Why not try S2 in TF? I think that's pretty low risk.
[QUOTE=chipsnapper2;47829361]Why not try S2 in TF? I think that's pretty low risk.[/QUOTE]
Source 2 is backwards compatible in a lot of ways, but everything still needs to be recompiled and touched up if it wasn't originally made for Source 2 (As Dota 2 seems to be); TF2 has a [I]ton[/I] of UGC that Valve probably can't recompile due to technical or resource constraints.
[QUOTE=chipsnapper2;47829361]Why not try S2 in TF? I think that's pretty low risk.[/QUOTE]The TF2 Team currently doesn't really see the point of a S2 port, apparently. I'd imagine at least part of that is due to TF2's source code probably being a Jenga tower by now.
this doesn't sound too hot
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/croa562[/url]
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/crohh4u[/url]
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/crodmp7[/url]
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/crod99p[/url]
[QUOTE=jazzpunk;47830557]this doesn't sound too hot
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/croa562[/url]
[/QUOTE]
Why can't we have Halo-style loading, dammit?!
People found streaming in the files, but it isn't implemented for Dota. If that's what you mean. Didn't really play Halo back in the day, can't recall how it handled it.
He's making the flaw of assuming the dota 2 oriented hammer is the hammer we will get for modding source 2 in general. Its a moba
I don't see how that's a flaw. Yes, I expect proper Source 2 tools and modding for games built with Source 2 from the ground up to be different compared to a port. But Valve promised it's going to be easier to create content for Dota this way, and people in general have high expectations, but this guy who mods Dota doesn't paint a good picture of the current situation and people should keep their expectations in check.
Made me think of this: [url]http://www.reddit.com/r/Games/comments/2xuizl/valve_just_announced_source_2_in_a_press_release/cp3n6ww[/url]
[QUOTE=jazzpunk;47830557]this doesn't sound too hot
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/crodmp7[/url][/QUOTE]
Where is this Source 2007 material editor he is talking about? I even just opened Source SDK to see if I had missed it all this time but I still don't see it.
Seriously, editing .qc and .vmt files are such a pain in the ass, and the dota 2 tools put both of those into a GUI. If there is something like this for source 1, I have to know about it.
[QUOTE=jazzpunk;47834258]I don't see how that's a flaw. Yes, I expect proper Source 2 tools and modding for games built with Source 2 from the ground up to be different compared to a port. But Valve promised it's going to be easier to create content for Dota this way, and people in general have high expectations, but this guy who mods Dota doesn't paint a good picture of the current situation and people should keep their expectations in check.[/quote]
Although I think penguinwizzard is correct about them not updating the tools in a long time, I really think you should form your own opinion on the tools by trying them yourself. On the artistic side of things, the hurdles you have to jump in order to add custom content such as new textures, models, or maps, has been significantly reduced.
Seriously. You want a new texture? Just drop the image file in your project directory and plop it in hammer as a decal. If you open the material editor, hit new material, and add the texture, you can put it on everything else.
That alone is enough to make a lot of old modders come back to future source 2 games. I just don't think they're too interested in modding for dota 2.
[QUOTE]
Made me think of this: [url]http://www.reddit.com/r/Games/comments/2xuizl/valve_just_announced_source_2_in_a_press_release/cp3n6ww[/url][/QUOTE]
Wazanator is definitely stating the right points here. Valve's track record on supporting their modding tools has been pretty bad. I've sent them multiple emails about bugs with SFM's Hammer editor and its been almost a year with no reply or fix.
I mean you need to use different hammer editors for different source games. With each hammer having its own set of problems that you have to identify yourself, and fix yourself. Most of my time with making my SFM project has been troubleshooting the broken hammer editor, such as painting displacement alpha crashing hammer, or cubemaps being broken and needing to be fixed by going into the bsp manually.
Then there are luxuries the future hammer editors have that the past ones do not, such as func_detail_blocker.
Should it really be too much to ask for one unified editor that works along all source branches, with new additions being backwards compatible? To have updates that fix things instead of breaking them and leaving them broken?
[QUOTE=jazzpunk;47830557]this doesn't sound too hot
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/croa562[/url]
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/crohh4u[/url]
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/crodmp7[/url]
[url]https://www.reddit.com/r/DotA2/comments/37ndjs/latest_update_added_playing_source_1_dota_2_and/crod99p[/url][/QUOTE]
What? o_O So Source 2 is worse than 1? (correct me if I'm wrong) Why? What's happening with Valve?!
And who is that guy who wrote about it? How does he have access to Source 2?
Thank you in advance.
[QUOTE=Myth Alex;47835450]What? o_O So Source 2 is worse than 1? (correct me if I'm wrong) Why? What's happening with Valve?!
And who is that guy who wrote about it? How does he have access to Source 2?
Thank you in advance.[/QUOTE]
no it's just some guy talking out of his ass
[QUOTE=NixNax123;47835583]no it's just some guy talking out of his ass[/QUOTE]
I like that he's attempted to say source 2 has the same loading limitation as source 1 when it doesn't and anyone can see that in the source2 branch of dota
[QUOTE=Leintharien;47835043]Where is this Source 2007 material editor he is talking about? I even just opened Source SDK to see if I had missed it all this time but I still don't see it.
Seriously, editing .qc and .vmt files are such a pain in the ass, and the dota 2 tools put both of those into a GUI. If there is something like this for source 1, I have to know about it.
[/QUOTE]
Yeah, it's in there [url=https://developer.valvesoftware.com/wiki/Material_Editor]somewhere[/url], I've used it and honestly editing with np++/vtfedit is more stable.
[QUOTE=Leintharien;47835043]
On the artistic side of things, the hurdles you have to jump in order to add custom content such as new textures, models, or maps, has been significantly reduced.
Seriously. You want a new texture? Just drop the image file in your project directory and plop it in hammer as a decal. If you open the material editor, hit new material, and add the texture, you can put it on everything else.
That alone is enough to make a lot of old modders come back to future source 2 games. I just don't think they're too interested in modding for dota 2.
[/QUOTE]
This, Source 2 is a massive improvement for novice developers, UE4 requires some proper modelling experience to get the most out of it, while S2's hammer is basically a simplified modelling program.
[QUOTE=Leintharien;47835043]
Wazanator is definitely stating the right points here. Valve's track record on supporting their modding tools has been pretty bad. I've sent them multiple emails about bugs with SFM's Hammer editor and its been almost a year with no reply or fix.
[/QUOTE]
Valve really needs to step it up if they're going to compete with UE4. I can see them taking a few different paths, but I think the most probable one is them continuing their "Games-as-a-Service" approach, which has direct implications on how they will operate in the coming years.
Problem is Epic and Unity have hundreds of dedicated people working on their engines which are their primary business. With Valve this is just another project out of many, and people can switch between those projects as they wish. Frankly, I don't see them competing no matter what. Sporadic, unscheduled updates like their GaaS isn't going to cut it. And the current way they communicate is also not going to work.
Reverse Valve Time
[img]http://7proxies.pw/i/2015/05/15-05-30_21-29-59.png[/img]
[img]http://i.gyazo.com/1d8a14e5b6257afe4f58dfe7c0457616.png[/img]
since the last update steam has been hogging alot of memory. has anybody else noticed this?
[QUOTE=ashrobhoy;47839897][img]http://i.gyazo.com/1d8a14e5b6257afe4f58dfe7c0457616.png[/img]
since the last update steam has been hogging alot of memory. has anybody else noticed this?[/QUOTE]
How long has your Steam been running if you managed get it to go that high?
[QUOTE=Combine 177;47839905]How long has your Steam been running if you managed get it to go that high?[/QUOTE]
Running like normal. its been on for just over an hour. It spikes whenever i launch a game(to 2gb sometimes)
i have also noticed alot of issues with steam earlier (maintenance every 5 mins and me being the only one online even though lots of my friends were).
edit:
now my steam client wont even connect and says steam servers are down for mantinence.
[QUOTE=ashrobhoy;47839914]Running like normal. its been on for just over an hour. It spikes whenever i launch a game(to 2gb sometimes)
i have also noticed alot of issues with steam earlier (maintenance every 5 mins and me being the only one online even though lots of my friends were)[/QUOTE]
For me it is pretty much all the time around ~76 500k.
Controller informations have been updated
[QUOTE][B]Overview[/B]
- Dual trackpads
- HD haptics
- Analog stick
- Dual-stage triggers, each with 10° of travel, a magnetic flux sensor, and a tactile switch
- Gyroscope and accelerometer sensors enabling tilt-to-steer racing wheel functionality and other motion-controlled input
- Configurable controls
- Local multiplayer capability, as supported by games
- Wired or wireless (dual mode)
- USB 2.0 via Micro USB port (cable not included)
- Estimated 5 meters of wireless communications range. Actual results may vary.
- Provides up to 80 hours of standard game play using the included AA batteries during preliminary testing. Battery life will vary based on usage and other factors, such as type of batteries used. Actual results may vary.[/QUOTE]
[URL]http://store.steampowered.com/app/353370/[/URL]
[QUOTE=Antimuffin;47853408]Controller informations have been updated
[URL]http://store.steampowered.com/app/353370/[/URL][/QUOTE]
This is new too:
[quote]
[B]In-box[/B]
-Steam Controller
-2 AA batteries
-USB wireless pairing dongle
[B]Requirements[/B]
-A Steam Machine or other computer capable of running Steam Big Picture Mode, in order to view, edit, save, and share Steam Controller mappings.
[/quote]
[url]https://twitter.com/SteamDB/status/605418262294343680[/url]
[QUOTE]Valve just added a new DLC to Dota 2 which seems to basically be Source 2. More news as we get it. [url]https://steamdb.info/app/570/history/[/url] …[/QUOTE]
So any day now I guess?
It just got updated again, seems like today is the day...
It's happening?
Is anybody else getting their games redownloading? My Source Filmmaker keeps downloading gb's of shit.
[QUOTE=Hellsing4682;47856139]Is anybody else getting their games redownloading? My Source Filmmaker keeps downloading gb's of shit.[/QUOTE]
My source filmmaker kept redownloading portal 2 dlc, after getting annoyed with it i just disabled the portal 2 dlc.
aw shit get your wallets ready for the same rehashed gimmick
[t]http://i.imgur.com/pgQb2rS.png[/t]
[url]http://steamcommunity.com/my/gamecards/368020/[/url]
i'm still investing anyway
[editline]1st June 2015[/editline]
[highlight]THEY ARE CRAFTABLE AS OF NOW!!![/highlight] [b]MAKE EARLY PROFITS!!![/b]
[editline]1st June 2015[/editline]
foil variant:
[t]http://steamcommunity-a.akamaihd.net/economy/image/IzMF03bi9WpSBq-S-ekoE33L-iLqGFHVaU25ZzQNQcXdA3g5gMEPvUZZEaiHLrVJRsl8vGuCUY7Cjc9ehDNVzDMFfHqojyQrcex4NM6b7RzoteefBT-mLj7JLibcQQltTeUMMGHR9mCn5-3BRTjBSb1_RFoGLKQH-m0fNMGAOxo61IMK8jD2h0p6WBQnYMFDYjCyx3UUNOBwyXhBdZ1SzSL4cJzRjV9ibUBtCLmxUO2Qa9CikCwlXEsyF6IcZ4mUpmWyr4G3Z_ZNA-HeFA[/t]
I already got a foil drop!
[t]http://i.imgur.com/95vjHya.png[/t]
[editline]1st June 2015[/editline]
Not tradable or marketable yet.
[QUOTE=Cronos Dage;47857134]:words:[/QUOTE]
Oh fuck I'm gonna be poor
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