• Source 2 Wishlist
    148 replies, posted
Based on my recent experience trying to make a mod, I would like a simpler method of importing/exporting models. Right now, there's so many outdated or broken utilities for Source that it's more like a tool maze than a tool chain. =/
[QUOTE=~Kiwi~v2;46698142]I'm actually expecting more graphical options. Much much more. Fine tuning a good balance of PP is a good way to present the game especially to your liking but something that's incredibly simple to use. Valve has made a lot of simple things that are incredibly powerful and well fine. I'm also expecting to run this on something pre 2007 hardware and be totally okay at low settings.[/QUOTE] Sorry for replying to this 3 week old comment; had no idea this thread was still going. Anyways, sometimes I feel like newer versions of Source are becoming somewhat bloated. I went back to play HL2:DM the other day; and I was amazed at how well it performs. I can actually max settings with 8xAA (my laptop sucks) and still be at 150FPS. I just can't do that with newer Source games, which is a shame.
[QUOTE=SimplePlanz69;46872778]Sorry for replying to this 3 week old comment; had no idea this thread was still going. Anyways, sometimes I feel like newer versions of Source are becoming somewhat bloated. I went back to play HL2:DM the other day; and I was amazed at how well it performs. I can actually max settings with 8xAA (my laptop sucks) and still be at 150FPS. I just can't do that with newer Source games, which is a shame.[/QUOTE] Newer source games also feature higher resolution textures, dynamic lighting, global illumination and a lot more post-process.
[QUOTE=American_Loco;46872809]Newer source games also feature higher resolution textures, dynamic lighting, global illumination and a lot more post-process.[/QUOTE] I know that but I mean "bloated in general" For example. Garry's Mod doesn't have anything special, but I can't run that on full because of the GUI mods and boatload of LUA scripts. Even the Orange Box update introduced the notorious "rainbow shaders" and created more bugs in the process. HL2:DM was very well optimized especially for being a MP game. This is what developers have slumped on in more recent years
I want the ladders to not be so bitchy. In HL1/GoldSrc, you could go left, right, up, or down, and easily jump off at and break your legs any time you wanted to. 10 years later I still have trouble getting off of ladders in HL2 because it basically locks you in place and only allows you to move on the y-axis.
press e when you're near the end point of a ladder and you can always jump off at any point iirc.
[QUOTE=SimplePlanz69;46872896]I know that but I mean "bloated in general" For example. Garry's Mod doesn't have anything special, but I can't run that on full because of the GUI mods and boatload of LUA scripts. Even the Orange Box update introduced the notorious [b]"rainbow shaders"[/b] and created more bugs in the process. HL2:DM was very well optimized especially for being a MP game. This is what developers have slumped on in more recent years[/QUOTE] Wait what? I assume you're talking about when dark areas get weird "rainbow" patterns, but that's because whoever recompiled the maps for HDR never added -final. It's a employee competency problem, not directly an engine one. As for newer engines being more "bloated", When I go back and play HL2DM or 06 mods they've usually felt very primitive in regards to movement. In the Hidden (Which to be fair, has stripped out a lot of interp and network optimizations) the movement and hit detection is terrible, same with most MP mods of that time. the later mods and games(Such as TF2, and all the Gmod stuff) tend to get much more fleshed out networking, movement, and assortments of features methinks.
[QUOTE=SimplePlanz69;46872896]I know that but I mean "bloated in general" For example. Garry's Mod doesn't have anything special, but I can't run that on full because of the GUI mods and boatload of LUA scripts. Even the Orange Box update introduced the notorious "rainbow shaders" and created more bugs in the process. HL2:DM was very well optimized especially for being a MP game. This is what developers have slumped on in more recent years[/QUOTE] Garry's mod doesn't have multicore rendering. And HL2DM is really old and has aging graphics.
64-bit, I know atleast the Half-life 2 engine doesn't have this or if it did was really buggy semi-procedural textures not being a buggy unoptimized piece of shit
[QUOTE=Pigbear;46876763]64-bit, I know atleast the Half-life 2 engine doesn't have this or if it did was really buggy [/QUOTE] No need to wish [IMG]http://i.imgur.com/cJjC3Ls.png[/IMG]
They released a 64 bit version years ago, then discontinued it shortly after. I just really really want a new level format. Less precomputed viability, and get rid of the precomputed BSP tree, and move to something more dynamic. EP2 could of had a much more dense forest, that would of been awesome. <3
[QUOTE=Coffee;46873458]press e when you're near the end point of a ladder and you can always jump off at any point iirc.[/QUOTE] Why should I have to press e to get off a ladder? Walking off it was much easier in GoldSrc. I don't know why they decided to take such a step back in "ladder technology", but it's rather annoying. What I meant was that ladders in HL1 felt nice and smooth meanwhile in HL2 they were stiff and annoying. But hey, it's better than being put into a mini-cutscene, à la DX:HR or Far Cry 3.
[QUOTE=Drak_Thing;46879582]They released a 64 bit version years ago, then discontinued it shortly after. I just really really want a new level format. Less precomputed viability, and get rid of the precomputed BSP tree, and move to something more dynamic. EP2 could of had a much more dense forest, that would of been awesome. <3[/QUOTE] Source 2 maps have been shown to have at least the size of Paris in just as good detail.
[QUOTE=Kickin Balls;46879926]Source 2 maps have been shown to have at least the size of Paris in just as good detail.[/QUOTE] Correct me if I'm wrong, but wasn't it a 1:5 (or something like that) version of Paris? I don't think the characters in DOTA are the size of buses. [t]http://team-s4s.de/screens/2014-08-08_16-46-53.jpg[/t]
[QUOTE=Toro;46880986]I don't think the characters in DOTA are the size of buses.[/QUOTE] Yes they are. [t]http://www.cyborgmatt.com/wp-content/uploads/2012/07/SFM03_Step01.jpg[/t]
[QUOTE=Toro;46880986]Correct me if I'm wrong, but wasn't it a 1:5 (or something like that) version of Paris? I don't think the characters in DOTA are the size of buses. [t]http://team-s4s.de/screens/2014-08-08_16-46-53.jpg[/t][/QUOTE] That's still pretty decent.
There was some mumbo jumbo magic shmagick in the mapping section where they tried to make insanely big maps. Preeeetty sure someone got to something insane like 870,000 units at least For comparison, I think the Source Engine is like 16,000
[QUOTE=Kickin Balls;46887532]There was some mumbo jumbo magic shmagick in the mapping section where they tried to make insanely big maps. Preeeetty sure someone got to something insane like 870,000 units at least For comparison, I think the Source Engine is like 16,000[/QUOTE] -snip. I guess i said something silly.-
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