Source Engine Potential?
amarc
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?
Anyway, what do you think of the Source engine so far?
Comments
That's all :o
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.
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.
some correction..
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.
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.
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.
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.
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.
<!--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-->
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.
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.
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.
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-->
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....
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***
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. :[
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
Its only relevent to those people who've played the mod.
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...
Sounds a lot like UT2K4.