Source Engine Potential?

amarcamarc Guide Scribe Join Date: 2003-06-03 Member: 16982Members, Constellation, Reinforced - Supporter
<div class="IPBDescription">First impressions...</div> Since finally getting round to having a couple of rounds of CS:S last night I must say that I'm blown away. The physics are great even though currently limited to stuff that rolls around when shot & the graphics are of course sublime. If a certain HL mod we all know and love was to get a Source sequel... actually let's not talk about it, it will just make the wait too hard to bear!

Anyway, what do you think of the Source engine so far?
«1

Comments

  • Lt.RealnessLt.Realness Join Date: 2004-03-17 Member: 27379Members
    I didn't play any of the released sources but the comments about it are different. Some guys are saying that nothing really changed and other ones say that it was completely changed. It depends on the user itself and I personally think everyone has to find it our him/herself. I think I'll only buy HL2 and then waiting for NS is beeing released =)
  • XaleXale Paris / France Join Date: 2003-12-26 Member: 24767Members
    I played on CS:Source, and I just think that It could be soooo great to get NS on it.

    That's all :o
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--QuoteBegin-Xale+Oct 23 2004, 08:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xale @ Oct 23 2004, 08:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I played on CS:Source, and I just think that It could be soooo great to get NS on it.

    That's all :o <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    At least the devs can build in new stuff like reload animations and more cool stuff if they 're gonna use Source.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    question: in source is it possible to have it so in the 3rd person reload animations the clip actually comes out of the gun? i know max payne 2 did it. i think that would be pretty sweet.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Depending on wether you've played any of the games powered by the other modern engines you might get different opinions. If you haven't you will think Source is truely mindblowing with a physics engine that you've never seen before. If you have played, you would wrinkle your nose and wonder what all the hype is from. It's really making me frown upon some reviews saying CS:Source (yes you read right CS:Source) has the greatest graphics of all time when it comes to PC Games. A reviewer who thinks that can't have followed along too well...
  • ReD1ReD1 Join Date: 2004-03-18 Member: 27406Members, Constellation
    A lot of the time NS is about the atmosphere. That little period of time when you know that an aliens hunting you, but you just dont know where he is. With the source engine they could enhance that atmosphere to the max. This new atmosphere would greatly improve the gameplay of NS.
  • booogerboooger Join Date: 2003-11-03 Member: 22274Members
    <!--QuoteBegin-6john6doe6+Oct 23 2004, 11:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Oct 23 2004, 11:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> question: in source is it possible to have it so in the 3rd person reload animations the clip actually comes out of the gun? i know max payne 2 did it. i think that would be pretty sweet. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    TS did it with the HL1 engine, so there would be no problem with source.

    More on topic, i've been playing CS:S and it's a beaut. I was just thinking about having a beasto shotgun and nailing a lerk and watching it impact the ground and ragdoll around (or a fade about to swipe and it's killed...). /me cries

    the atmosphere would recieve an awesome upgrade, and i think from that it would be more fun, even if it did have it's balance issues.
  • gyMegyMe Join Date: 2004-08-27 Member: 30961Members, Constellation
    It uses the Havok physics engine. <a href='http://www.havok.com/clients/titles.php' target='_blank'>http://www.havok.com/clients/titles.php</a> is a list of games which use the same engine.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-gyMe+Oct 23 2004, 12:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gyMe @ Oct 23 2004, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It uses a heavily modified Havok physics engine. <a href='http://www.havok.com/clients/titles.php' target='_blank'>http://www.havok.com/clients/titles.php</a> is a list of games which use the same engine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    some correction..
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i believe the havok is a company. they do the physics in games. and apparently they put the most work into hl2 than any other game.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    It's not the beauty and physics that really is what grabs modders attention to this game; it's the prospect of having another highly mod-able yet up-to-date engine like HL1 was back in its day.

    Counter-strike: Source isn't going to be a great example of how the engine performs; I think the theme and world of Half-life2 will really show everyone where the engine falls as far as graphics and physics standards.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Starting a topic about NS:Source is like walking on a tight-rope carrying an Onos.

    But while I'm here, potential things I'm looking forward to on the Source engine, assuming NS makes it, are;

    Blockades...Barrels/crates/boxes/blah/blah/blah can all be moved around. You could effectively block a corridor with them, making it hard to get through. Imagine an Onos bursting through a pile of crates. Then imagine the crates crushing the Marines behind them. Then picture the Onos goring the remaining fleeing Marine, throwing him into a wall. Then see the ragdoll physics in action, as the body slumps to the floor.

    The ragdoll physics in themselves would be amazing - just how many ways can an Onos die? Could it roll over, fall off a ledge and land on a squad of Marines? Splat. Skulks will get blown all over the bloody place from the shotgun blasts.

    Think flamethrower. Real possibilities for that being implemented. And then think Onos charging down a corridor, flaming, setting alight Marines as it runs past? My God, this'll be good.

    Limitless new weapons, supposedly, although if this is just a port, we obviously won't be taking advantage of that.

    The Source engine looks appalling on my computer, but I can still witness the effects - and they ARE awesome.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-6john6doe6+Oct 23 2004, 05:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Oct 23 2004, 05:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i believe the havok is a company. they do the physics in games. and apparently they put the most work into hl2 than any other game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    They don't do the physics in game they do physics engines. It just happend that games were a great way of utilizing their engine. The same engine could as well be used in simulations of different kinds.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    I dont think that anything released within 6 months of Nov 16th will be a great example of how the engine performs.

    Look at the original HL and then look at NS. Modders are the people who are going to push the engine to its full potential, just like the original HL engine has been.

    However I fear that using a completely new engine will remove some of (if not most of) the "modability" which made the original HL so great, being a heavily modified version of the Q1 engine, and a not so modified version of the Q2 engine.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I dont think that anything released within 6 months of Nov 16th will be a great example of how the engine performs.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The Valve team has gotten very good at what they do over the last five years. So, yes, while I agree with the idea that later mods will really bring out what's best in the game, I think HL2 itself will be a good teaser of what's to come, more so than HL1 with its engine.
  • amarcamarc Guide Scribe Join Date: 2003-06-03 Member: 16982Members, Constellation, Reinforced - Supporter
    <!--QuoteBegin-AlienCow!+Oct 23 2004, 06:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienCow! @ Oct 23 2004, 06:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Starting a topic about NS:Source is like walking on a tight-rope carrying an Onos.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin-amarc+ Oct 23 2004, 12:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amarc @ Oct 23 2004, 12:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If a certain HL mod we all know and love was to get a Source sequel... actually let's not talk about it<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • gyMegyMe Join Date: 2004-08-27 Member: 30961Members, Constellation
    No correction is needed. It's probably no more modified from the Havok engine used in the other games. It is a very flexible engine, however I would not consider changing a few templates and variables heavily modified.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    bumpmapped infestation :D~~~~~
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    Uh oh I'm opening a can of worms.

    But to be honest, I think that the NS team should experiment not only with the Source engine, but with the Doom 3 engine.

    Now, you are probably instantly thinking low poly, 2 characters on screen or else you get 5 FPS, blah blah blah... But have you read the preview for Quake IV? They heavily modified the engine so you can have fighters and bombers in the air fliying over bombing the crap out of the enemy base, while you run across a plain with AI comrades shooting at dozens of other enemies who are smart!

    I think that the QuakeIV-modified version of doom3 would be an interesting choice to try.

    Problem is, they would have to dump their mappers unless they could learn DoomEdit, they would have to relearn the code so it would take longer and such....

    Source and QuakeIV are the only choice I would recommend <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    The engines own.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    edited October 2004
    I have to say, I played Doom3 and was somewhat impressed with the physics engine. Then I played CS:S. Wow. Try turning sv_gravity to 0, and then throwing a grenade. It's awesome seeing tires floating in mid-air and being able to shoot them so they flip around.

    Also, you nay-sayers. Remember that CS:S has a less extensive physics engine, because it is multiplayer, because it would cause lots of lag. Source is capable of a lot more.

    It would be awesome to see Onos goring turrets all over the place. How about a skulk leaping into your face, only to be hit with a shottie blast, sending it flying across the room?

    The graphics in HL2 are amazing from the videos we have seen. It could very well be the greatest looking game yet. CS:S isn't especially pretty, considering that there isn't much opportunity for putting in graphically appealing effects in that kind of game. Ragdoll Lerks are infinitely cooler than ragdoll people.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Uh oh I'm opening a can of worms.

    But to be honest, I think that the NS team should experiment not only with the Source engine, but with the Doom 3 engine.

    Now, you are probably instantly thinking low poly, 2 characters on screen or else you get 5 FPS, blah blah blah... But have you read the preview for Quake IV? They heavily modified the engine so you can have fighters and bombers in the air fliying over bombing the crap out of the enemy base, while you run across a plain with AI comrades shooting at dozens of other enemies who are smart!

    I think that the QuakeIV-modified version of doom3 would be an interesting choice to try.

    Problem is, they would have to dump their mappers unless they could learn DoomEdit, they would have to relearn the code so it would take longer and such....

    Source and QuakeIV are the only choice I would recommend

    The engines own.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The thing is, it would be a heck of a lot easier to code for an upgraded version of the same tools. Also, 99.9% of people didn't buy HL for NS, they bought it for HL (or CS), so it stands to reason that they would buy HL2 or CS:S. This means that a huge percentage of the existing player base would transfer over, instead of an unknown percentage if it was put on Doom3/QuakeIV.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited October 2004
    CS:S doesn't even scratch the surface of Source's potential. It's a port of an HL1 mod and it retains almost all of HL1's limitations. You won't see what it can do until people start making original mods for it.

    That's why it's so disappointing that Valve decided they didn't need any default multiplayer besides CS:S... HL2 won't be anything special in multiplayer for a while after release, unless they release the SDK early.
  • amarcamarc Guide Scribe Join Date: 2003-06-03 Member: 16982Members, Constellation, Reinforced - Supporter
    Who would have thought CS:S wouldn't stretch the physics to their full potential...
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    as the devs have stated, if Source is as stable as hl1 and is adapted by everyone, then NS will be sure to make the switch. so....

    here's to Source being uber-stable <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    <!--QuoteBegin-amarc+Oct 23 2004, 01:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amarc @ Oct 23 2004, 01:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Who would have thought CS:S wouldn't stretch the physics to their full potential... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well it's actually a server command option.

    You can set it so it won't push you off of physics objects, not sure of the command, but a ton of servers are starting to use it.

    Also, they won't let you push objects and do all the stuff you can in SP because taht would require a ton of bandwith, and that would leave out the 56k community....
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    edited October 2004
    <!--QuoteBegin-briguy992+Oct 23 2004, 07:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ Oct 23 2004, 07:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, they won't let you push objects and do all the stuff you can in SP because taht would require a ton of bandwith, and that would leave out the 56k community.... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    56k... Community? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->


    ***Hearsay***

    I thought it was mentioned by the Dev Team that they would NOT be using the Source Engine? That Natural Selection 2: The War would be developed on its own engine, not as a mod of another game?

    ***Hearsay***
  • NaxoNaxo Join Date: 2003-04-10 Member: 15385Members, Constellation
    <!--QuoteBegin-Daxx22+Oct 24 2004, 02:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daxx22 @ Oct 24 2004, 02:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ***Hearsay***

    I thought it was mentioned by the Dev Team that they would NOT be using the Source Engine? That Natural Selection 2: The War would be developed on its own engine, not as a mod of another game?

    ***Hearsay*** <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    NS² != NS port on a new engine

    Basically, porting NS on a new engine would be another free mod, would most probably still be "NS" as we know it (gameplay, concepts etc), and wouldn't take 2 years to be released. NS² is supposed to be a standalone game, to be retailed, on its own engine, and would be the "sequel", not just a port.

    Please notice intensive use of "would", so don't beat me to death. :[
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i thought that ns2 wouldnt be on its own engine because it would be more work than its worth since there are so many good engines out now.

    and i seriously think naming the game ns2 is gonna be a bad idea.


    "natural selection 2, but wheres natural selection 1?"

    "it was a free mod to some old game"

    "oh..."

    *backs away*


    how about naming it Natural Selection: The War
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    edited October 2004
    I only added the 2 as its something anyone who reads this thread would understand. Your probably quite correct that if and when NS2 gets released, it won't have the 2 in the name.

    Its only relevent to those people who've played the mod.
  • BrimstoneBrimstone Join Date: 2003-08-25 Member: 20211Members
    edited October 2004
    The fact that CS:Source isn't using the full potential has me drooling for HL2... My son and I played soccer last night with watermelons in cs_italy and rolled tires down the tunnel hill in dust2... there was more. The gameplay was extremely stable, as smooth as CS ever was- and that was from basically a three-day job of porting the code from HL to Source... Yah, the models and maps had to have taken longer, but Valve has done it again. I kept getting owned just looking around. Talk about atmosphere- you can see dust motes floating in the sunbeams coming in the new dome roof in that center hallway in dust2... and if a skulk dropped off the roof, I'd probably pee myself... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
    I love NS- I think it's one of the most innovative mods ever, especially in terms of the RTS/FPS blend... but even so I'll be moving on to other things if it's not ported to Source. I imagine I won't be the only one. The HL1 engine is dead... And to the devs, if there was an NS:Source, I would happily plunk down $$ for two copies...
    And one more comment:
    <!--QuoteBegin-theclam Oct 23 2004+ 02:03 PM --></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam Oct 23 2004 @ 02:03 PM )</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...while you run across a plain with AI comrades...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->That being the key to the Doom3/Quake4 engine... <i>there's no multiplayer to speak of</i>... NS with four players would suck. Source is at least as pretty, and it has multiplayer. Its not a hard choice...
  • GruntGrunt Join Date: 2004-09-03 Member: 31245Members
    <!--QuoteBegin-briguy992+Oct 23 2004, 01:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ Oct 23 2004, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But have you read the preview for Quake IV? They heavily modified the engine so you can have fighters and bombers in the air fliying over bombing the crap out of the enemy base, while you run across a plain with AI comrades shooting at dozens of other enemies who are smart! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sounds a lot like UT2K4.
Sign In or Register to comment.