Ep3 Source engine features...

If anything about the Loading… screen, it should be less frequent, and music should stop being cut off mid-track by a loading screen.
I swear, the heaviest experience of the cutoff is the Diabolical Adrenaline Guitar track in Water Hazard, whereas in HL1’s We’ve Got Hostiles, that track was started just before the next level and wasn’t stopped by the loading screen.

Aliens vs. Predator

Fuck I Derped

I smell stomach acid. and i laughed.

Let’s stop being off-topic, two features which I think is missing from most Source games are post-process effects: Depth of Field and directional motion blur and radial blur (when the view is interpolating, not just rotating). The first one especially; In Half-Life 2, whenever I went underwater, DOF just felt missing. The screen not getting blurred felt unrealistic. I think that DOF should be usually based on position rather than distance, and should work in a way similar to how the flashlight worked in GoldSrc: If DOF is enabled, then when a scene begins to render, a line is traced from the view of the player, in the direction the camera is aiming. The end point of the ray (the pint in 3D space where the ray is blocked) is collected, and used as the position of the DOF effect. It won’t be directly affected by these results, though - There’ll be other variables, too: The final DOF position could be affected by Auto-Aim - In fact it’ll be more affected by the auto-aim target than the auto-aim itself is. And the behavior of the ray will change according to properties of sole texels (texture pixels) it hits - If the texel is translucent, and if its translucency value is above a certain level where the other side will be well visible, the ray will continue until it hits an object whose texel it hits is below the mentioned value, or completely solid. And if an object’s material uses a distortion effect, the texel’s distortion value will be used to determine a new path for the ray - In other words, it’ll create a parallax to fit with the distorted view behind the object.

Source already has DOF & motion blur.

I hate DOF and motion blur.
I do like MBlur when it’s done right, but most games suck at that point.

The problem is that most games tend to overdo both effects.

I can’t recall DOF ever being acceptable to me… except for in Doom 3 Sikkmod where [when you set it to] it only happens when you’re focusing on a screen or when someone is talking to you.

Plenty of games have done camera motion blur nice. Halo 3+ and pretty much all the source games have just the right balance. None of them have per object motion blur though. All the games with per object motion blur pump up the camera motion blur to absurdity. Actually, no. Gears 3’s was sensible.

I don’t know why, but for some reason I absolutely love per-object motion blur. Something about seeing an NPC in motion, running with it just looks right to me.

I’m not a fan of screen-based motion blur effects. I’m only okay with it in Source really, or games where you can turn it down with a slider like Crysis.

And DoF should never be used in more than just sparse amounts. I remember seeing a mod that made the game DoF everything except what you were looking at to emulate a person’s eye focus, but that’s just idiotic IMO

[cough]qualitymod[/cough]

per object motion blur + crowbar swing = FUCK YES.

If DOF is used in Ep3 (or if they decide to add it as well - Black Mesa), then I’d like it to be used in a similar way to Doom 3 Sikkmod.

Why in hell do you still think its called EP3 ? valve clearly said they were done with episodes.

Because:

They never abonded the new Half Life game. They have said that they are done with the episodic model, but it that doesn’t mean, that they aren’t going to call it Episode 3 to end the Half Life 2 arc.

Calling it Episode 3 is better, than getting yourself excited that they might bring Half Life 3 out, just because it takes so long.

Because the only time a Valve employee has ever referred to the next HL, they’ve called it “episode 3”. Even though there’s a chance this won’t be it’s final name, it’s the closest thing to an official name we have to latch on to.

That being said, me want deferred renderer with real time radiosity. Pretty much anything they can do to take the functionality of Hammer and give it the speed of Cryengine.

I hope that more stuff is destroyable. It would be a nice touch to add more breakable props. Seriously, how can a door withstand an explosion?
Also, on the subject of destroying, I hope they make NPCs gibbable. I hate how people just turn into a ragdoll when being hit by RPG rounds.
Another nice thing to add is better AI. AI in HL2 usually means “if I don’t see you, you’re not there”. It would be great to have NPCs look for you, hear you, be alarmed when their ally is killed right infront of them, panic when they find the dead body of an ally on the ground. Also, hit reactions would be nice, as well as NPCs bleeding from a wound they sustained, leaving a trail of blood wherever the go.

100% agree

Portal 2’s lack of interactable stuff lying around kind of disappointed me. Hopefully this doesn’t affect HL3/Ep3.

I dont think its a good chance, but possibly. Valve could be making a brand new unrealesed engine.

From what I’ve heard, Half-Life 2: Episode 3 will add cloth physics

Update: I’m wrong, Dota 2 added that

Episode 3 will have a whole host of new features introduced in other games. The director from l4d. cloth from dota2. Fluid stuff from portal. Ect.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.