That's what I meant when I said they should build a new engine. The real core, underlying technology behind Source is beyond outdated and the whole thing needs to be scrapped in favor of something that is easier and more powerful to work with. They can keep the baked lighting and building stuff with brushes if they like…
Source was built and updated from the heavily modified Quake engine they used in Half-Life (GoldSrc), so at least a small part of the code base is from sometime around 1996.
To be real about all of this. I would much rather see Valve go the direction Crytek has been going with their engine tech. "Real-Time". The idea of exporting any asset from you're primary application and having the need to write a .qc script file to compile that model and texture is really rediculous. I use Source at my…
i'm one of the people in the boycott L4D2 group. the reason i am boycotting it is because i think the 2 games should behave as if they are one game if you buy both of them. i know they claimed that they would do that but i don't believe them because they did not make it so that Half Life 2 is updated by the Episode's…
Yeah, I know. Valve has already said that they're going to stick to Source for a while because they can keep updating it with new stuff as the technology comes around since it's structured to be very extensible or something. I still wish they'd start work on a new, more modern engine with an easier, more powerful toolset…
To be honest one of the main reasons I have stuck with source for quite some time is the fact that there code support for mods is great. All I want valve to add to the engine is scale-able models with collision scaling as well and lightmaps on models (although this could probably be done with the mod source code but I am…