• Source 2 has been announced
    371 replies, posted
[QUOTE=MenteR;47253283]please. ue4 blows anything in the market out of the water. and this is coming from someone who's worked with source (and goldsrc if that matters) for a almost a decade. i honestly don't know what ~groundbreaking~ features source2 has to offer but i'm almost entirely sure it couldn't be anything like ue4. my team has been using ue4 since it first came out and even when it followed a paid subscription model they had more than 200 video tutorials on every single aspect of the editor. since day [I]one.[/I] and kept releasing more and more tutorials every week. now that ue4 is free it includes a marketplace with TONS of resources for people to buy and use. and those who had paid for ue4 before it was free get "free" marketplace money to spend on those assets. in my honest opinion source2 isn't going to be anything like that. let's remember that valve is great at releasing patches that completely break development tools like the 2009 and 2013 updates, not to mention they completely abandoned support for older versions of the engine (the focus right now is only on CS:GO and DOTA).[/QUOTE] lol the resources you "buy" are a complete ripoff imo. Especially the sounds.
[QUOTE=Velocet;47253525]I really hope not. That's why I went with Unity over Unreal. With Valve's estimated 25-30% and Epic's 5% plus taxes, that's a whole lot of money being taken away before you see a single cent of it.[/QUOTE] plus valve's support is going to be shit. they're historically known for having 0 support for developers
[QUOTE=Foda;47253575]plus valve's support is going to be shit. they're historically known for having 0 support for developers[/QUOTE] I really hope those days are over. I just love the "feel" of a Source game and I'd love to put my game on the Source Engine, but not at the expense of what is being offered on other platforms. If Source only requires a Steam exclusivity contract on PC and that's it (meaning this is how they'd make their money), I could really see Source 2 being a first or second choice for people to use. Especially if it supports previous/next generation platforms.
The thing I want to know is whether they went the tower-of-ductape route for Source 2? I mean if they did go that way, I'm sure the amount of code from the quake engine would be next to nothing and the Goldsource code negligible, but still it would be kinda funny.
[QUOTE=Velocet;47253594]I could really see Source 2 being a first or second choice for people to use. Especially if it supports previous/next generation platforms.[/QUOTE] Eh I kinda doubt it. Source has been historically one of the harder engines to work with. But we don't know what S2 brings so gotta wait for that.
Hopefully Source 2 has better support for large playercounts Gmod tower without lobby lag would be amazing
Oh god. I toxx'd. :v:
[QUOTE=Solomon;47253642]Oh god. I toxx'd. :v:[/QUOTE] Link to the post please sir
[QUOTE=Solomon;47253642]Oh god. I toxx'd. :v:[/QUOTE] so long gay bowser
[QUOTE=Solomon;47253642]Oh god. I toxx'd. :v:[/QUOTE] I'd argue that source 2 itself doesn't count as half-life related in the context.
[url]http://facepunch.com/showthread.php?t=1446236&page=16[/url] About half-way down the page. I have to make and eat a triple Decker bacon grilled cheese sandwich with bits of bacon. It was meant to be HL, but source 2 is close enough.
[QUOTE=bitches;47253491]very informative of you would you like to toxx that?[/QUOTE] If/when a mod is Greenlit, licensing is an [I]option[/I]. Black Mesa and Aperture Tag for example. Otherwise Source is off limits.
[QUOTE=Solomon;47253678][url]http://facepunch.com/showthread.php?t=1446236&page=16[/url] About half-way down the page. I have to make and eat a triple Decker bacon grilled cheese sandwich with bits of bacon. It was meant to be HL, but source 2 is close enough.[/QUOTE] You just want that sandwich. I guess not yet...
I sure would love to see a small piece of video of a game running on the Source 2 engine!!
Steam Link seems like it could be an interesting thing to convert into an XBMC machine. Just wonder if it will actually have any form of control outside of the USB ports/Steam Controller and if that control will be in the box. If not that would be pretty shit! Also, cached version of the Steam Link store page: [url]http://cc.bingj.com/cache.aspx?q=http%3a%2f%2fstore.steampowered.com%2fapp%2f353380%2f&d=1667910097060&mkt=en-US&setlang=en-US&w=OY0eevKZqqNWE0vSRH8uojGU46D6pt7u[/url]
This has to be far and away the most exciting GDC ever for average consumers. Usually it's much more developer-focused stuff but this year we've got new engines and VR stuff flying all over the place
[QUOTE=Amez;47253033]Unity and UDK confirmed dead on March 3rd, 2015. Time of death: 4:00PM PST [sp]It's actually an excellent thing that these engines are being released for free, it allows the PC market to maintain its strong growth that we have seen these past few years.[/sp][/QUOTE] Unity and UE wont be going anywhere. Unity is great for web/mobile games and UE is, well... It's UE. I imagine that UE will be stronger/prettier than Source this time again.
I just want larger maps for source 2. You can't really do much with source 1 because the maps are too small. The entity limit is a massive issue too.
[QUOTE=Dermock;47253717]Unity and UE wont be going anywhere. Unity is great for web/mobile games and UE is, well... It's UE. I imagine that UE will be stronger/prettier than Source this time again.[/QUOTE] No sorry they're dead now, Based Valve has won the engine wars and Epic has already filed for bankruptcy
[QUOTE=smurfy;47253741]No sorry they're dead now, Based Valve has won the engine wars and Epic has already filed for bankruptcy[/QUOTE] As much as I know you're joking, there -are- sad people out there that really do believe shit like this and that gabe is literally god. [editline]4th March 2015[/editline] [QUOTE=Untouch;47253732]I just want larger maps for source 2. You can't really do much with source 1 because the maps are too small. The entity limit is a massive issue too.[/QUOTE] i vividly remember making a TF2 map and littering it with all sorts of little things to make it pretty and then realizing I had about 2x the entity limit.
[QUOTE=FunnyStarRunner;47253445]Pardon my ignorance, but what's a PBR material?[/QUOTE] [QUOTE=Sam Za Nemesis;47253451]A shading algorythm that makes all materials follow the same reflectance rules as the real world, the PBR workflow is completely different from making "classic" textured[/QUOTE] I'll give a rundown of why it's difference at a very basic level: Old shaders would use: Diffuse Specular Normalmap PBR (can) use: Albedo/Diffuse Roughness, gloss or microsurface Specularity Metalness The way they're handled is slightly different, PBR diffuse doesn't contain any light information and most of the details for the textures are found within the roughness map instead of the diffuse. So to elaborate on the previous point - it's not a simple case of drag and drop - the entire material system needs to be converted, it's possible - but not worth the effort - especially when the assets in HL2 are getting quite dated now.
[QUOTE=spectator1;47253448]Can we get a tech demo then? Anything half-life related would make me feel better.[/QUOTE] Considering how we saw screenshots of an updated L4D2 map a long time ago, I think the first Source 2 game is going to be Left 4 Dead 3. Kinda makes sense, really. Huge maps, dynamic events, lots of enemies on screen, single-player and multi-player support on the same game (And match)...
[QUOTE=ZombieDawgs;47253768]I'll give a rundown of why it's difference at a very basic level: Old shaders would use: Diffuse Specular Normalmap PBR (can) use: Albedo/Diffuse Roughness, gloss or microsurface Specularity Metalness The way they're handled is slightly different, PBR diffuse doesn't contain any light information and most of the details for the textures are found within the roughness map instead of the diffuse. So to elaborate on the previous point - it's not a simple case of drag and drop - the entire material system needs to be converted, it's possible - but not worth the effort - especially when the assets in HL2 are getting quite dated now.[/QUOTE] I should mention that an albedo is way different from a diffuse Diffuse is basically ambient lighting on a surface + whatever else you stick on it. Albedo is pure color information. No lighting or anything. [t]http://4.bp.blogspot.com/-dy8nl2PxnYU/UmEBVnx5aCI/AAAAAAAABZ0/lX2jnbnC3E0/s1600/Untitled-2.jpg[/t]
[QUOTE=Stiffy360;47253832]I should mention that an albedo is way different from a diffuse Diffuse is basically ambient lighting on a surface + whatever else you stick on it. Albedo is pure color information. No lighting or anything.[/QUOTE] Diffuse is kind of becoming synonymous with Albedo at this point, nobody is using the old system now, but yeah.
[QUOTE=Untouch;47253732]I just want larger maps for source 2. You can't really do much with source 1 because the maps are too small. The entity limit is a massive issue too.[/QUOTE] Well, it can fit the [URL="http://facepunch.com/showthread.php?t=1415582&p=45624267&viewfull=1#post45624267"]whole city of Paris[/URL]. There are also references to level-streaming capabilities, which would make the size limit theoretically infinite.
I knew albedo was the way they were going ever since l4d2 and it's weird way of solid coloring everthing
Waiting for E3 is gonna be killer now
[QUOTE=The Party Spy;47253930]Waiting for E3 is gonna be killer now[/QUOTE] [t]http://facepunch.com/image.php?u=404263&dateline=1389920558[/t] An artist's depiction of The Party Spy when E3 this year begins.
PBR is not going away, everybody is using it, and it's mostly standardized which means that if the rendering engine was properly written, moving an asset from on game to another would not change the way it looks. It's like an artist's dream come true, you don't have to learn a different texture pipeline to make your stuff look decent in a new engine. If valve kept its weird pseudo-spec texture pipeline for the sake backwards compatibility with source, they're just asking to be an 'oddball' in the asset creation community. I mean if you were a content creator, would you target your content for, say, UE4, Unity 5, Cryengine, and film, or would you just develop for source?
Not really excited until I see what exactly they did to make it even remotely competitive with Unity or UE4..and I guess even idTech5 was less busted to use than Source.
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