• Source 2 has been announced
    371 replies, posted
[QUOTE=mugofdoom;47265719]I can't imagine what a third Team Fortress would bring to the table when they could just keep updating TF2.[/QUOTE] I can't imagine how long a TF3 would take for them to develop, TF2 took a while to say the least.
[QUOTE=mugofdoom;47265719]I can't imagine what a third Team Fortress would bring to the table when they could just keep updating TF2.[/QUOTE] Not to mention the riots people would have for losing their items. [sp]Like me 0:[/sp]
[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] Like one of those Minecraft servers that's basically just one big giant never-ending world of semi-finished/griefed constructions. Only instead of bricks we have [B]ERROR[/B]
[QUOTE=Oicani Gonzales;47262524]a shame it didnt show anything crazy besides a (single) dynamic light (which portal 2 did on source)[/QUOTE] If they have anisotropic shading (which they pointed out), it's a very good bet that there is a pbr material system though
I love tf2, I really hope there is an updated / sequel for it that keeps the spirit of it alive now that source 2 is a thing. Instead of unlockable weapons, characters should instead have at least 3-4 alternative weapons per slot. Maybe instead of singular characters per class, each class has 4 characters to choose from with various outfits. Nothing like... huge, but just enough to keep it 'flavorful'. Not that that will really change that much.
Or just leave TF2 behind, it doesn't need to be revived/remade any time soon.
[QUOTE=Mort Stroodle;47263445]You do realize those movies take like, weeks to render on their huge render farms, right? This doesn't seem particularly feasible for a game to render in real time.[/QUOTE] Animated movies use precise, physically accurate lighting though. The fast approximation used in games now can provide similar quality in real time.
[QUOTE=ZombieDawgs;47267103]Or just leave TF2 behind, it doesn't need to be revived/remade any time soon.[/QUOTE] It has plenty of potential though, It's held the torch of class based non-serious shooters forever. Now that overwatch is coming up it feels like the valve team has more reason than ever to revive the game
[QUOTE=EvacX;47262583]it does[/QUOTE] How big are we talking, [URL="http://vignette1.wikia.nocookie.net/witcher/images/5/58/World_map.jpg/revision/latest?cb=20140622213927"]Witcher 3 big[/URL] or [URL="http://oyster.ignimgs.com/mediawiki/apis.ign.com/battlefield-1942/e/e8/Elalamein.jpg"]El Alamein in BF1942 big[/URL]? I hope we get some open world RPG indie titles with Source 2, that would be sick.
[QUOTE=SpotEnemyBoat;47267312]How big are we talking, [URL="http://vignette1.wikia.nocookie.net/witcher/images/5/58/World_map.jpg/revision/latest?cb=20140622213927"]Witcher 3 big[/URL] or [URL="http://oyster.ignimgs.com/mediawiki/apis.ign.com/battlefield-1942/e/e8/Elalamein.jpg"]El Alamein in BF1942 big[/URL]? I hope we get some open world RPG indie titles with Source 2, that would be sick.[/QUOTE] I do remember for a fact someone do the map of Paris, which was actually not long after the workshop tools were first available. But as a post a few after the one you quoted says, someone apparently made one around 375x375 miles, which is to say over 140 thousand square miles. Even I have a hard time believe that, but regardless.
[QUOTE=SpotEnemyBoat;47267312]How big are we talking, [URL="http://vignette1.wikia.nocookie.net/witcher/images/5/58/World_map.jpg/revision/latest?cb=20140622213927"]Witcher 3 big[/URL] or [URL="http://oyster.ignimgs.com/mediawiki/apis.ign.com/battlefield-1942/e/e8/Elalamein.jpg"]El Alamein in BF1942 big[/URL]? I hope we get some open world RPG indie titles with Source 2, that would be sick.[/QUOTE] 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=ZombieDawgs;47267103]Or just leave TF2 behind, it doesn't need to be revived/remade any time soon.[/QUOTE] Sure, it doesn't [I]need[/I] to be remade, but it would be nice if every small patch didn't introduce two or three completely unrelated new bugs.
Where did we hear that Source 2 had such a large map size limit?
[QUOTE=revan740;47267417]Where did we hear that Source 2 had such a large map size limit?[/QUOTE] a [U]scale[/U] model of the entirety of Paris was made in the Dota 2 Workshop Tools
the size is impressive the size is important but with that full size, in a full recreation of an entire map with a bit more detail than cs_office, can you actually PLAY the game? that size is absolutely NOTHING at all if you can't implement it to its fullest in a game with 12+ players of course, this is kinda a moot point since eventually it probably will be usable
[QUOTE=Doctor Zedacon;47267331]I do remember for a fact someone do the map of Paris, which was actually not long after the workshop tools were first available. But as a post a few after the one you quoted says, someone apparently made one around 375x375 miles, which is to say over 140 thousand square miles. Even I have a hard time believe that, but regardless.[/QUOTE] Sorry for bad quality, but this map is nearly 10x the size of the grid. [media]http://www.youtube.com/watch?v=KPrlpma0CWc[/media]
then again what the fuck am I saying, who is going to use that like that
[QUOTE=J!NX;47267536]then again what the fuck am I saying, who is going to use that like that[/QUOTE] roleplayers
I hope we're able to have nicer car physics in Source 2 cause what we have now is rubbish. I'm not expecting Assetto Corsa but having physics on the level of GTA at least would be fastastic. I mean, yeah, sure, woohooo gmod you can spawn cars as you like and you can go to the workshop and you have an enormous selection of vehicles, and they all drive like shit so what's the point?
gmod mmo when
[QUOTE=FetusFondler;47267586]I hope we're able to have nicer car physics in Source 2 cause what we have now is rubbish. I'm not expecting Assetto Corsa but having physics on the level of GTA at least would be fastastic. I mean, yeah, sure, woohooo gmod you can spawn cars as you like and you can go to the workshop and you have an enormous selection of vehicles, and they all drive like shit so what's the point?[/QUOTE] Source never had car physics to begin with. It was just bodygroups for things like the hood.
[QUOTE=SpotEnemyBoat;47267312]How big are we talking, [URL="http://vignette1.wikia.nocookie.net/witcher/images/5/58/World_map.jpg/revision/latest?cb=20140622213927"]Witcher 3 big[/URL] or [URL="http://oyster.ignimgs.com/mediawiki/apis.ign.com/battlefield-1942/e/e8/Elalamein.jpg"]El Alamein in BF1942 big[/URL]? I hope we get some open world RPG indie titles with Source 2, that would be sick.[/QUOTE] [QUOTE=testinglol;45624267]someone made paris in 3d and i imported it. can't believe it could handle that. it's running at like 15-30 fps. gotta fix the materials now [IMG]http://i.imgur.com/vFKCUG3.png[/IMG][/QUOTE] 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.
you guys aren't taking props, lighting and particles into account. If you're gonna populate a map that big with such entities you're gonna have to reduce your map size by a lot because those suckers take a lot of horsepower to render.
[QUOTE=TheDrunkenOne;47267650]you guys aren't taking props, lighting and particles into account. If you're gonna populate a map that big with such entities you're gonna have to reduce your map size by a lot because those suckers take a lot of horsepower to render.[/QUOTE] Makes me wonder how they're going to calculate vis now. Map visibility used to be done by making it so func_brush types blocks objects behind. But everything is mesh based now, so how do you prevent the entire map from rendering? They probably have a setting so you don't render stuff past fog at 100% (like source already has), but are you able to make custom occlusion meshes?
Exactly, that's still ignoring things like player-spawned entities and interiors. If there is a map that really is as big as Kansas, then it'll just be a massive gm_flatgrass. Size and detail are inversely proportionate, even if there aren't limitations on entity usage (there will be), there's only so much the average computer can handle. [QUOTE=Leintharien;47267735]Makes me wonder how they're going to calculate vis now. Map visibility used to be done by making it so func_brush types blocks objects behind. But everything is mesh based now, so how do you prevent the entire map from rendering? They probably have a setting so you don't render stuff past fog at 100% (like source already has), but are you able to make custom occlusion meshes?[/QUOTE] I'd count on occlusion culling and better LOD fading support, like every other modern engine. Z-clipping fog is a decade outdated.
[QUOTE=TurtleeyFP;47267761]Exactly, that's still ignoring things like player-spawned entities and interiors. If there is a map that really is as big as Kansas, then it'll just be a massive gm_flatgrass.[/QUOTE] [QUOTE=TheDrunkenOne;47267650]you guys aren't taking props, lighting and particles into account[/QUOTE] Missing the point. How is a geometric recreation of the ENTIRETY of Paris not amazing? Of course you can't populate that entire thing with realistic levels of detail with props and lighting (no current engine could) but can you grasp that it's [b]ALL[/b] of Paris? You'd only need to populate a few city blocks with detail to have a functioning level. Monster rigs could likely handle quite a bit of punishment from a detailed Paris and a savant at optimization could do magic with that kind of shit. A regular source map could barely fit together a few sections of City 17.
[QUOTE=TheDrunkenOne;47267650]you guys aren't taking props, lighting and particles into account. If you're gonna populate a map that big with such entities you're gonna have to reduce your map size by a lot because those suckers take a lot of horsepower to render.[/QUOTE] While i agree i don't think anybody is assuming "paris recreated 1 for 1 in detail!" It's an example that with a size limit that massive you could presumably easily fit as big of a map as you realistically need for gmod or tf2 without having to worry about room. We don't know the models and lights and all but presumably higher than source 1 leaves us with plenty of leg room assuming theyre even half as much of an improvement as map size is.
[QUOTE=JCDentonUNATCO;47267902]Missing the point. How is a geometric recreation of the ENTIRETY of Paris not amazing? Of course you can't populate that entire thing with realistic levels of detail with props and lighting (no current engine could) but can you grasp that it's [b]ALL[/b] of Paris? You'd only need to populate a few city blocks with detail to have a functioning level. Monster rigs could likely handle quite a bit of punishment from a detailed Paris and a savant at optimization could do magic with that kind of shit. A regular source map could barely fit together a few sections of City 17.[/QUOTE] because regardless of its size it's less than one million triangles total. for reference, here is unity3d rendering 6x paris for 6 times the apparent wonder [t]http://puu.sh/goxFu/5cd16839e0.png[/t] like the other guy said, it's great that they removed an arbitrary limit but youre still going to have issues with precision and if you want it to be 1 persistent map you're going to have big problems with entity count [QUOTE=Leintharien;47267735]Makes me wonder how they're going to calculate vis now. Map visibility used to be done by making it so func_brush types blocks objects behind. But everything is mesh based now, so how do you prevent the entire map from rendering? They probably have a setting so you don't render stuff past fog at 100% (like source already has), but are you able to make custom occlusion meshes?[/QUOTE] the dota 2 ""source 2"" tools have no occlusion culling, only checking for camera frustum. in the end it will most likely have hardware occlusion like unity or ue4 or ue3 [QUOTE=Oicani Gonzales;47264349]not if the engine supports streaming[/QUOTE] then it wouldn't be one map
Has anyone posted this one? I personally find this one interesting. [media]http://www.youtube.com/watch?v=0Hth4u65zfc[/media] It's running on Valve's own VULKAN driver for Intel Graphics.
[QUOTE=Awesomecaek;47268218]Has anyone posted this one? I personally find this one interesting. It's running on Valve's own VULKAN driver for Intel Graphics.[/QUOTE] Yeah, it's been posted before but IMO it's worth posting again. :v: The fact that ran on an integrated Intel solution [b][u]on Linux[/u][/b] under their own drivers impresses me a lot. Anyone that something that ran on Integrated Intel graphics now how shit it can be, even with the current Source engine games. Hopefully an update to Dota 2's Workshop tools will be pushed soon with the latest version of Source 2. It obviously won't work on Vulkan yet, but hot damn would I like to play with it some more.
Sorry, you need to Log In to post a reply to this thread.