So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
Speaking of wiremod, I would suggest taking most/all of its functionality and put it into the base game if it isn't there already.
[editline]10th September 2017[/editline]
[QUOTE=garry;52662002]It's a prototype, we can't answer these questions yet. Ideally clients don't download any code from the server.[/QUOTE]
I like the current system a lot of Gmod servers use where the server just has you download a collection of items on the Steam workshop. I'd be happy with something like that in S&dbox as well.
I'm thinking about how great gmod was and now knowing it's going to be in UE4 soon
it's a dream come true
This whole being able to load assets from other engines natively thing is fucking superb, by the way. May end up being one of the best features of the game.
[QUOTE=Dr. Evilcop;52668838]This whole being able to load assets from other engines natively thing is fucking superb, by the way. May end up being one of the best features of the game.[/QUOTE]
Yeah, I think it's a [I]must[/I] that you can hotload content from other UE games, just like how GMod did with Source.
There's hundreds of games that would be awesome to mess around with the maps and models, and mod the assets into being playable/useable
[url]https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games[/url]
[QUOTE=Dr. Evilcop;52668838]This whole being able to load assets from other engines natively thing is fucking superb, by the way. May end up being one of the best features of the game.[/QUOTE]
Yeah, although it kinda promotes piracy (sharing of game assets), which could be a PR problem if done incorrectly.
Will we be able to use other .NET languages?
Because I know Falco has a thing for functional programming and the idea of DarkRP in F# is hilarious to me.
[QUOTE=MadParakeet;52669142]Will we be able to use other .NET languages?
Because I know Falco has a thing for functional programming and the idea of DarkRP in F# is hilarious to me.[/QUOTE]
Holy fuck, it'd be great if we could just load in .NET bytecode. Even better if we could run external compilers from the in-game editor.
[editline]1:25AM[/editline]
Is this funny because I'm being stupid? Hope not, I haven't used the CLR much
This new game should probably prevent this somehow
[thumb]https://i.imgur.com/8uDRNad.png[/thumb]
Maybe by having a system where new gamemodes must first apply for recognition in game? If you don't have an officially FP recognized gamemode it will just go under a General tab and if it is recognized it will have it's own tab? Or will we maybe not have any tabs at all just like in Rust where it's either vanilla or modded, but for a Garry's Mod type game I don't see the latter working.
[QUOTE=GalaxyBeatzz;52669643]This new game should probably prevent this somehow
[thumb]https://i.imgur.com/8uDRNad.png[/thumb]
Maybe by having a system where new gamemodes must first apply for recognition in game? If you don't have an officially FP recognized gamemode it will just go under a General tab and if it is recognized it will have it's own tab? Or will we maybe not have any tabs at all just like in Rust where it's either vanilla or modded, but for a Garry's Mod type game I don't see the latter working.[/QUOTE]
One way to avoid this would be having 'official' lists that the game modes are then sorted under
1. All
2. Sandbox
3. Roleplay
4. Fort wars / Build wars
5. Deathmatch
6. Zombie
7. Team/Coop
8. Campaign
etc, doesn't have to be those, just what would be most fitting as a generalized list. You have Gametype, and then Gamemode version/edition (Zombie Survival, Zombie Land, Dead Survival, Dr. Green Zombie mode, etc)
[QUOTE=J!NX;52669647]One way to avoid this would be having 'official' lists that the game modes are then sorted under
1. All
2. Sandbox
3. Roleplay
4. Fort
5. Deathmatch
6. Zombie
etc, doesn't have to be those, just what would be most fitting. You have Gametype, and then Gamemode version/edition (Zombie Survival, Zombie Land, Dead Survival, Dr. Green Zombie mode, etc)[/QUOTE]
It's kind of what I meant with the recognition thing where for example Falco would fill in a form and be like "Hey Facepunch I created DarkRP and I believe it's quite popular, please give me a custom tab.", and then Facepunch would add a tab for that gamemode.
[QUOTE=Paul-Simon;52669118]Yeah, although it kinda promotes piracy (sharing of game assets), which could be a PR problem if done incorrectly.[/QUOTE]
Not like anyone would have much of a case other than those who develop the engines being used. Otherwise, it's not their file format to attempt disallowing the usage of.
[QUOTE=gk99;52669671]Not like anyone would have much of a case other than those who develop the engines being used. Otherwise, it's not their file format to attempt disallowing the usage of.[/QUOTE]
Using a playermodel from a different game for example could also be seen as very good promotion for the game as you might fall in love with it and then play the game after. Who knows?
Haven't been so hyped in ages. I literally cannot wait to hear and see more about this. I'm sure gonna miss those rubber band hydraulics. Oh and wheels clipping into the ground when they aren't a sphere. And don't forget not making constant turns with your planes so you don't fly into the skybox. That's gonna take some getting used to.And don't forget the beautiful graphics.
A successor to gmod, un UE4, that's like a dream come true. Thanks Garry, Layla and all others responsible for this. I cannot wait.
Guys, remember sledbuild? I wonder if UE is better for that.
Sledbuild was THE SHIT.
Sledbuild was basically just, street poles and street signs the game, but it was fucking awesome nonetheless.
Couldn't fucking agree more with you all
melonracer
It would be interesting knowing what kind of limits we could expect with things such as edict count or player count, and if those limits aren't restricting, whether or not you could have massive servers of 500 or more players.
[QUOTE=James xX;52670216]It would be interesting knowing what kind of limits we could expect with things such as edict count or player count, and if those limits aren't restricting, whether or not you could have massive servers of 500 or more players.[/QUOTE]
500 players is pretty unrealistic using UE for a sandbox, e.g. a game like PUBG which probably uses the base network components of UE4 is only semi stable at the start of a full game (100 players)
Also keep in mind Source is 13 years old and more or less hasn't changed significantly in those years in terms of networking and physics optimization. Ragdolls lags servers horribly in Source in multiplayer (like in GMod). Games like L4D were only possible on Source because of extreme optimization and care on Valve's part, like hard limiting zombie spawns to <30 at any given time and tedious vis grouping on map files for compiling.
Though with that said, I think UE should still definitely be a huge improvement.
[QUOTE=EliteGuy;52671175]500 players is pretty unrealistic using UE for a sandbox, e.g. a game like PUBG which probably uses the base network components of UE4 is only semi stable at the start of a full game (100 players)
Also keep in mind Source is 13 years old and more or less hasn't changed significantly in those years in terms of networking and physics optimization. Ragdolls lags servers horribly in Source in multiplayer (like in GMod). Games like L4D were only possible on Source because of extreme optimization and care on Valve's part, like hard limiting zombie spawns to <30 at any given time and tedious vis grouping on map files for compiling.
Though with that said, I think UE should still definitely be a huge improvement.[/QUOTE]
Ragdolls are simulated clientside in pretty much everything but GMod
Call it Half Life 3
I kind of wish they called it Garry's Box.
[QUOTE=Gentleman Cat;52671528]I kind of wish they called it Garry's Box.[/QUOTE]
Layla's Mod (& friends ;o)
JBMod 2
SampersandBox
-snip-
I went ahead and made a [URL="https://discord.gg/RHSue9y"]discord server[/URL] for S&box. Figured it'd be nice to have in the event that anything big happens with the game, it's got several channels, 2 of which are dedicated to the dev blogs and commits.
[QUOTE=BlueSkilly;52673183]I went ahead and made a [URL="https://discord.gg/RHSue9y"]discord server[/URL] for S&box. Figured it'd be nice to have in the event that anything big happens with the game, it's got several channels, 2 of which are dedicated to the dev blogs and commits.[/QUOTE]
Isn't it easier to just talk about it here? It's not even confirmed yet, so there's not much to say apart from to talk directly to those developing it.
On another note, I'm looking forward to Dev blog #3 (I'm hoping that it's every 4 days).
Nah don't get excited, we don't have a schedule yet. I can't wait to talk about the asset loading as I'm sure there's many people interested about it.
[QUOTE=James xX;52673237]Isn't it easier to just talk about it here? It's not even confirmed yet, so there's not much to say apart from to talk directly to those developing it.
On another note, I'm looking forward to Dev blog #3 (I'm hoping that it's every 4 days).[/QUOTE]
It's certainly easier to talk about it here, the Discord is mainly just in case the game gets out of prototyping, gets big and so on. I've got a friend writing a bot that'll post the dev blogs and commits as they're posted to [url]https://sandbox.facepunch.com/[/url]
So even if it's easier to talk about it here, you can still get live updates of what's going on (I'm aware you can subscribe to the emails for the dev blogs, but not for the commits)
[QUOTE=layla;52673245]Nah don't get excited[/QUOTE]
¯\_(ツ)_/¯
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