Episode 3 and Source 2 Inside of Source Filmmaker

Just gonna copy and paste my reply to the ValveTime Facebook post about this subject.

Chance McMichael — I know Half Life is the biggest thing on any Valve enthusiast’s mind, but thinking about Source 2… When Source came out, it was optimized thoroughly and, compared other games of the time, was incredibly beautiful. It didn’t rely on slabbing on post-processing effects and throwing shaders everywhere to deliver a crisp and vibrant image to the consumer, and I hope this trend carries over to this supposed “Source 2” which, if all goes well, will provide many enhancements over the Source engine such as improved polycount, texture resolution, shadowing, draw distance, seamless loading between maps, and much more, but also stick to the ideals that Valve created when making the original Source engine: That less is more.

TL;DR — Fuckshitcockballs Source 2 cool

I hope future programs will make use of the excessive ram a lot of pcs now have. 8gb costs almost nothing and 16gb is just double the cost but still not really useful. With 16gb of ram you could load all the fucking game data into memory and won’t have any loading sequences apart from the inital load, which will take forever on hdds(sigh). With ssds everything would be better.

Thinking back to Portal 2 where they allowed mappers such freedom that as a player, you think you just walked into a room when you infact have teleported into another room on other side of the map, or the same room, and could seamlessly walk around in endless circles in an impossible space without using the portal gun. I’m sure they wanted to take that idea further and incorporate dynamic loading of these spaces for the purpose of defeating those lousy loading screens…

enters completely architecturally illogical windowless hallway with a door at the end

Brace yourself.

Bullshit, shaders are the future.

No, not really. The function isn’t really new and is just enhanced portalcode that was already used in Portal 1 (duh) to use variable portals without border particles. The absolute position of a room inside a map is irrelevant because you can have multiple unconnected rooms inside a map and connect them via simple teleport triggers that are even in the old source engine. Even without portals you can teleport players back and forth as you need.

Source 2 Officially in Development according to ValveTime

EDIT: Also, throwing this out there, but when Valve officially decides to reveal a release date for HL3, it’d be a whole lot easier for them to add a comment string into a python script about it rather than waste money on silly stuff like a trailer or television adds… or verbal confirmation.

This.

Portal 2 ones were the worst, because they weren’t even little bubbles with ‘Loading’ in them, keeping things going from your PoV. They were actual SCREENS, which really pissed me off.

Looking back at it, it was almost entirely made up by the community and journalism. Valve only makes a little hint,
the community gets super excited and hypes themselves and in the end they go shitmad at Valve.

You can bet, that they won’t announce the next Half Life game in a normal way.

But trailers need to be made, to build hype. But that comes after the announcement.

Much like the glob files in alien swarm, this means nothing. Source will always be modular. there will never be a source2

Nope

Never assume anything. Valve does as valve does and gabe said the whole point of source is to not have major engine builds, simply incremental updates and feature revisions along the way. and HDR was released in lost coast, not EP1. the new engine, even the next gen will still be called “Source”. Even if they update the games to the new engine, the games assets remain the same. thats why the fan made HL2 update looks better that the valve update.

As said earlier, source2 was the Episode 1 version of the engine. Although getting rid of the loading screens would be nice.

Actually, the EP1 engine is called Source 2006
https://developer.valvesoftware.com/wiki/Episode_One_(engine_branch)

^this. It’s not like Valve would change it’s mind. [COLOR=‘Black’]…oh, wait!

The biggest thing that needs to be added is streaming so there are no loading times. I would even be happy if they didn’t really upgrade the graphics much at all (obviously they should make it with more modern techniques, but how the graphics look could stay the same) and should concentrate on other things like AI and physics. That swarm demo awhile ago was pretty cool and I hope that makes it in in some way.

DX11 would be cool but something’s telling me that with Valves latest infatuation with Linux and not liking Windows 8 that Source 2 will be entirely OpenGL, which I’ve heard it better in some ways anyway. But yeah, DX11 or OpenGL with streaming, maybe just slightly updated graphics and a focus on the AI, physics, and scale/number of enemies on screen maybe. That would be awesome.

Yay, prepare for new awesome next-gen loading screens 3.0. I hope the loading bar will have a sexy modern next-gen design :slight_smile:

Whether it’s officially called Source 2 or not, Valve is making something that is, in some kind of shape or form, a morekickassandsuch version of the engine. Here’s an update from the ValveTime post I linked earlier.

"Update #1

Another member from Facepunch, GameDev, has pointed out that there are some new “Source 2 tools” icons stashed away in the SFM files. Here’s a preview of a few of them:

[IMG]

And the file names in their respective order…

appicon
terrain_tool_toggle_control_cage
terrain_tool_select_verts
terrain_tool_edge_smooth
paint_tool_icon
scale_tool_icon"

(you can see the actual images by visiting the website)

I’m 100% sure they reworked the displacement mesh tools. They are horrible in the current version.

So how long until Black Mesa is remade in Source 2? :lol: :’(

Found this in one of the SFM files:

class ENGINE( object ):
‘’’
Known engine names
‘’’
SOURCE = ‘Source’
SOURCE2 = ‘Source 2’
SFM = ‘SFM’
HYBRID = ‘Hybrid’
ALL = ‘All’
SOURCE_FAMILY = ( SOURCE, SFM )
SOURCE2_FAMILY = ( SOURCE2, HYBRID )
ALL_ENGINES = ( SOURCE,
SOURCE2,
SFM,
HYBRID
)

Oh, and first post! confetti pops

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.