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Old 07-28-2012, 04:37 PM   #16
ProdigalMaster
 
 
 
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Surely, Dear Esther?
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Old 07-30-2012, 05:56 PM   #17
Keldorn
 
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Quote:
Originally Posted by XFunc_CaRteR View Post
It's money.

And a lack of will.

They don't seem to have an engineering culture, like Epic does. Probably cause they don't make as much money from licencing out their engine. (Do they make any licencing out Source?)

I remember hearing Gabe Newell saying one of the programmers working there could at any time get a contract for several million, but he stays at valve because he likes it there.
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Old 08-03-2012, 07:23 AM   #18
TZK203
 
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They say that will release CS:GO's SDK in a few months after its release--so, I'm assuming that is the updated SDK.
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Old 08-03-2012, 08:01 AM   #19
Blueberry_pie
 
 
 
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That's already in beta and it's pretty much the same as what we've had before.
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Old 08-05-2012, 08:50 PM   #20
DeathNimrod
 
 
 
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Quote:
Originally Posted by TZK203 View Post
Actually, I hinted this in the suggestions subforum.

My ideas, as of late (and I will add them in my original thread if I get anything ringing in my head):

- Dynamic lighting in editor: IE. I can see if I change the sun pitch, I see how the shadows react, or how much brightness a light has. This will also help with lightmap configuration.

- Better displacement support: IE. An actual functional smooth tool, easier raising and lowering.

- Displacement textures not screwing up while raising or lowering them... don't know how to explain this better. I'm talking about the textures on the side of the cube I am displacing.

- Alpha painting on any surface with any type of material. CryEngine and UDK have this in their layers.

- Less time loading, more time playing around the map. In other words, have a editor mode so that we can easily start in the map without waiting 2-5 minutes (depending on map size). CryEngine and UDK have this feature, and it works pretty well.

- Improve the carve tool to exquisite shapes. Of course, there are limits.

- As to what else there is, I suppose a less tedious trigger-system. Gets kind of tiring and irritating to have to deal with so many damn things at once.

- Improve the torus preset and allow us to actually have better rounded pipes without having to use displacements.

- Nodraw functionality improvement: As in, surfaces that are not viewable by player, even if not touching the void, are deleted and not rendered to improve framerate.

- Fix the HDR checkbox. Sometimes, in game, my lights have not gone to HDR, and then we get master lockups. Etc.

- LESS CRASHES. While I understand the importance to save, CryEngine and UDK have less crashes than this hunky archaic tool.

- Back to the layer thing: Allow us to change the color of the layer to what we wish. If we want radioactive rocks that are green, so be it.

- On Clipping tool: Allow to have multiple clip boxes. In a sense, if we want to cut out a hexagon, we would have 6 clipping lines that fit a hexagon shape.

- On props: Like the vegetation tool in CryEngine, allow us to select a group of random prop_statics, dynamics, or physics, collect them into some sort of folder, and give us a "spray" tool that will allow us to spray these props all over a ground surface or something. This would help a lot with debris rocks and all that.

- Better weather system, with frost or water surfaces.

It's actually quite saddening why you guys still want to work in those fullbright environments. By all means, that should be an option, but for those who wish to see their lights working in real-time in the editor, I want to have it.

We cannot just have a Hammer which is inferior to the UDK or CryEngine. Their tech is far superior.
I absolutely love your list, I would add an option to add custom materials/models on the fly, instead of restarting Source SDK.

As well as mounting different models to npcs (such as making the HL2 zombies look more realistic [e.g. resident evil])
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Old 08-06-2012, 10:16 AM   #21
AlienM
 
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http://www.valvetime.net/threads/exc...opment.215336/
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Old 08-06-2012, 05:50 PM   #22
stevethepocket
 
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That part at the bottom is the relevant part. I sure hope the new Hammer won't be exclusive to their next engine, though, unless they're planning to actually let people make standalone mods with it rather than just new maps.
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Old 08-07-2012, 03:40 AM   #23
_Meathead_
 
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Hammer 2?

http://totalgamingnetwork.com/conten...urce-Engine-2)
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Old 08-07-2012, 07:04 AM   #24
Punishment
 
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We'll have to wait with bated breath until they announce it, I guess...
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Old 08-07-2012, 07:39 AM   #25
episoder
 
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interesting how long it took for those guys to find out those in development data stuff "hidden" in the sfm directories. i spotted that on the second day i had it.

@deatchnimrod that dynamic ligthing system is partially covered in the sfm hammer and the deferred render chain.
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