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Old 10-17-2008, 07:28 AM   #21
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Quote:
Originally Posted by Lt Llama
As a total OB noob, in what way will the transition to OB influence mapping? What's the main differances and will there be problems with EP1 maps?
I've heard something about new water... some better hammer functions/tools, a particle editor... uh... yeah. Stuff like that. Nothing major, just minor things.

GiGaByTe was furious because he got some weird error whenever he had angled brushes, but I think only a minority of people get that error.

EP1 maps will still be 100% valid, but I've heard they might have some minor water issues (?).
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Old 10-17-2008, 11:03 AM   #22
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Fine, no need for recompiling or such.

Some new VRAD stuff for OB:
Quote:
-StaticPropPolys [New with Orange Box]
Perform shadow tests of prop_statics at polygon precision. (Very processor-intensive - default is to use collision models.)
-TextureShadows [New with Orange Box]
Generates lightmap shadows from $translucent surfaces of models that are specified in a lights file and being used with prop_static. Usually requires -StaticPropPolys to have any effect.
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Old 10-17-2008, 08:04 PM   #23
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the orange engine (more catchy than orange box engine) is just a little updated version of Source, with crappy expreimental dual-core commands, and some useful light previews. thats about it

oh, and there's new water textures and much more realistic HDR, compared to the spammy unrealistic bloom fest that is EP1.
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Old 10-17-2008, 08:29 PM   #24
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Higher Res Textures
New Partical System
More optimized
and some other stuff I can't remember
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Old 10-17-2008, 09:37 PM   #25
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Sooooooooo..... when will they cater to us Quad-Core users?
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Old 10-18-2008, 02:17 AM   #26
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the dual-core optimaizations are largley useless and very buggy.
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Old 10-18-2008, 02:45 AM   #27
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Quote:
Originally Posted by Iggy
Sooooooooo..... when will they cater to us Quad-Core users?
You are being catered to by having the game only use one of your cores, allowing for the ability to run thousands of processes at once.

Also: NEVER! MWAHAHAHA
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Old 10-18-2008, 10:15 AM   #28
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Ok, devs, will you contact Valve about this kind of distribution?
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Old 10-18-2008, 10:36 AM   #29
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Quote:
Originally Posted by MatiZ
Ok, devs, will you contact Valve about this kind of distribution?
Quote:
Originally Posted by squeek.
As an aside (not really), it's likely we need to be on the OB engine before we get Steamworks support.

Quote:
Originally Posted by Shadow00Caster
There are motions in the works to start getting on the track for this.

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Originally Posted by Circuitous
Valve is well aware of us. Lack of notice is not the issue.
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Old 10-18-2008, 10:52 AM   #30
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Man, Insurgency is running on EP1 build of engine, so why FF can't be on Steam and running old engine?
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Old 10-18-2008, 11:19 AM   #31
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Quote:
Originally Posted by MatiZ
Man, Insurgency is running on EP1 build of engine, so why FF can't be on Steam and running old engine?
I imagine it has more to do with popularity than anything else.

It could also have something to do with Valve looking for CS2 and have been advertising for the mod since before the OB came out.
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Old 10-18-2008, 03:42 PM   #32
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Quote:
Originally Posted by MatiZ
Man, Insurgency is running on EP1 build of engine, so why FF can't be on Steam and running old engine?
Because we're white! Racism I say!
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Old 10-18-2008, 03:58 PM   #33
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Quote:
Originally Posted by greenday5494
the dual-core optimaizations are largley useless and very buggy.
damn greenday, try some optimism bro, the OB engine isnt really that bad.
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Old 10-18-2008, 04:51 PM   #34
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One thing that is really worth the conversion is particle system
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Old 10-18-2008, 06:35 PM   #35
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Jon is pissing himself over that thing.
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Old 10-18-2008, 10:41 PM   #36
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You know, every time someone uses the reference "OB".... all I can picture in my head is tampons.
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Old 10-18-2008, 11:24 PM   #37
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I think you'd've been better off not telling us that.
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Old 10-18-2008, 11:24 PM   #38
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Quote:
Originally Posted by greenday5494
the dual-core optimaizations are largley useless and very buggy.
OrangeBox isn't dual core optimized. There is a command to enables it, but from what I've heard it doesn't do much but crashes a ton. By default, all OrangeBox does on the second core is particle effect (of what I've read).

However L4D has dual core in the requirements (lower then the single core requirements) meaning that the source engine is FINALLY getting some multi-core support.
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Old 10-19-2008, 12:15 AM   #39
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Hey I have a question. With something like Steamworks, will I basically be screwed for recording demos in the future? Right now if I want to watch something from 1.0 I can at least install that version of the mod and play it back that way. If the mod is updated on the fly, I'm guessing there's no way to keep track of any version consistency and I don't know of any other way of playing it back aside from in-game.
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Old 10-19-2008, 01:25 AM   #40
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I never thought about that.

Is this an issue in existing Steamworks mods?

SOMEBODY CHECK AAAAH.
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