So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
[QUOTE=werewolf0020;52680908]Is there any chance for a ui editor just to layout your ui components and stuff?[/QUOTE]
You mean apart from the hundreds of html editors that exist, right?
I know everyone's jumped on this as a gmod sequel, but is the plan to actually recreate the whole physics sandbox element of it, eg. the physgun and tool guns? or is the focus more on the custom gamemode creation/sharing stuff so it's really more of a base for community creators to do that sort of thing?
Will physics get any better then source 2?
[QUOTE=krail9;52681082]I know everyone's jumped on this as a gmod sequel, but is the plan to actually recreate the whole physics sandbox element of it, eg. the physgun and tool guns? or is the focus more on the custom gamemode creation/sharing stuff so it's really more of a base for community creators to do that sort of thing?[/QUOTE]
Well, it's named after the sandbox gamemode. (As opposed to the base gamemode.)
[QUOTE=Obrijajac;52681090]Will physics get any better then source 2?[/QUOTE]
Maybe
Will mapping for this be in an external editor, or directly ingame?
Our aim all along is to have a multiplayer map editor. But our other hope is that you can use tools you already use, like hammer, and load the bsp.
That sounds great. Having the ability to create a map in real time with players connected, so I can receive input in real time, and test right away is some serious next-gen stuff.
Being able to load bsp maps would be sweet as well. Great for backwards compatibility with source.
Will it be possible to create more creative addons?
I was most looking for more creative tools I love in general building.
I'm going to make my HUD in Dreamweaver
What is going to be the fallback textures and models if they don't exist on the client? Purple and black is [I]soooo[/I] 2004.
[QUOTE=dingusnin;52681842]What is going to be the fallback textures and models if they don't exist on the client? Purple and black is [I]soooo[/I] 2004.[/QUOTE]
my dick
[QUOTE=dingusnin;52681842]What is going to be the fallback textures and models if they don't exist on the client? Purple and black is [I]soooo[/I] 2004.[/QUOTE]
Yellow and white hexagon grids. With missing models being a big green "Problem"
[QUOTE=dingusnin;52681842]What is going to be the fallback textures and models if they don't exist on the client? Purple and black is [I]soooo[/I] 2004.[/QUOTE]
postal's ass
I'm hoping ErrorCleanse will be built-in. Please?
[QUOTE=dingusnin;52681842]What is going to be the fallback textures and models if they don't exist on the client? Purple and black is [I]soooo[/I] 2004.[/QUOTE]
Tudd's avatar
[QUOTE=layla;52681896]my dick[/QUOTE]
How can you use texture of something that's impossible to see? :thinking:
[QUOTE=garry;52681480]Our aim all along is to have a multiplayer map editor. But our other hope is that you can use tools you already use, like hammer, and load the bsp.[/QUOTE]
Will maps be stored in plaintext like vmfs or a binary format? Would be cool if you can write plugins for other tools to directly work in s&nbox's format.
Using HTML for hud elements means we could make shitty mspaint huds real easy, right? :v:
[IMG]https://my.mixtape.moe/mvpbjb.png[/IMG]
[QUOTE=sarge997;52683010]Using HTML for hud elements means we could make shitty mspaint huds real easy, right? :v:
[IMG]https://my.mixtape.moe/mvpbjb.png[/IMG][/QUOTE]
fake. Has transparency.
If the UI is using HTML, what (if any) will be the DModelPanel equivalent?
[QUOTE=meharryp;52683720]If the UI is using HTML, what (if any) will be the DModelPanel equivalent?[/QUOTE]
Probably the same, you specify the module or whatever and it'll draw the ui onto a render target (as it always does i'm pretty sure) and render it onto a plane/whatever in the world instead of to the viewport.
Transparentness should work the same way it does in 2d like we've seen already.
[QUOTE=Skipcast;52683738]Probably the same, you specify the module or whatever and it'll draw the ui onto a render target (as it always does i'm pretty sure) and render it onto a plane/whatever in the world instead of to the viewport.
Transparentness should work the same way it does in 2d like we've seen already.[/QUOTE]
I've seen in the github logs something about COUI resources, it could be related.
So, has it yet been affirmed whether this'll be a platform for Facepunch Studios to build their games on, or a full-fledged sandbox game for everyone to buy, enjoy and modify? The transition from the two along this thread was so smooth, I didn't manage to catch any solid statement.
[QUOTE=Tinbe;52683892]So, has it yet been affirmed whether this'll be a platform for Facepunch Studios to build their games on, or a full-fledged sandbox game for everyone to buy, enjoy and modify? The transition from the two along this thread was so smooth, I didn't manage to catch any solid statement.[/QUOTE][QUOTE=garry;52662023]It's a prototype.[/QUOTE]
Given that Garry's working on modding support, I think it's pretty obvious at this point.
I mean, I'll keep an open mind about this entirely. I want this to be very good, but something about UE4 has always put me off, and it's nothing to do with this game specifically.
Can't wait for when/if we get a first release, I'd love to host a server for my friends and I.
[QUOTE=The Civ;52684189]I mean, I'll keep an open mind about this entirely. I want this to be very good, but something about UE4 has always put me off, and it's nothing to do with this game specifically.[/QUOTE]
Ah, the classic mistake of confusing game engine with games made with said engine.
hell yeah
time to leave source in the dust
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