ashecitism
Member
They put out the alpha for Dota 2 workshop tools today and the infos keep coming.
Edit: Here's the new Hammer in action. And here's a vid of Dota running in S2. Graphics look still the same, but remember an engine is more than just that.
http://www.reddit.com/r/DotA2/comments/2cv5os/so_the_workshop_tools_isnt_just_a_modding/
put in updated reddit OP
Edit4:
Edit6:
https://twitter.com/SteamDB/status/497516483229257728/photo/1
edit7:
http://store.steampowered.com/news/14104/[/QUOTE]
edit8:
edit9:
Edit: Here's the new Hammer in action. And here's a vid of Dota running in S2. Graphics look still the same, but remember an engine is more than just that.
http://www.reddit.com/r/DotA2/comments/2cv5os/so_the_workshop_tools_isnt_just_a_modding/
put in updated reddit OP
Everything in this package is a new game. It's all the Dota assets and code ported over to Source 2. That's why Hammer is different. That's why the console is different.
Guys. Valve just soft launched the entire Source 2 engine.
EDIT: Because people are asking for proof.
Everything that would share a name with Source is named '...2'. That's 'engine2.dll', 'vconsole2.exe', 'vphysics2.dll'.
When you go to open a map in Hammer, it asks for .vmap files. One of the other options is '.vmf (Source 1.0)' files. Screenshot (thanks /u/darkmio)
The fucking console is redone.
There is a new Key-Value like format (that i'm gonna call KV2). It is type safe. It looks like this: http://pastebin.com/RVQtkv1j. EDIT: Looks like my name isn't going to stick. The engine calls them 'Schema Files', written by CSchemaTextWriter. (Voided found this)
EDIT2 (Probably the strongest evidence): That script also allows for different dlls to load and render different assets (vmaps are rendered by worldrenderer.dll, etc). This is quite a bit different from Source 1, as they had a large number of things in the engine libraries. This bit alone would indicate a significant amount of engine work has been done to split these bits out of the engine and into their own libraries.
EDIT: hey RPS i changed this paragraph, so you guys should probably use the updated paragraph as it's more correct.
EDIT3: lol, source2 apparently support fax machines. (VoiDeD found this) (source: http://privatepaste.com/513891c5dc ) Looks like the Tiff Library
EDIT4: from /u/nellody: https://developer.valvesoftware.com/w/images/3/35/Tileset_new_outliner.png notice the 'source2' in the path.
EDIT: the general consensus around the source reverse engineering community is that this is really source 2.
EDIT: hi neogaf.
EDIT:
3:01:56 AM <@VoiDeD> there's l4d3 crap all over the vscript code
EDIT: 'CSource2EntitySystem' is a class name. (thanks Netshroud)
This might just give us a very early glimpse at Source 2. Valve completely redesigned Hammer (thank fucking god) - not sure if its thread worthy though.
We now have fancy stuff like a tile editor, or lighting preview - so no need to recompile to test out lights.
Also, a nice webm of how fast you're able to create maps https://fat.gfycat.com/YearlyDismalHuemul.webm
Also uses some new formats
vmap = vmf
vtex = vtf
vmat = vmt
vmdl = mdl
vpk = bsp
vpcf = pcf
The vpk thing is a bit weird, but in the vpk files are .vmap_c files which is probably the compiled map.
Edit4:
Edit6:
https://twitter.com/SteamDB/status/497516483229257728/photo/1
edit7:
going through this facepunch thread now, only just noticed it, might be some interesting info there
This isnt true. I was able to compile a map with a brush that was 4 times the size of the grid perfectly fine, and I was able to run the map without problems. I had also imported a bunch of displacements from a vmf file and scaled it to be about 200k units wide, way out of the bounds of the grid and it still worked fine.Looks like the map size is still limited to roughly the same size as Source 1
it's left for dead 2 source 2 version not l4d3Apparently people are finding a bunch of l4d3 code in the vscript if the /r/Dota2 thread is to go by
they are really careful this time with hl3 / l4d3 references. only thing i could find was this thing
--require "game.entities.entclass_lair_egg"
someone made paris in 3d and i imported it. can't believe it could handle that. it's running at like 15-30 fps. gotta fix the materials now
http://store.steampowered.com/news/14104/[/QUOTE]
edit8:
Hmm hmm, you don't say
also, it seems he actually compiled that map
Compiling is a lot faster since it doesnt calculate vrad, which was generally what took the longest if you had a well optimized map.
So I compiled the massive map, but I cant show the vast size of it because of dotas fog of war shit.
But this is what it looks like in hammer
You can see the full grid in the middle.
And if you look at the bottom, it gives you a width of 31,195,876 a length of 31,415,984 and a height of 1,975,590, which compared to 32,768 is quite the difference.
http://facepunch.com/showthread.php?t=1250104&p=45629487&viewfull=1#post45629487
another one
It only took me a few minutes to compile a map that was 82k units x 82k units, with 300k+ faces
A bridge:
The same bridge:
not pictured: 300k faces
You also only need to compile once So who cares how long it takes?
http://facepunch.com/showthread.php?t=1250104&p=45629490&viewfull=1#post45629490
edit9:
Just to make it clear, there are no HL3 references in this build.
still going through facepunch, also from yesterday
http://facepunch.com/showthread.php?t=1415582&p=45619337&viewfull=1#post45619337
another one
http://facepunch.com/showthread.php?t=1415582&p=45620215&viewfull=1#post45620215
Rubikon is their own physics engine, but there's also a couple of PhysX refs in the tools
Garry said:Everything I've heard from Valve is that they're not licensing out the engine like they did with Source 1. They're in the process of shutting the current licensee program down.. we don't even get updated code for Source 1 anymore.
Until there's more details about Source 2, the moddability, what games are on it, licensing terms.. I'm not going to start promising anything. I wouldn't be surprised if Valve have already made their own version of GMod.
Garry said:My best guess is that they're not going to license it because they're going to release it for free and let people release games on Workshop/Steam as part of the engine.. with a profit share.
They're obviously going to support modding and licensing in some way.. probably just not in the old way of paying $500k for a license or whatever people paid.
I am 100% sure that they have to be looking at Unity, and Unity's Asset Store and be thinking of how Steam and Workshop are set up to re-create that situation.. and push it to the next level.
Yes, it's that Garry.
http://facepunch.com/showthread.php?t=1415694&p=45671226&viewfull=1#post45671226
http://facepunch.com/showthread.php?t=1415694&p=45671785&viewfull=1#post45671785
Physically Based Materials (process is like Unreal Engine 4)
And r_lpv(and more text) for dynamic lighting (include GI)
http://facepunch.com/showthread.php?t=1415694&p=45672085&viewfull=1#post45672085
Hnnng, i'm now 100% in love with source 2, GOODBYE LOADING SCREENS!Code:CHelpEntry { string m_Id = "Attribute.point_levelstream.load_radius" string m_FriendlyName = "Distance at which target level should stream in" string m_TooltipOverride = "" string m_HelpText = "If the player is closer than this to point_levelseam, start async loading of the target level." }, CHelpEntry { string m_Id = "Attribute.point_levelstream.unload_radius" string m_FriendlyName = "Distance after which target level should stream out" string m_TooltipOverride = "" string m_HelpText = "If the player is farther from the point_levelseam than this then target level will unload." },
http://facepunch.com/showthread.php?t=1415694&p=45659262&viewfull=1#post45659262
This might help: I've been making a Google Doc since the release of Dota 2 tools which contains a lot of verified information (with some speculation) I've researched about the engine and the tools. I'll update it always when there's new information available. Check it out.
http://facepunch.com/showthread.php?p=45671968#post45671968