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Source 2 and CS:GO

  • Psyrius
  • October 15, 2015 at 3:17 PM
  • Psyrius
    • October 15, 2015 at 3:17 PM
    • #1

    Has there been any official confirmation that CS:GO will be ported over to Source 2 in the future?

    If not, do you think it will?

    If it would, what do you think this new engine might improve on how we make our maps? And which features and functions do you hope to be included?

  • El_Exodus
    • October 15, 2015 at 3:36 PM
    • #2

    Not confirmed afaik, but im pretty sure it will be ported. It makes no sense at this point to release a new CS, so updating CS:GO to a newer engine is the way to go. And if you look at all the updates on hitboxes and sounds in the game, it's already happening - slowly.

    It'll replace OpenGL with glNext afaik. So better usage of hardware and therefore possibly a better performance. Right now CS:GO is rendering 4 pixels per unit on brushes(at least i think so), maybe Source 2 will render more pixels per unit.

    The editor will be updated. If you want to have a look at how it looks, download the Dota 2 tools. Best feature of the new tools imo: Scalable props.

  • jackophant
    • October 15, 2015 at 5:03 PM
    • #3
    Quote from Psyrius

    If it would, what do you think this new engine might improve on how we make our maps? And which features and functions do you hope to be included?

    Looking at Dota2's authoring tools would be a good place to look, but they released most of the improvements via Dota Reborn One, Two and Three and some Updates. You'll have to pick through the Dota specifics though.

    Quote from El_Exodus

    if you look at all the updates on hitboxes and sounds in the game, it's already happening - slowly.

    I don't think this is necessarily indicative of either decision as you could argue they're making these overhauls because it won't be upgraded. Why would they waste time upgrading something the new engine will already do?

    I'm really holding out for the custom game mode support. I was very happy they brought Pudge Wars out officialy for Dota, and it would allow a lot of unofficial counter strike mods, and even some game modes from garry's mod to operate much more cleanly. Prop hunt, surf or kz without plugins anyone? :D

  • Pampers
    • October 15, 2015 at 6:00 PM
    • #4
    Quote from El_Exodus

    Best feature of the new tools imo: Scalable props.

    roflmao, 11 years and we can finally....scale props

  • El_Exodus
    • October 15, 2015 at 6:03 PM
    • #5
    Quote from Pampers

    roflmao, 11 years and we can finally....scale props

    it's about time :D

  • laminutederire
    • October 15, 2015 at 7:00 PM
    • #6

    They succeeded in moving the community to cs go and I don't think they'll risk losing that. However, CS GO probably won't be their priority for source 2. They may experiment with it, while developing SP games, such as a new Left for Dead or a new Portal or whatever :)

  • Bodd Jonar
    • October 15, 2015 at 7:39 PM
    • #7

    I want an engine that can actually give me a reasonable fps considering the computer I have.

    Battlefront on Ultra and 1080p came close to the fps I have on csgo. :/

  • Lizard
    • October 15, 2015 at 7:48 PM
    • #8
    Quote from Bodd Jonar

    I want an engine that can actually give me a reasonable fps considering the computer I have.

    Battlefront on Ultra and 1080p came close to the fps I have on csgo. :/

    And Im sitting here with 50 fps on dust 2

  • Bodd Jonar
    • October 15, 2015 at 8:06 PM
    • #9
    Quote from LizardPL

    And Im sitting here with 50 fps on dust 2

    Would not surprise me if you have a GTX 980 and a i7 5820K considering how well optimized the source engine is. :))))

  • Lizard
    • October 15, 2015 at 8:49 PM
    • #10

    Playing on i3 with 4 gigs and AMD 8500 M :D

  • Psyrius
    • October 15, 2015 at 9:44 PM
    • #11

    If it happened, here are a few hopes and wishes from me on top of my head:

    • Real time rendering... I can't stress this enough how much time this would save.
    • I hope there would be no need for optimizing you level. (I'm sorry Will2k ;)) Maybe applying nodraw textures isn't a big deal, but everything else.
    • Painting textures in real time.
    • Better and more time efficient texture editing/making. VTFEdit is cool and all, but all these extra tools that you need should all be inside the editor itself in my opinion.
    • Better tools to create certain shapes.
    • Included prop converter/maker.

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