More news on the new editor and the 2nd DLC

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MasterLagger
1,695 Posts
Posted Oct 31, 2011
Replied 4 hours later

RufusThorne wrote:
One final rant: Is that all we get in DLC2? no more co-op or sp content? JUST an editor?
Sounds useless to me. Console owners could have had their own editor DLC...

The 2nd DLC will have the winner maps of the Summer Contest (if my sources are correct).

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Vordwann
767 Posts
Posted Oct 31, 2011
Replied 5 hours later

NuclearDuckie wrote:
reepblue wrote:

As long as this is not Valves way bypassing on NOT fixing Hammer, I really can care less.

Wait ... does this mean that you don't care, or that you do care?

XD good catch of something everyone always misses that bugs me. If you can care less then that means you care.

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reepblue
894 Posts
Posted Oct 31, 2011
Replied 5 hours later

NuclearDuckie wrote:
reepblue wrote:

As long as this is not Valves way bypassing on NOT fixing Hammer, I really can care less.

Wait ... does this mean that you don't care, or that you do care?

I care if this is Valve going: "We can fix the SDK, make it not crash, fix memory leaks, and update the UI. OR we can make a new editor from scratch, make it simpler, less flexible and on multi-platforms. Yes! Lets do that since making maps how we make them is sooo hard for everyone else!"

If they plan for the Authorizing tools and the simple editor to co-exist, let it be. I'm just not looking forward to the people coming with this, since from what I saw, people have a tension on using tools wrongly. They can not take away the Authorizing Tools away (Without causing an atomic rage, destroying the entire internet.) But what about DOTA 2 and CS:GO? Will Valve only allow the simple, less flexible editor, Or will yet the simple editor and the Authorizing tools co-exist? I know that Portal has the most use in making maps since that is the only thing that is going to keep the game alive, unlike Counter Strike. But still, what is the future of modding with Source? Only time will tell. I already know this editor is going to be a hit, especially on the consoles.

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NuclearDuckie
186 Posts
Posted Nov 01, 2011
Replied 10 hours later
I think the articles implied pretty heavily that the new editor will be for Portal 2 only, what with the Aperture isometric diagram style seen in the screenshots and the discussion of a possible robot "personality". Valve is smart enough to know that there are people as serious as they are about mapping, who would rather do it "properly".

That is, of course, assuming they don't start using a simpler editor to make games from now on too. o_o

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Spam Nugget
492 Posts
Posted Nov 01, 2011
Replied 17 minutes later

NuclearDuckie wrote:
That is, of course, assuming they don't start using a simpler editor to make games from now on too. o_o

Oh god I hope not.

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Moth
225 Posts
Posted Nov 08, 2011
Replied 6 days later

Page PHOAR!

Some things to bear in mind:

  • PC, XBox 360 and PS3 all use different BSP versions, (and possibly Mac as well)

  • Hammer, VBSP, VVIS and VRAD have MASSIVE MFC dependencies, so they will ONLY run on Windows

  • All of the above tools are still only 32bit

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Vordwann
767 Posts
Posted Nov 08, 2011
Replied 44 minutes later
I AM HERE TO CONFIRM THAT, CONTRARY TO POPULAR BELIEF, MACS INDEED USE .BSP FILES.
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msleeper
4,095 Posts
Member
Posted Nov 08, 2011
Replied 9 hours later
The actual BSPs might be compiled differently (with different settings and such), but the BSP file format is consistent across platforms.
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iWork925
1,080 Posts
Posted Nov 08, 2011
Replied 39 minutes later

Moth wrote:
* Hammer, VBSP, VVIS and VRAD have MASSIVE MFC dependencies, so they will ONLY run on Windows

Now hear me out here, and I am just guessing, but what if the vmf made on the editor (talking about xbox and ps3 here) were sent to a server to compile and the server sent back the bsp and auto installed in on the platform?

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msleeper
4,095 Posts
Member
Posted Nov 08, 2011
Replied 3 hours later
There was a "cloud compiler" that existed for the Goldsrc engine, so it's possible if however unlikely.
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rellikpd
1,053 Posts
Posted Nov 09, 2011
Replied 6 hours later
i understand why most people argue that the ingame editor is going to be "lame" It's scary to think you spent SOOO much time learning an antiquated system (i was using this exact same program to make Quake1 maps in the late 90s) only to find out that now they came out with an easier, better (atleast with the learning curve) system.

I'm rather versed with Hammer, even if I haven't really used it recently enough to knock the rust off of it, I still have put the time into learning it, but I'm still hopeful for the new system. Will it introduce a lot of shitty mappers unloading lots of shitty maps? Sure. But we already have that problem, and instead, just maybe, we'll get some new mappers interested in making maps and puzzles, who just aren't that good at complex computer design. Because let's face it, there's A LOT more to making a good game, map, puzzle, than just being good at computers. That's why big gaming companies employ artists and such.

The first computer I ever programmed on had a cassette tape used for storage... So i'd say i know how to use a computer... but i'll be the first to admit that an artist that has no real computer experience will probably be better at creating artistic things than me....

And isn't that what sold Portal 2 (more so than Portal 1) to so many people? That it was so artistic and pretty?

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MasterLagger
1,695 Posts
Posted Nov 09, 2011
Replied 12 hours later

rellikpd wrote:
And isn't that what sold Portal 2 (more so than Portal 1) to so many people? That it was so artistic and pretty?

I thought it was because the trailers had examples of Cave Johnson in the game. After hearing Cave talking about mantis men in a trailer, I thought to myself: "I need to hear what else this guy says."