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Source Engine can't handle dynamic lights well but Godot can.
40,697 views • 29 days ago •via X (Twitter)
26 Comments

All this really needs is Hammer support, and some solid modding/workshop support, and this is basically Source 1.5 (I would say Source V2, but that already exists. You get what I mean tho)

It loads in real BSP maps with real Source assets in their native formats, it does support Hammer.

Oh wow, nice!! Honestly, if it comes down to it, I'd probably be more inclined to make Sourcelike maps over actual Source maps, if it lets me rig up better maps.

GodotSource is awesome so far but probably be careful with statements like this because Source is more than capable of handling what you're showing here; L4D2 being a prime example as well as many gmod weapon bases.

Source relies on forward rendering which makes dynamic shadowmapped lights so expensive the stock engine limits env_projectedtexture to one active instance per PVS, a limit that was manually raised in Garry's Mod.

Right, I know & understand that. My point was more that your video doesn't actually demonstrate that improvement. It just shows something Source can already handle.

Source Engine can handle dynamic lights very well if you fiddle a little bit with the renderer and ignore whatever valve left from Quake 1.

Dude I have the biggest question ever, do you handle the arms independently of the weapon viewmodels? If yes, can I DM you about a specific thing?

No I don't, it uses the arms baked into the viewmodels, but attaching ValveBiped models into them shouldn't be too difficult.

The main question I'd be after is, if you were to animate the guns and arms separately, how would you do it in a way where both gun and arms synced up, and without having to juggle two .Blend files? I do linking, but it no longer allows me to cross-animate between files anymore..

I deal with MDLs directly not Blender exports. You keep the models separate, you either hide the original arms of the view model and bonemerge the custom ones or bonemerge the weapon itself into the arms of the custom model, but the two stay separate.

Source engine has been shelved and its priority is physics

Dynamic lights have been around in games since like 2002 I'd expect any engine to handle it

its super weird to me that the hl2 leak had full dynamic lights when firing with no fps cost and they removed it anyway

We have to port Left 4 Dead to Sourcelike to unlock what the true potential of L4D modding looks like

this and that Chisel Engineproject that just came out with an SDK a few days ago gives me hope of a Source / Source-like game renaissance happening at some point in the near future it'd be so awesome 🥹

Is it possible to play HL2 + Episodic maps with all these enhancements? What about the HL2 NPC AI? Are they improved in some way?

when this is done, will this be opensourced...? this looks extremely interesting, or if you just wanna make a few projects with it it's finee

its missing the variety of impact sounds or the pitch variation?

wow bro you gotta open source this

I still can not understand what is your target with this project. Copy some feature, change another, etc. Why not just make importer of source maps (still questionable reason)?

Godot life 2

Question is will Godot run on hardware and software of HL2 era? 2004 (WinXP)

Is this like a Xash3D equivalent to Source 1?

Question, since you the engine is able to load multiple maps in one and stuff, would it he possible to make a fully accurate gm_desertbus?

GOYdot
