Valve releases 'Source 2 like' Updated Modding Tools for Dota 2 (Hammer 2014 and more

And it all started when 4chan brought a crate and crowbar to Gabe Newell and he basically confirmed Source 2 right there and then.

that was probably the most pointless stunt i’ve ever seen

gaben was like “are they serious?”

So yeah, this is a thing. I would love to be able to do things with these tools. That terrrain editor looks wondrous.

[COLOR=‘Green’]Merged duplicate thread with this one.

The following is a collection of Skype logs as I took my first forray into the new tools. I had no access to documentation, (as the VDC is still having trouble) and as such some of my problems are likely fixable and some of the information I am presenting is likely inaccurate. Also, since it is a beta release, subject to change.

Again, this is just me going in blind and reporting my findings as they happen. I had no documentation for the new features and changes - and it is a beta.
I expect Valve will work out the kinks and get everything that is actually broken fixed, and that after the documentation gets back online a lot of the problems I had will be cleared up.

However, you guys know me - I use Hammer on a regular basis, have been doing so for years. Enough has changed that even to use the same features in the editor, there is a new learning curve.

Hopefully they release a version mod makes can use themselves soon. I’m hoping it increases productivity for the BMS team, OBM, WC and other mods.

IIRC the general and all powerful balckmeas forum consensus was that the Sauce 2 plantation leak was a fake. The weird mix of low and high quality assets/effects combined with the fact that the entire scene is easily doable in the CS:GO version of Sauce 1 suggests that this was some random person’s cool Sauce 1 project advertised as Sauce 2. In fact, the lighting in all the scenes looks A LOT like CS:GO’s lighting, it’s probably just Sauce 1 with ultra high poly models and 2 frames per second.

On a more relevant note, this new editor is really really exciting. Hopefully we’ll see an explosion of cool top down mods based off this (wondering if lambda wars will port to Dota2).

Also, for the people working with this, does it support concave brushes now?

Sounds like you were just a bit unlucky, JeffMOD, I could easily see this being used for FPS games and such. BTW, vertex manipulation is still very much possible (click on a vertice and then click on the translate tool), and clipping/slicing brushes doesn’t remove the face if you just check the “cap new surfaces” box when you choose the clipping tool.

Well he was totally without the VDCW, it’s possible some key information was just missing.

Good to know.
Though it would be even better if the functionality everyone was familiar with was the default.

Also, while I suppose it could be usable for FPS games if all the functionality is still in, the lack of a proper 2D viewport setup a la 2013 Hammer makes things very cumbersome, especially for the precision needed for eye-hight camera settings.

My big question is, how did they implement meshes? Are they actually solid, or is their solidity faked? How did they get around the old problem where BSP collision algorithms fail spectacularly when faced with concave geometry? Did they invent their own collision system?

Because if the meshes work the way that we’d reasonably expect them to work, I’d love to see them replace the ol’ func_detail.

Concave collision does seem to work.

That doesn’t really look like a concave shape, unfortunately. Could you create something more obviously concave?

I was wrong, it seems.

What a shit engine.

Pre-order cancelled.

I’ve used Hammer for only a few hours of my life, but I’m still excited by that.

What advantage does 64 bit for games?

Allows it to use more RAM. 32 bit games (and software in general) can only use 4GB of RAM max. Might be a bit lower than that. 64 bit does have a limit but it’s something insanely high I think. There might be various other advantages but that’s the main one.

Edit: Also, a PDF about Valve’s new built in physics engine, Rubikon. Apparently Source 2 is going to use this instead of Havok.

https://box2d.org/files/GDC2014/SergiyMigdalskiy_PhysicsEngineDevelopment.pdf

It’s mostly about programming and bugtesting but there’s some screenshots of L4D2, apparently confirming a Source 2 port.

Yeah… thought so. Oh well… I guess we can’t fully surmount the BSP system’s limitations quite yet.

So, Source 2 is basically confirmed at this point?

Source 2 was officially confirmed years ago.

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.