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Project borealis came out Anonymous 11/13/2024 (Wed) 16:42:41 Id: 8a4447 No. 1039283
(161.85 KB 640x352 Shame.webm)

>Powered by Unreal Engine 5
>unreal engine 5 >no Source 2 kill all EGS niggers!!
>>1039285 It was developed before source 2 even came out I think
(24.55 KB 460x215 Software_Cover_-_S&box.jpg)

>>1039284 Since there's a lot coming out of Valve right now, was hoping to make a S&box and Source Engine 2 OP as soon as I get home as an anchor. Oh well, bad timing. Btw there's barely any gameplay to speak of and if the devs are far along on the "real thing" Source 2 coming out to public use really screwed them over. All that can be really discussed is Epistle and UE5 sucking.
I was looking at some opinions, and came across the infamous VNN guy who gave interesting backstory on this. The project has been in limbo for years, and they the team decided to clean up their best work and release it to gauge interest and as a little resumé for themselves. He said if you don't like this demo, it was their best work. Have no hopes for the final product, assuming they can get their shit together for long enough to release it. >>1039289 S&box isn't using Source 2 anymore.
On this note, there's a bunch of new commits to a secure branch of Half-Life 2 in advance of its 20th anniversary. Rumors are going around that they might be trying to reincorporate some of the beta content into the game.
>>1039292 >Rumors are going around that they might be trying to reincorporate some of the beta content into the game. That part is very unlikely, if there is any beta content they'll have a "vault" of sorts to play around with it. They've only been working on the new branch since October I think, re-implementing the beta content would be difficult and require changing much of the game. Don't forget Valve radically redesigned Half-Life 2, it wasn't just a few enemies and weapons that got cut.
>>1039283 >unreal instead of source Seems a tad too unnatural to me. Pretty looking game though. >>1039289 >UE5 sucking This one makes me laugh a bit after glancing through discussions about this. They all praise the UE5 choice but cry about the performance/stability + requirements as if it had nothing to do with that decision.
>>1039283 At this time of year? At this time of day? In this part of the imageboard sphere? All localized entirely in this thread.
>>1039290 https://wiki.facepunch.com/sbox/General_FAQ#whatenginedoesthegameuse >What engine does the game use? >s&boxx uses a heavily modified version of Half-Life: Alyx's Source 2 branch. Early development was done on Unreal Engine 4, but this has since been discontinued. https://docs.facepunch.com/s/sbox-dev/doc/frequently-asked-questions-sV2ZwDvc6K >S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, and audio. For all intents and purposes it's a fork of Source 2 used for Alyx that has a public SDK. It's Source 2 for the public much like Bethesda's engine is still Gamebryo. If Garry and Facepunch can actually pull their vision off Valve will win the engine wars while doing absolutely nothing.
>>1039283 No webm?
>>1039283 >Fan creation >Unreal Engine 5 >Just Ravenholm but in the snow For what purpose
>>1039378 Same reason as always, they want to be hired by Valve so they can be payed to sit on their arses all day.
>>1039378 Same reason as always, they want to be hired by EA so they can steal money from the other devs
>>1039381 If that's their goal it won't even work, Valve doesn't hire people unless they have considerable experience in the industry or are VERY talented, and Nuclear Monkey these guys are not. That was the studio behind Narbacular Drop, who would be hired by Valve to develop Portal
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>>1039295 >They all praise the UE5 choice but cry about the performance/stability + requirements as if it had nothing to do with that decision. Performance and Stability aren't the biggest problems with UE5. The biggest problem is that it's a canned game engine that's dead simple to use. Anybody can learn it and slot into any development team who uses UE. That's part of it's appeal, but the flip side of that coin is that by abandoning in-house developed engines you end up with a generalized can of shit that can't really do what you need your game to do as well as you need it to. It also squeezes out talent, because it's hard work to create a game engine to spec for games that haven't been created yet - and having a studio full of people who know how to use your companies own proprietary game engine means you'll retain talent to a much greater degree and that talent will be more highly paid with better benefits. The whole reason why you're seeing such a push to unionize in game development now is because talent is being pushed out in favor of outsourcing development to a shitload of outsourcing studios - who themselves are getting pump and dumped as soon as the game ships. You don't see Unionization for high-skill labor, because those skillsets are themselves leverage against corporate mistreatment. You only see unionization take hold in low-skill jobs, which the game industry has largely become. Meanwhile we get very pretty AAA games that run like dogshit, play like dogshit, have dogshit consistency between assets/environments, are full of bugs, and are overall just sterile and lack any spark of creativity. A lot of people blame the publishers for that, and it's not like they don't bear a good measure of the blame - but this trend towards canned game engines and the flooding of the labor market with low-value employees is a major factor as well.
>>1039551 Would the move to canned game engines not be a result of publishers or the other financial backers refusing to fund the development of propriotry engines for their games as a time and cost saving measure? I would also argue that, if the answer to the question above is in the affirmative, the flooding of the studios with low skill employment may be a knock on effect of studios seek to pay their employees as little as possible and as such they shed all the talented developers to begin with. I mean I've heard stories about how the industry is nortorious for underpaying devs (especially the maths guys you really need to develop an engine) way under market value for the skills they have.


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