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Author Topic: Source 2 and L4D3 Confirmed  (Read 7466 times)

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Rick Astley

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Source 2 and L4D3 Confirmed
« on: August 07, 2013, 02:09:15 am »

http://au.ign.com/articles/2013/08/06/left-4-dead-3-confirmed-during-valve-office-tour

A keen-eyed Dota 2 player, touring the offices as part of The International 3 tournament, took a snap of an internal changelog that apparently lists both Left 4 Dead 3 and Source 2 as current projects. The below photo compliments a similar 'leak' via internal Valve documentation in June, although we have not verified the validity of either

Unfortuantely no hint of Half-Life 3 :(

Still i wonder what Source 2 is?
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kraid

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Re: Source 2 and L4D3 Confirmed
« Reply #1 on: August 07, 2013, 11:26:45 am »

They must have left it there intentionally to tease the public.
Because if you invite a bunch of nerds to your company, you'd make sure they don't see anything you don't want to see them.
Also it's not exactly a suprise that Valve works on a sequel to it's sucessfull brands.

Source 2 logically is a new incarmation of the Source engine.
Maybe target to aim at the Next-Gen consoles as well as PC/MAC/Linux.

Not sure how much it changes compared to the current Source 2013 version though.
Considdering Valve did not make any major change to their old 2005 engine in the past 12 years,
it's about time they do a big step forward.
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Re: Source 2 and L4D3 Confirmed
« Reply #2 on: August 07, 2013, 05:34:45 pm »

In the hlcoders/hlmappers mailing lists you can get little bits and pieces of the Source 2 picture sometimes. Someone asked about having the Source SDK on non-Windows platforms with the 2013 update and the response was "no, but the toolchain for Source 2 was designed to be multi-platform from the start so that will be the case there".

My guess is Source 2 is really a large rewrite with next-gen platforms in mind. Everything about the current Source engine (Source 1) reeks of outdatedness, such as pathetic dynamic lighting, lightmapping, very heavy use of BSP (even though it's a largely outdated technique I really like brush modeling), and the truly AWFUL asset importing workflow.
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