So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
[QUOTE=Zaure;52664319]How does Lua compare to C#?[/QUOTE]
[url]https://garry.tv/2014/08/16/i-fell-out-of-love-with-lua/[/url]
A LUA vs JS point but will give you a better perspective.
[QUOTE=Zaure;52664319]How does Lua compare to C#?[/QUOTE]
Lua is a simple integration of C which was created to help people learn to code (presumably)
C# is just generally more thorough but lacks the same type of simplicity that's found in Lua. (Even though it often has things that make things easier that Lua doesn't have. ex: var++ )
The biggest difference is syntax really, I'd read the garry.tv link above ^^^
[QUOTE=garry;52661991]We don't own the assets from the Source games, so, no.[/QUOTE]
Assuming this becomes a publicly-released "gmod 2"-type thing, would you prefer starting with entirely standalone base content or would stuff from Rust or other prototypes/hypothetical future games you [I]do[/I] own?
[QUOTE=gk99;52664625]Assuming this becomes a publicly-released "gmod 2"-type thing, would you prefer starting with entirely standalone base content or would stuff from Rust or other prototypes/hypothetical future games you [I]do[/I] own?[/QUOTE]
[QUOTE=ott;52662015]So will there be some system like "This server is using the following games: rust, garrysmod, bulletstorm" and clients will be recommended to mount those games to join?
[/QUOTE]
[QUOTE=garry;52662023]It's a prototype.[/QUOTE]
That has yet to be answered it appears.
[QUOTE=kpjVideo;52664638]That has yet to be answered it appears.[/QUOTE]
I'm assuming that's still up for internal debate.
Since it's out of the question to ship the game with Valve props like GMod, that means this game will need Facepunch Studios-made props. I guess so far that means mainly Rust, which I'm okay with, they're good props for building and they have the same old rustic feeling as HL2 props.
[url=https://sandbox.facepunch.com/commits/2017/September/]ooo, look what i found[/url]
One thing I super want to see is changing the material used and buoyancy of objects
Stone for high weight, lead for super high, then rubber etc for low
Being able to change bouyancy and weight was pretty amazing since you could make a supership
[QUOTE=kpjVideo;52664638]That has yet to be answered it appears.[/QUOTE]
That's only loosely related. I'm asking about base content, like having HL2 ragdolls and such in Garry's Mod even without owning HL2.
Answer's probably the same this early on, but I figured I'd ask anyway.
As far as props are required, I'd love to model some basic stuff for the game, replace some of the models that would have been available in gmod 1
Its really great to see this kind of philosophy come back. Sure Unity/Unreal make it easier for an indie dev to make a game, but it does dick-all for me, a hobbyist, who wants to throw together some weekend code and have a game people can play.
[QUOTE=Jelman;52663712]Tower unite did pretty well for themselves but they did have a pretty unique idea, a strong community and enough to mean they could get away with a standalone game.[/QUOTE]
The idea isn't unique, take a look at Playstation Home. A strong community? Not really, not to mention how toxic it is. Also there's not really much of a point of a standalone game when there were still plenty of players on GMT. Why put the effort into a new game when you can put the effort into unfucking your code?
[QUOTE=BlueSkilly;52665986]The idea isn't unique, take a look at Playstation Home. A strong community? Not really, not to mention how toxic it is. Also there's not really much of a point of a standalone game when there were still plenty of players on GMT. Why put the effort into a new game when you can put the effort into unfucking your code?[/QUOTE]
Because Source has its obvious limits.
Besides, GMod Tower servers were almost always full and completely laggy. Now there's tons of options and it runs fairly good.
You'd get much more players when your gamemode could actually run on most machines (as 64bit of course)
[QUOTE=kpjVideo;52666001]Because Source has its obvious limits.
You'd get much more players when your gamemode could actually run on most machines (as 64bit of course)[/QUOTE]
Source may have those limits, but most of them can be easily avoided if you know what you're doing. Also if it's the framerate you got on GMT you're referring to, that's because their shit was unoptimized to hell, and most of it was hacky. Switching to an entirely new engine and making incredibly high poly models when most of the models they have don't have proper LODs isn't helping anything.
If we can post feature suggestions that would be cool:
Include natively support for functionality that previously had to be provided through modules, such as MySQL, sockets, and raw filesystem access. For any of these that pose a security risk, build them on top of a permissions system that requires the end user to give permission to an add-on to use certain risky classes.
If we're posting suggestions, could we please have a way to easily add animations to existing models.
[QUOTE=cpone;52666906]If we're posting suggestions, could we please have a way to easily add animations to existing models.[/QUOTE]
Should be easy if UE is being used because enimations only care about the skeletons, not the models.
[QUOTE=James xX;52666663]If we can post feature suggestions that would be cool:
Include natively support for functionality that previously had to be provided through modules, such as MySQL, sockets, and raw filesystem access. For any of these that pose a security risk, build them on top of a permissions system that requires the end user to give permission to an add-on to use certain risky classes.[/QUOTE]
That's on our wishlist too. Enable addons to request special permissions to do shit. We don't apply any limits to code right now - so it'll come in when we start whitelisting there.
[editline]10th September 2017[/editline]
[QUOTE=cpone;52666906]If we're posting suggestions, could we please have a way to easily add animations to existing models.[/QUOTE]
Yep.
[img]https://files.facepunch.com/garry/2017/09/10/de3ae59d.png[/img]
[QUOTE=garry;52666939]That's on our wishlist too. Enable addons to request special permissions to do shit. We don't apply any limits to code right now - so it'll come in when we start whitelisting there.
[editline]10th September 2017[/editline]
Yep.
[img]https://files.facepunch.com/garry/2017/09/10/de3ae59d.png[/img][/QUOTE]
You're the best.
So how's material editing done now then? I've always found it easy as fuck to just edit a .vmt, but I've no idea how that works on Unreal Engine.
[QUOTE=GHOST!!!!;52667058]So how's material editing done now then? I've always found it easy as fuck to just edit a .vmt, but I've no idea how that works on Unreal Engine.[/QUOTE]
We’ll do blogs on this shit once it’s stabalized
Pretty stoked about this, just the tidbits so far over the last few months make it sound extremely promising. I love the philosophy of creating something that is easy to dive into without having to spend ages messing around configuring tools and troubleshooting random problems just to get set up, and totally streamlines the process for creating all kinds of content in a way that lets you very quickly and easily make any change you want to without much hassle.
As much as I love Source so much about it and creating content for things like Garrysmod was a total pain in the ass in many ways and just with the few things available about this you can already see solutions to many things that were annoying in Source.
If player movement is done in C# too, you can mimic Source's player movement pretty well probably anyway
While the C# binding is a great step compared to GMod, the dream for me is a more collaborate, real-time editor. Imagine the UE4 blueprint graph projected in 3D2D where multiple users can see and modify the code like Google Docs.
GMod for me is a game and a tool. The sandbox gamemode provides a space for players to interact and build things together. As a tool, GMod helps attract more players into the world of programming, but often in their own workspace. I'd like to see the two meet where players can build and code together in the same server.
I think the closest I've seen to this vision are the Metastruct servers which seem to have some kind of live coding support on their servers, I'm not entirely sure though.
[QUOTE=samm5506;52667431]Imagine the UE4 blueprint graph projected in 3D2D where multiple users can see and modify the code like Google Docs.[/QUOTE]
[img]https://68.media.tumblr.com/c26c70af7af8d05f1259051dcc98f8ab/tumblr_osfriqaBEa1wp4jg6o1_1280.png[/img]
[QUOTE=garry;52666939]That's on our wishlist too. Enable addons to request special permissions to do shit. We don't apply any limits to code right now - so it'll come in when we start whitelisting there.
[editline]10th September 2017[/editline]
Yep.
[img]https://files.facepunch.com/garry/2017/09/10/de3ae59d.png[/img][/QUOTE]
Will animations be feature rich as source? Such as having macros to do lots of tedious things? That's the one thing I really disliked about UE4 was it was so annoying to do repetitive tasks.
[QUOTE=Stiffy360;52667694]Will animations be feature rich as source? Such as having macros to do lots of tedious things? That's the one thing I really disliked about UE4 was it was so annoying to do repetitive tasks.[/QUOTE]
atm we do complex anim tasks in code using nodes or you can just play a single shot anim if you want
[QUOTE=layla;52667670]blueprint spaghetti[/QUOTE]
I'm with you, I prefer C++/C# over blueprint for any serious project. Many of its pros are heavily outweighed by its cons. However, I'd say it's hard to completely devalue blueprint as a stepping stone for the average user.
One of my first experiences with gamedev was using Gamemaker, dragging-and-dropping logic to make the character move. This was great as an intro because it lowered the barrier and made everything less intimidating.
I guess my thinking is that a collaborative visual code editor would be more of a player-centric feature than programmer-centric. Meant mostly as an introductory tool, kind of like an advanced wiremod. How many Sandbox players open up a text editor to look at code for GMod? What if the code was made visible to them in the game?
[QUOTE=samm5506;52667730]I'm with you, I prefer C++/C# over blueprint for any serious project. Many of its pros are heavily outweighed by its cons. However, I'd say it's hard to completely devalue blueprint as a stepping stone for the average user.
One of my first experiences with gamedev was using Gamemaker, dragging-and-dropping logic to make the character move. This was great as an intro because it lowered the barrier and made everything less intimidating.
I guess my thinking is that a collaborative visual code editor would be more of a player-centric feature than programmer-centric. Meant mostly as an introductory tool, kind of like an advanced wiremod. How many Sandbox players open up a text editor to look at code for GMod? What if the code was made visible to them in the game?[/QUOTE]
This is what I liked about wire in GMOD, it was a nice simple introduction to the concept of programming but without having to edit text files
[QUOTE=garry;52662002]Ideally clients don't download any code from the server.[/QUOTE]
But the re-uploaders! Won't somebody PLEASE think of the poor, shameless re-uploaders?
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