• Source 2 has been announced
    371 replies, posted
[QUOTE=NixNax123;47262975]someone compiled a 32 million x 32 million unit map (375 miles x 375 miles)[/QUOTE] Skyboxes are obsolete now
[QUOTE=saintsim;47268319]Skyboxes are obsolete now[/QUOTE] unless some special reason requires you to make full geometry backgrounds, painted skyboxes will always be the better option because it is more performant and requires less work to make
Painted geometry can't do parallax.
[QUOTE=Leintharien;47268422]Painted geometry can't do parallax.[/QUOTE] at skybox distances parallax should not be noticable [editline]6th March 2015[/editline] unless it's source because source has a map size limit of two meters so you have to use 3d skyboxes to pretend that you have a bigger map
[QUOTE=thrawn2787;47267341]TW3 will have big areas but it has been stated that it is instanced. It isn't like Skyrim where you can walk seamlessly anywhere on the map (outdoors at least). There will be "zones" which you travel between and each zone will be large.[/QUOTE] During the 20 minute demo with Novigrad (considered to be the biggest city in Witcher lore) and the swamp lands, CD Projekt did say that the everything was reachable more or less, there are no invisble walls. Unless they were doing a quip on Todd Howard's "if you see anything you can climb it" Now I'm confused as fuck.
Ricochet 3 confirmed Edit: Some nice Dynamic Lighting and Ladders that don't suck balls would be great too... Or fixing/removing the carving tool so I'm not so tempted to use it to make windows when I feel lazy...
[QUOTE=Stents*;47257562]As someone with over 900 hours in L4D2 I can confirm that its maps are shit. Dead Center especially makes me want to cry and [B]pump bleach up my asshole[/B].[/QUOTE] Did you get vaccinated? :v:
[url]http://kotaku.com/yep-valve-is-experimenting-with-half-life-in-vr-1689726340[/url] I know it's kotaku but.. [QUOTE]He [Jeep Barnett] added that a version of that Portal demo will likely launch with the Vive VR setup when it comes out later this year. [/QUOTE]
I have birthday on November, this is going to be good :dance:
I can't wait to see some tech demos on source 2. I'm not really concerned about hl3 I've been over that bridge for a while. I just want to see the new engine with a fun new game that I'd want to play :) I imagine source 2 natively supports VR so that future mods will be VR compatible?
[QUOTE=apierce1289;47270245]I can't wait to see some tech demos on source 2. I'm not really concerned about hl3 I've been over that bridge for a while. I just want to see the new engine with a fun new game that I'd want to play :) I imagine source 2 natively supports VR so that future mods will be VR compatible?[/QUOTE] For me, forget graphics, I want to see the new physics engine on this baby in a gameplaytech demo VR + physics = 1st class ticket to fun
[QUOTE=J!NX;47270616]For me, forget graphics, I want to see the new physics engine on this baby in a gameplaytech demo VR + physics = 1st class ticket to fun[/QUOTE] Yeah I expect it to have graphics that are inline with today's major games. But I don't need it to be the next crysis engine. I just want it to be updated for what we would expect out of games now a days. And it will hopefully have the same feeling as the old source engines only updated. But I trust that Valve will impress us all.
[QUOTE=RichyZ;47258215]you have to choose it every time though, i just want to be bill all the time so i should be able to set my preferred character as bill[/QUOTE] oh no two clicks whatever will I do
[QUOTE=IrishBandit;47267626]According to the [URL="https://docs.google.com/document/d/1lZNEXw0_KJHe9aSnPn4ioSvTmeENKuxRl0DnxZcy_5M/edit"]aggregate research doc[/URL], there may be no hard-limit, but Float Point Precision would provide a practical limit.[/QUOTE] That's when you do something like what minecraft does (I think skyrim does it too) where you cut the world up into chunks and seamlessly load between them. That way positions in the world aren't represented at (x, y) but more tree-like. Grid within grids. Then number precisions only limit the size of the smallest grid. But because you can have any number of larger grids your world could be infinite.
The main thing this thread has taught me is that paris is a very poorly planned out city.
Remind me please, did that dota 2 workshop tools update half a year ago ditch .bsp or did it not?
[QUOTE=damnatus;47274194]Remind me please, did that dota 2 workshop tools update half a year ago ditch .bsp or did it not?[/QUOTE] Umm, I dont remember, but according to the Source 2 Document [quote]VBSP is gone World geometry is unified in the sense that there is no difference like with Source BSP and models. Supports concave geometry (unlike Source’s BSP) New map format: .vmap Binary instead of plaintext, likely compressed [/quote]
While the Portal 2 Tech demo thing is cool, it's nothing amazing - it's an interior shot and there's very [I]very[/I] little in the actual scene - One of the meshes is 600,000 tris? That's not really that special in a scene that small. It's great to see Valve showcasing something, but you guys seem a little blinded, at the moment it doesn't look any better than Portal 2.
[QUOTE=ZombieDawgs;47275916]While the Portal 2 Tech demo thing is cool, it's nothing amazing - it's an interior shot and there's very [I]very[/I] little in the actual scene - One of the meshes is 600,000 tris? That's not really that special in a scene that small. It's great to see Valve showcasing something, but you guys seem a little blinded, at the moment it doesn't look any better than Portal 2.[/QUOTE] Dude compared to source, that demo was pretty fucking amazing.
[QUOTE=Deathtrooper2;47276004]compared to source[/QUOTE] Exactly tho
[QUOTE=ZombieDawgs;47275916]While the Portal 2 Tech demo thing is cool, it's nothing amazing - it's an interior shot and there's very [I]very[/I] little in the actual scene - One of the meshes is 600,000 tris? That's not really that special in a scene that small. It's great to see Valve showcasing something, but you guys seem a little blinded, at the moment it doesn't look any better than Portal 2.[/QUOTE] its small because its supposed to be small. they are demoing lighthouse
[QUOTE=damnatus;47274194]Remind me please, did that dota 2 workshop tools update half a year ago ditch .bsp or did it not?[/QUOTE] Maps are now saved into .vpk files, and they look like this inside: [img]http://s.gvid.me/s/2015/03/07/lv7-1425758695.png[/img]
[QUOTE=ZombieDawgs;47275916]While the Portal 2 Tech demo thing is cool, it's nothing amazing - it's an interior shot and there's very [I]very[/I] little in the actual scene - One of the meshes is 600,000 tris? That's not really that special in a scene that small. It's great to see Valve showcasing something, but you guys seem a little blinded, at the moment it doesn't look any better than Portal 2.[/QUOTE] Exactly my thoughts. People get excited because "omg valve" but so far Source 2 has nothing special besides using the Vulkan API, which other engines are going to use anyway. The lightning looks okay at best, it has nothing on Unreal 4's and it makes it look like Source 2 is already outdated before being released. VR is already supported by other engines and nothing new as well. The "new" features like 64 bit support and huge maps are nothing new, they're just stuff that Source is only catching on to now but they've existed for ages.
[QUOTE=Banhfunbags;47265640]Imagine a Sandbox server that runs smoothly with 100+ players and on a version of flatgrass that's as big as the new limit for source 2 maps.[/QUOTE] The networking nightmare if not done correctly.
[QUOTE=acarvromvroom;47277017]Exactly my thoughts. People get excited because "omg valve" but so far Source 2 has nothing special besides using the Vulkan API, which other engines are going to use anyway. The lightning looks okay at best, it has nothing on Unreal 4's and it makes it look like Source 2 is already outdated before being released. VR is already supported by other engines and nothing new as well. The "new" features like 64 bit support and huge maps are nothing new, they're just stuff that Source is only catching on to now but they've existed for ages.[/QUOTE] Just because others have been doing it for a month or two doesn't mean that it isn't new. What the hell man? Additionally, a lot of engines are still struggling (TO THIS DAY), and especially the games produced with them, to make use of the same techniques that Valve has been using for about a decade now. Proper eyes. Why are game engines only recently starting to catch on to this? I mean Source Engine 1 had it, and it has only improved.
[QUOTE=glitchvid;47276767]Maps are now saved into .vpk files, and they look like this inside: [img]http://s.gvid.me/s/2015/03/07/lv7-1425758695.png[/img][/QUOTE] -snip- Nvm. But why the change?
[QUOTE=Rummy.SM;47277614]-snip- Nvm. But why the change?[/QUOTE] Not at all. All it means, is that Valve are now using the same package format for maps as they were for other stuff. Which is fine.
[QUOTE=mastersrp;47277288]Just because others have been doing it for a month or two doesn't mean that it isn't new. What the hell man? Additionally, a lot of engines are still struggling (TO THIS DAY), and especially the games produced with them, to make use of the same techniques that Valve has been using for about a decade now. Proper eyes. Why are game engines only recently starting to catch on to this? I mean Source Engine 1 had it, and it has only improved.[/QUOTE] I disagree: [thumb]http://www.animemay.com/thumbnails/detail/20121105/closeup%20video%20games%20need%20for%20speed%20christina%20hendricks%20faces%20need%20for%20speed%20the%20run%201920x1080%20wa_www.animemay.com_44.jpg[/thumb] [thumb]http://static.businessinsider.com/image/544972deeab8eaa220a4460c-1200/image.jpg[/thumb] [thumb]http://yournewsticker.com/wp-content/uploads/2014/04/Call-of-Duty-1.jpg[/thumb] [thumb]https://i.ytimg.com/vi/B0gW5uauRUg/hqdefault.jpg[/thumb] [thumb]http://3ebd2a0c0ea48a333aea-1f531def8e8befb67be56667ce3edd11.r77.cf1.rackcdn.com/b7a3e7e9c3f0bc568392468d31e038d95ad61d22.jpg__620x350_q85_crop_upscale.jpg[/thumb] [thumb]http://images4.fanpop.com/image/photos/19800000/Catwoman-batman-arkham-city-19841293-1280-720.jpg[/thumb]
[QUOTE=t h e;47274197]Umm, I dont remember, but according to the Source 2 Document[/QUOTE] pardon my ignorance, but could someone explain to me what this would and all the changes mean? lets say I wanted to make gm_construct or CS_office with S2, how different would it be for players? I know the buildings in gm_construct are made with brushes right? so that'd all be mesh I do wonder if mesh can be map by map too.
[QUOTE=acarvromvroom;47277657]I disagree: [/QUOTE] You can disagree all you want, but what I said remains true. A lot of games don't use that kind of stuff, and haven't for a long time. That doesn't mean that certain games don't utilize these mechanis. More games have started to pay attention to it in the past few years, but that's still, what, 5-8 years later?
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