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While rummaging through some recently added code for the Source Filmmaker, we have been able to identify a trio of new scripting fragments which appear to directly reference Half-Life 3.
The fragments, which were added around two months ago in early January 2014, appear as placeholder text written in the Python programming language, and are used to provide examples of possible file locations used internally by Valve for the company's render farms. Think of them as tool tips designed to help a user navigate various complex menus without getting confused. The three code fragments are available for your viewing pleasure below.
The render farm code itself does not currently function in Source Filmmaker outside of Valve, as the public release of the software does not support render farms. The code fragments themselves are located in the following directory, should you want to check them out for yourself.
Now, while it would be very easy to get hyped or overly excited for this kind of news, we should reiterate that this code does not actually function or relate to Half-Life 3 itself in any way, unlike code previously found relating to Source 2 and Half-Life 2: Episode Three. Since this code is designed as an example, it is highly unlikely that the reference to "dog_fight" is anything more than a simple call back to the Dog vs. Strider action set piece from Half-Life 2: Episode Two. What is interesting, however, is the notion that Valve are now officially referring to the project internally as part of other software development — in this case, the Source Filmmaker. Whether or not we will ever see any cutscenes or trailers for the game created within the Source Filmmaker is another question entirely.
Some of you may also have noticed the reference to "sfm1" in the second code fragment. While this could very well be the first sign of a possible replacement or substantially updated version of Source Filmmaker -- in a manner to how "Source" is now officially referred to as "Source 1" -- it is extremely likely that this particular example is simply referencing a file location with multiple instances of folders dedicated specifically to Source Filmmaker content, hence the numerical naming convention.
While this isn't the largest or most groundbreaking discussion of Half-Life 3 ever undertaken, we felt it was necessary to post the discovery before it was found and possibly blown outlandishly out of proportion by other individuals looking to speed up the inevitable hype train.
As always, stay tuned to ValveTime and our social media pages for more information regarding any and all of Valve's future projects.
The fragments, which were added around two months ago in early January 2014, appear as placeholder text written in the Python programming language, and are used to provide examples of possible file locations used internally by Valve for the company's render farms. Think of them as tool tips designed to help a user navigate various complex menus without getting confused. The three code fragments are available for your viewing pleasure below.
Line 390: "self.projFolder_lineEdit.setPlaceholderText(QtGui.QApplication.translate("renderQ_MainWindow", "D:\\sfm\\staging\\game\\hl3_movies\\elements\\sessions\\dog_fight", None, QtGui.QApplication.UnicodeUTF8))”
Line 395: "self.output_lineEdit.setPlaceholderText(QtGui.QApplication.translate("renderQ_MainWindow", "\\\\sfm1\\projects\\hl3_movies\\dog_fight\\renders\\", None, QtGui.QApplication.UnicodeUTF8))”
Line 399: "self.projName_lineEdit.setPlaceholderText(QtGui.QApplication.translate("renderQ_MainWindow", "Dog_Fight", None, QtGui.QApplication.UnicodeUTF8))"
The render farm code itself does not currently function in Source Filmmaker outside of Valve, as the public release of the software does not support render farms. The code fragments themselves are located in the following directory, should you want to check them out for yourself.
...\Steam\steamapps\common\SourceFilmmaker\game\sdktools\python\global\lib\site-packages\sfm\renderQ\renderQ_Setup.py
Now, while it would be very easy to get hyped or overly excited for this kind of news, we should reiterate that this code does not actually function or relate to Half-Life 3 itself in any way, unlike code previously found relating to Source 2 and Half-Life 2: Episode Three. Since this code is designed as an example, it is highly unlikely that the reference to "dog_fight" is anything more than a simple call back to the Dog vs. Strider action set piece from Half-Life 2: Episode Two. What is interesting, however, is the notion that Valve are now officially referring to the project internally as part of other software development — in this case, the Source Filmmaker. Whether or not we will ever see any cutscenes or trailers for the game created within the Source Filmmaker is another question entirely.
Some of you may also have noticed the reference to "sfm1" in the second code fragment. While this could very well be the first sign of a possible replacement or substantially updated version of Source Filmmaker -- in a manner to how "Source" is now officially referred to as "Source 1" -- it is extremely likely that this particular example is simply referencing a file location with multiple instances of folders dedicated specifically to Source Filmmaker content, hence the numerical naming convention.
While this isn't the largest or most groundbreaking discussion of Half-Life 3 ever undertaken, we felt it was necessary to post the discovery before it was found and possibly blown outlandishly out of proportion by other individuals looking to speed up the inevitable hype train.
As always, stay tuned to ValveTime and our social media pages for more information regarding any and all of Valve's future projects.