOTE=iAmaNewb;46357726]Better vehicle coding, the cars feels like a metal box with thrusters on them. There's no acceleration for vehicles and the handling feels like a hard stick. You're not driving a car in Source, you're just piloting a huge metal box with thrusters on each side with a stick imbedded in the middle of it.[/QUOTE] func_vehicle
Follow the example of Serious Editor. The ability to support huge maps and huge numbers of entities, as well as real-time editing and playtesting.
Source 2 needs vastly improved AI from other titles on the market. Something that's genuinely impressive and [i]stays[/i] impressive. So many other market titles have abysmal AI performance. I think it's the only way Source 2 can stay above the competition.
[QUOTE=Dougley;46392482]Source 2 needs vastly improved AI from other titles on the market. Something that's genuinely impressive and [i]stays[/i] impressive. So many other market titles have abysmal AI performance. I think it's the only way Source 2 can stay above the competition.[/QUOTE] Any smart AI examples you can think of for Source 2 to follow?
Already mentioned, but hell I would love if wood could be shot at and just starts falling apart.
[QUOTE=PikaCommando;46392589]Any smart AI examples you can think of for Source 2 to follow?[/QUOTE] Quake 3
[QUOTE=PikaCommando;46392589]Any smart AI examples you can think of for Source 2 to follow?[/QUOTE] It needs to set its own example. Don't try to emulate or improve on existing methods.
[QUOTE=Falkok15;46392882]Already mentioned, but hell I would love if wood could be shot at and just starts falling apart.[/QUOTE] It's some complicated shit but I would love to have physics-based tools available. Remember all those physics maps that got halted because Valve decided to nope.avi one of the physics tools used in Hammer (it was a sleep command or something, you'd hit it, and you could make a house fall down for example), and now it's just...they're either one big group of physics props or static. The thing about the sleep tool was it was great on performance back in the day. While we are getting better CPU's and all that, it still lags like a bitch because Source is practically 10 years old now.
Starting from scratch is a bad place to start for almost anything. AI is a Hard Problem, so they should absolutely take cues from other games and the academic literature. With that said, the goal of game AI is a little different from most AI; you want something which isn't necessarily smarter or which makes more optimal choices, you want something which provides for fun gameplay, and which can have a computation requirement low enough that you can run it at greater than realtime speed (as you need to fit in physics and gameplay calculations too). When I think about it, that's what makes something like L4D hit an AI sweet-spot: zombies are stupid and have simple motivations i.e. their AI is computationally cheap so you can have lots of them, you'll overlook problems with the AI that manifest as gross stupidity on their part because it fits the story, and it makes for good gameplay.
[QUOTE=Sam Za Nemesis;46394045]Quake 3 AI simply follows a preset patch and shoots if there's a player in a visible sphere[/QUOTE] [url=http://www.rmsmelik.nl/PDF/gamesagents.pdf]Quake 3 bots learn from other players[/url]
[QUOTE=Kickin Balls;46393725]It's some complicated shit but I would love to have physics-based tools available. Remember all those physics maps that got halted because Valve decided to nope.avi one of the physics tools used in Hammer (it was a sleep command or something, you'd hit it, and you could make a house fall down for example), and now it's just...they're either one big group of physics props or static. The thing about the sleep tool was it was great on performance back in the day. While we are getting better CPU's and all that, it still lags like a bitch because Source is practically 10 years old now.[/QUOTE] At this rate, even the roach AI from HL1 is starting to look better than Source [video=youtube;Elwb2lV88hM]http://www.youtube.com/watch?v=Elwb2lV88hM[/video]
Someone spent an abnormal amount of time programming those.
[QUOTE=Lerlth;46396675]Someone spent an abnormal amount of time programming those.[/QUOTE] It was to be a huge selling point. Using its AI to compare over the Source engines is a tad bit silly as it relies on the person coding it and for what use the AI has.
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