isn't the havok they use very old now anyway, just updated internally for source/multiplayer?
[QUOTE=hogofwar;46439832]isn't the havok they use very old now anyway, just updated internally for source/multiplayer?[/QUOTE]
It is old and yet, they still have to pay for it... It's ridiculous.
Hammer with same UI but with dark scheme and working pwoperly.
[editline]8th November 2014[/editline]
[QUOTE=Gamerman12;46320258]those games are basically source 1.5
i think we dont really have a standard externally (outside of the tools) what defines source 2 to be source 2, but i think if we have 64-bit support, we can call it that[/QUOTE]
I'd say DOTA 2 is Source 1.5, while Portal 2 and all of forks from it's engine(CS:GO, TSP etc.) are just old plain Source.
For the love of fuck, PLEASE, let there be a multiple-skingroup system in place.
[QUOTE=ca1ek;46439871]Hammer with same UI but with dark scheme and working pwoperly.
[editline]8th November 2014[/editline]
I'd say DOTA 2 is Source 1.5, while Portal 2 and all of forks from it's engine(CS:GO, TSP etc.) are just old plain Source.[/QUOTE]
[I]What are you taking about?[/I] DOTA 2 is STILL Source 1 as it's forked from Portal 2 (just heavily modified)
With the countless micro-updates over the years (Episode 1, Source 2007, Source 2009, Source MP, L4D2, Portal 2, CS:GO) there really is no definitive endpoint or version for Source 1.
As long as the code remains the same; it's Source. But once the entire codebase gets rewritten, this will mark the beginning of the Source 2 branch.
[QUOTE=SimplePlanz69;46471152][I]What are you taking about?[/I] DOTA 2 is STILL Source 1 as it's forked from Portal 2 (just heavily modified)
With the countless micro-updates over the years (Episode 1, Source 2007, Source 2009, Source MP, L4D2, Portal 2, CS:GO) there really is no definitive endpoint or version for Source 1.
As long as the code remains the same; it's Source. But once the entire codebase gets rewritten, this will mark the beginning of the Source 2 branch.[/QUOTE]
There is no such thing as "entire codebase gets rewritten".
Its always going to be incremental, they are just at some point going to innovate and change enough for somebody to deem it source 2.
[editline]12th November 2014[/editline]
Like seriouslly what makes all you people think that a company at some point goes.
"Well we worked on this for 8 years, lets throw everything away and start over again"
[QUOTE=SimplePlanz69;46471152]But once the entire codebase gets rewritten, this will mark the beginning of the Source 2 branch.[/QUOTE]
Then Source should be called Quake engine?
[QUOTE=Cold;46471595]There is no such thing as "entire codebase gets rewritten".
Its always going to be incremental, they are just at some point going to innovate and change enough for somebody to deem it source 2.
[editline]12th November 2014[/editline]
Like seriouslly what makes all you people think that a company at some point goes.
"Well we worked on this for 8 years, lets throw everything away and start over again"[/QUOTE]
[QUOTE=Starscre4M;46471969]Then Source should be called Quake engine?[/QUOTE]
OK, I guess than what I meant was that the unecessary and outdated code will be updated and added to support new features
i want the gabe face to turn around and talk about how fat people are sexaly abuse
I hope the water gets better on Source 2: Being able to preserve their properties on any side (not only at the top), being mobile (waterplane is just an illusion of the normal Water) and more.
[QUOTE=Maestro Fenix;46478855]I hope the water gets better on Source 2: Being able to preserve their properties on any side (not only at the top), being mobile (waterplane is just an illusion of the normal Water) and more.[/QUOTE]
hoping for some serious improvement in the tesselation shaders now that we're on DX11/Win64.
Gabe talked about Image-Based rendering like 7 or 8 years ago. Maybe the industry has come up with some better technology lately to take the load off but I could see some advantages in it if they really push it, especially when it comes to art.
I haven't seen anything that really makes it redundant yet.
I have to say though I haven't followed the graphics field for several years so I have no clue if it's even anything they'd be interested in developing nowadays.
Any updates on Image-Based rendering? Dead?
[B]Edit:[/B] After I curiously asked him, the 'Disagree' down here told me to look up "physically based rendering" but that's not really in the same realm of what I was talking about. Not the same tech.
new (not a sequel) game from valve
Well, I guess it kind of sucks that Valve hasn't said anything about HL2 anniversary. Fuck
ScaleForm GFx
Dismemberment.
I wonder if people trust Valve to port Dota 2 to a new engine, as they such have a sterling reputation for quality ports!
[QUOTE=SpotEnemyBoat;46662335]I wonder if people trust Valve to port Dota 2 to a new engine, as they such have a sterling reputation for quality ports![/QUOTE]
You can already play it on Souce2 with the workshop tools. Runs pretty much fine.
[QUOTE=SpotEnemyBoat;46662335]I wonder if people trust Valve to port Dota 2 to a new engine, as they such have a sterling reputation for quality ports![/QUOTE]
What ports are you talking about?
[QUOTE=i_speel_good;46664040]What ports are you talking about?[/QUOTE]
I'm guessing Half-Life Source, and maybe HL2's Orange Box engine update.
Some use of PhysX FleX would be nice, but that would scratch off source being nice for people who don't have a powerplant of a computer.
How about some custom shader support? If it's going to work like Dota 2 where you're going to pack everything into a mod first, it'd be nice. People would download the shaders with the mod, and it'd be great. I see lots of problems with this Idea, especially because not everyone might be able to render the shaders the same. What I mean by shaders is texture shaders like Ambient occlusion, or even tessellation.
I also remember a feature in Unreal 2.0 Where you could create geometry by drawing on a 2D plane. It was so nice, you could easily make things like [B]this:[/B] [URL="http://udn.epicgames.com/Two/rsrc/Two/UnrealEdInterface/base_ed_2dshape.jpg"]http://udn.epicgames.com/Two/rsrc/Two/UnrealEdInterface/base_ed_2dshape.jpg[/URL]. A feature like this would make me jizz. You'd draw the shape on a 2D grid, and once done, you could select the depth(thickness) of the object. Sexy shit.
I just want a new source filmmaker
I hope we will be able to have a massive amount of enemies at once on the screen. That would cause some awesome stuff.
[QUOTE=GaleTheHusky;46697011]I also remember a feature in Unreal 2.0 Where you could create geometry by drawing on a 2D plane. It was so nice, you could easily make things like [B]this:[/B] [URL="http://udn.epicgames.com/Two/rsrc/Two/UnrealEdInterface/base_ed_2dshape.jpg"]http://udn.epicgames.com/Two/rsrc/Two/UnrealEdInterface/base_ed_2dshape.jpg[/URL]. A feature like this would make me jizz. You'd draw the shape on a 2D grid, and once done, you could select the depth(thickness) of the object. Sexy shit.[/QUOTE]
I'm pretty sure the new Hammer on the Dota2 Source2 actually lets you do this.
I hope source 2 will be better optimized for multiplayer play.
My wishlist to it, is realy simple.
All what i want in Source 2 sdk, is simple import export. (Click and drag, like in UE4)
Abilitiy to create an open world game/mod.
And of course, real time preview. Which is already in Dota2's alpha tools, so i know that its already exists in it. Which is really damn good.
Also, no limit to faces/meshes etc that you can import. Seriously, 10k is annoying if you just want to do some HQ renders.
I want something like this(Nvidia turf FX): [url]https://www.youtube.com/watch?v=kLVa0NOFdwM[/url]
revolve tool for the new hammer would be sweet. more modelling tools please!
Make carve tool not cause WW3
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