Valve Discloses Source 2 Engine In Recent DOTA 2 Update
MojoKid (1002251) writes News and rumors about Valve's upcoming Source 2 engine have been buzzing for months, but a recent update to DOTA 2 contains the most persuasive evidence yet that a major engine is in the works. After the last patch, the game now contains a number of programmed default paths, directories, and file names that didn't previously exist. Source-related DLLs and executables (engine.dll, vconsole.dll) have been updated to "engine2.dll" and vconsole2.dll." The tileset editor has a default Source path. There's also now an option to save files as "Source 1.0 Map Files" where no previous option existed. Here's the funny thing — while most people think of a game screenshot as the best evidence you can buy, low-level file directories, default trees, and changed application behavior is actually more persuasive. Source 1.0 was never updated to support DX11 or OpenGL 4.x, and while the engine can still be used for impressive titles, its DX9 limitations and ancient modding tools are showing their age. It's time to bring the game engine into the modern world, and hopefully these DOTA 2 updates mean that Valve is moving closer to that goal.
Let me be the first one to welcome Half-Life 3 for Christmas...2025.
the new hammer (the valve map editor) apparently runs source 2.
By my count every single Valve game except for Alien Swarm has exactly one sequel.
Troll is not a replacement for I disagree.
Every software becomes legacy software the minute it is released. Once you enter a real-world scenario, you need to change and write workarounds for real-world problems.
A new version is a chance to build a better base that handles the real-world problems more smoothly, but it is also an opportunity to forget the lessons those workarounds were written for.
AKA the last one we will release.
The Kruger Dunning explains most post on
So? This is about the engine. So move along if you don't care.
The Kruger Dunning explains most post on
You really like video game dont you?
Thanks for the blog post, liked and subscribed.
OMG! source 1 + source 2 = 3!
Half-Life 3 confirmed!
I wholeheartedly agree. Source is heavily modded Q1. I think it's pretty shady that they gave it their own name after replacing enough code that they felt justified to call it a completely new engine. It's Q1.
Because of what?
Simply wanting HL3?
Want them to make games rather than distribute and sell them using their DRM system?
Actually when you open the editor a version of dota also opens up, presumably running source 2.
GOG, Humble, mobile, and consoles are still open to someone who boycotts Valve.
I care little for half life (iunno, I just can't see what others do, not particularly impressed by anything in any of the games).
I don't like steam and valve for different reasons though, steam because it is DRM and valve because despite their (well gaben's) public stance on win8 was valid criticism, at the time, it was, however, hypocritical for them to say it considering what they're attempting to do with steam and more broadly their steamOS.
Yes. it only supports 63 colors and sega cd has 64.
News and rumors about Valve's upcoming Source 2 engine have been buzzing for months, but a recent update to DOTA 2 contains the most persuasive evidence yet that a major engine is in the works.
What? It has already been confirmed two years ago.
Slashdot 2012-11-12: Gabe Newell Confirms Source 2 Engine
Slashdot ran Source 2 news this spring too.
Slashdot 2014-03-05: Valve Prepping Source 2 Engine For VR
GoldSrc was the "heavily modded Q1". Sure, Source builds even on top of that, but it's a bit unfair to say that it reminisces the Q1 engine in any meaningful way.
All it has is reasonably decent physics and facial animation. (the former being very hacky at best. you can destroy the game so easily by doing even simple things, like giving something 0 weight, cool impossible division bro)
Branching on the scenario of an object having zero mass in a physics simulation would be a waste, surely? The probability of someone wanting to create something in a physics simulation for a game with a mass of zero is pretty low. Workaround with similar impact is to give it a mass of 1 and call it a day. That's not a problem a player would ever encounter nor most developers, seems like a pretty weak example.
Even the modding wasn't that good. Most of them were poor quality and the only really good ones either never came out, came out after all the hype died down, or got abandoned in a buggy state. Damn shame. So many good mods got left to rot from this supposed "godsend" to modders. (hey, at least it isn't UDK2, holy shit that UI, how could they have lived with such an obtuse and inflexible UI?!) I think Black Mesa is about the only really thing that kept the dream alive.
Mods have came out and hit it big, like Gary's Mod, and others have failed. That's not an indictment of the engine, but of the teams doing the modding that couldn't meet their ambitions. Sure, the engine definitely doesn't make it easy for them compared to e.g. Unity3D, but it's a decade old now; I don't think judging the engine based on what random people are doing with it today, whilst using the past tense, is fair. Valve have made some awesome games with it, so it can be done.
Valve has real problems with focus. The thing is that they have Steam as this massive cash cow. They make so much money, tens of millions of dollars per employee, that they needn't do anything else. Every other project can fail and bleed cash and they'll be fine. You then combine that with their "no management" structure where everything is done by cliques and you have a situation for things to get abandoned. They go after what various people are interested in, and if interest drops, the project stalls or disappears. There's no one in charge to keep things on track, and no financial incentive to do so.
So as for Source, it'll depend on if there's interest. They've been pretty lackadaisical about keeping it current, hence why it sees few license compared to something like Unreal Engine. It may just peter out at some point and stop getting any real updates. They probably won't make any official cancellation, it'll just be abandoned as they chase after whatever new thing catches their fancy.
Indeed... It's definitely running something different to the normal engine. There are a few minor differences, but the most noticeable (and telling) one is that several graphical effects are a bit buggy or otherwise "strange" in the editor version of the game.
Well I don't know about you, but the day that half-life2 came out the source engine kicked ass, water looked gorgeous, the physics was sophisticated for the time the facial animation was the best there was for games, the graphics just plain looked good and the damn thing could run in reasonably spec pcs of the time. To this day I still consider HL2 the best game ever.
The tools and documentation for modding on the other hand...
Mods have came out and hit it big, like Gary's Mod, and others have failed. That's not an indictment of the engine, but of the teams doing the modding that couldn't meet their ambitions. Sure, the engine definitely doesn't make it easy for them compared to e.g. Unity3D,
Modding has been going downhill since Quake.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
source -> source 2 -> half life 3!!1
What the heck is "reminisces" supposed to mean in this context? Of all the words you could have chosen, it most certainly does exactly that. I don't care how much code you rip out and replace over time. Everything after GoldSrc was built on top of it, so how does it magically become something different? It's still built on the same basic set of ideas, and to this day, some parts of environments created in the engine are plagued by the same type of geometric limitations as every other Q1-based engine.
No modding has gotten more expensive since Quake. The graphical fidelity expected today makes mods which can't reach it extremely jarring. If you can produce material of that quality, you're already basically good enough to work for a game company and get paid for it.
No modding has gotten more expensive since Quake. The graphical fidelity expected today makes mods which can't reach it extremely jarring.
Bananas. People still play lo-fi games. People are trying to match up to AAA titles with their mods when it's not necessary, and as a result never finishing their mod, which as a further result is frustrating and thus not actually worth playing.
Setting realistic expectations is the first key to meeting them.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
"the game now contains a number of programmed default paths, directories, and file names that didn't previously exist"
Let me guess: on the Mac, they're in your Library folder, so you can't put the game files anywhere but your user account, which means you can't fit your user account on the SSD.
Yay.
Right. But if you can make a lo-fi game....why not sell it? Modding is dying because the market is getting a lot easier to access and the toolkits are getting easier to use. We're closing in on the point where a competent modding team is essentially a competent development team who definitely should sell the product they create from the outset.
I'd argue also it's a consequence of the mean age of gamers being somewhere in the 30s now. We all have disposable income - I don't have to pick "free" to have my product get seen by people anymore.
Oh, wow! They renamed 2 files. That means a whole fuck of a lot. Even if you care about the engine, this isn't solid news.
There are actually more changes than that, which are discussed here, for example: http://www.neogaf.com/forum/showthread.php?t=869807
approx 75% of the last 10 humble bundles were steam redemption only, no downloads
I don't like steam and valve for different reasons though, steam because it is DRM
Consoles and iOS are even worse DRM-wise.
at the time, it was, however, hypocritical for them to [dis Windows Store] considering what they're attempting to do with steam and more broadly their steamOS.
At the time, Microsoft was heavily pushing Windows RT, which doesn't usefully allow sideloading. Steam OS, by contrast, lets users sideload GNU/Linux games or Wine games obtained other than through Steam.