• So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
    863 replies, posted
[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] You wouldn't have known if we didn't tell you. We could be using Source2 and we're pranking everyone.
[QUOTE=layla;52684551]You wouldn't have known if we didn't tell you. We could be using Source2 and we're pranking everyone.[/QUOTE] shit dude you could just hide a unreal engine 4 in a credits somewhere and you could get away with claiming its source 2
as long as shte voice chat quality does not change then I will be happy, something about it just brings a smile to my face.
Are there any plans for native video recording like in GMod? Mp4/Webm support would be amazing.
[QUOTE=Quark:;52684614]Are there any plans for native video recording like in GMod? Mp4/Webm support would be amazing.[/QUOTE] Given UE4 provides this through its Matinee library, I would assume it would be trivial to port it over.
Ahh, did not know that! Awesome. I've always disliked needing third party recording software to make gameplay clips.
[QUOTE=Doctor Zedacon;52648133]Most of it correlates to how it feels actually playing the game, controlling it and such. Some games are worse than others, but even at the best of times it tends to feel like moving and aiming in syrup. I find the way it looks in game to be unpleasant as well, objects always look like either terribly plastic or like someone used a bad photograph as a texture or they hired FakeFactory to do the visuals. And this persists across games, developers, and generations of the engine, they always look wrong. Objects in the environment regularly look out of place, like they're almost superimposed. There is something that is universally unpleasant about playing games in Unreal for me. Sometimes a game doesn't have all the issues, like the XCOM games don't feel bad to control by virtue of being top-down, turn-based games. But it still has other problems that stick out. Unreal games inherently create some feeling of repulsion, to the point that I can actually figure out with some games that they are running on Unreal without prior research or information. Its really kinda awful because plenty of great games are Unreal games, plenty that I love, but playing them still creates a feeling of almost nausea playing them for any length of time. So commonly I can't go back to playing old games that I enjoy, or play new ones that I like for very long, because the more off-put I become. Its almost like an allergic reaction or something.[/QUOTE] Old post, but this feels like a bait copypasta that could be used to troll the people over at polycount.
what if layla actually works at valve on source 2 [editline]16th September 2017[/editline] he's working temporarily with facepunch to develop the main source 2 launch title
[QUOTE=PraiseMeboii;52684593]as long as shte voice chat quality does not change then I will be happy, something about it just brings a smile to my face.[/QUOTE] what no please dont
[QUOTE=343N;52686462]what no please dont[/QUOTE] There is actually something appealing to the old voice for some reason, of course it shouldn't actually be done that way but doesn't it just give you a good feeling when in Garry's Mod and hearing these shitty quality voices everywhere? Maybe it's just me and PraiseMeboii but it just feels good. [B]-EDIT-[/B] List of people that like shitty voice quality: - Galaxy - Praisemeboii - Gamaz - Jojje - Van-man - Ninja gnome - Chaohord - Zombie626 - YogiTheWise - MedicWine - LittleBugBug - Quark
Make the shitty voice a receiving-end clientside filter.
Or maybe have straight up voice filters for player customization? Robot, ghoul, squeaky, etc.
[QUOTE=sarge997;52686741]Or maybe have straight up voice filters for player customization? Robot, ghoul, squeaky, etc.[/QUOTE] VST support
If anyone else needs more convincing on why the golden old mic quality needs to remain the observe this beauty. [video=youtube;OAYXlLCb1qo]https://www.youtube.com/watch?v=OAYXlLCb1qo&index=[/video]
I'm so use to using Source that I'm almost kind of limited in my terms of thinking what's possible, so I was a bit surprised when I read something called "Editable mesh" that layla posted on the commits log. Are there any plans for real-time editing of meshes? When I was mapping for Source in the past, I can't count how many times I wanted to just do some quick tweaks to a mesh, but never bothered due to the hassle of decompiling, editing, and re-compiling each model. Editing of meshes ingame might be a bit too much to ask. So at least now if we're using a modern mesh format like FBX, edits will be much faster.
[QUOTE=sarge997;52688078]Are there any plans for real-time editing of meshes?[/QUOTE] [URL="https://sandbox.facepunch.com/commits/2017/September/#d053dcbe865bf2336004ec7900df9dbaff3b8bdb"]Looks like there is[/URL]
It's for the map editor.
Speaking of map editor, I may or may not have just stalked layla's post history and found some gems that may be related to this project. Some of these are from the last thread where layla asked us about features we'd want in a map editor. [quote][vid]http://files.facepunch.com/Layla/2017/March/06/2017-03-06_16-26-18.mp4[/vid][vid]http://files.facepunch.com/Layla/2017/March/23/2017-03-23_16-42-42.mp4[/vid] [vid]http://files.facepunch.com/Layla/2017/April/04/2017-04-04_22-15-43.mp4[/vid][vid]http://files.facepunch.com/Layla/2017/March/24/2017-03-24_08-40-34.mp4[/vid] [vid]http://files.facepunch.com/Layla/2017/March/04/2017-03-04_22-44-13.mp4[/vid][vid]http://files.facepunch.com/Layla/2017/March/24/2017-03-24_03-00-48.mp4[/vid][/quote] [sp]layla pls don't hit me[/sp]
[QUOTE=sarge997;52688188]Speaking of map editor, I may or may not have just stalked layla's post history and found some gems that may be related to this project. Some of these are from the last thread where layla asked us about features we'd want in a map editor. [sp]layla pls don't hit me[/sp][/QUOTE] What's with the sphere shadows?
I have to say, this project looks to be a amazing upgrade from what we have in terms of Garry's Mod and what we can expect seeing as this is going to be on a entirely new engine and hopefully a better engine to develop maps in seeing as Unreal Engine 4 can create huge colossal maps by itself. Can't wait to see what the future holds for this project.
So what's the license gonna be like/what are you guys thinking on that? Say I create a map in S&dbox then export it and use it in my own UE4 game. What would the legal ramifications be of that?
[QUOTE=Dr. Evilcop;52688292]So what's the license gonna be like/what are you guys thinking on that? Say I create a map in S&dbox then export it and use it in my own UE4 game. What would the legal ramifications be of that?[/QUOTE] might be to soon for them to have thought that out, considering they're still prototyping it
awesome
I'm mostly interested in the physics part of this. Since gmod always was very physics-based for me i'm really curious how everything we did on source would look on UE4. If you take for example how current gmod handles driving in a dumptruck thats filled with 100 props that represent stones. One small bump and the server crashes because source doesn't really like props that interact with other props. So i'm definately curious how UE4 would handle something similar. Same goes for dynamic lighting on source which was a huge fps drainer, this probably won't be much of a deal in UE4. And how about ropes or chains? Or a wheel that is driving on another moving platform. Maybe also soft terrain physics? Who knows what's possible. Or even dynamic water, i've seen videos of dynamic water on UE4. Just imagine everything you could do on gmod but without the current limits the source engine has. Of course this prototype is very early so all you can do is speculate or go on youtube and see some recorded UE4 physic videos but it's still amazing to think about how that could turn out in the future while playing multiplayer. :joy:
[QUOTE=Dr. Evilcop;52688292]So what's the license gonna be like/what are you guys thinking on that? Say I create a map in S&dbox then export it and use it in my own UE4 game. What would the legal ramifications be of that?[/QUOTE] If you create a picture in Photoshop, Adobe don't own it, right? Same thing. But obviously you'll have to export your map in a format that UE4 can load. [editline]17th September 2017[/editline] [QUOTE=Rammelslakje;52689738]I'm mostly interested in the physics part of this. Since gmod always was very physics-based for me i'm really curious how everything we did on source would look on UE4. If you take for example how current gmod handles driving in a dumptruck thats filled with 100 props that represent stones. One small bump and the server crashes because source doesn't really like props that interact with other props. So i'm definately curious how UE4 would handle something similar. Same goes for dynamic lighting on source which was a huge fps drainer, this probably won't be much of a deal in UE4. And how about ropes or chains? Or a wheel that is driving on another moving platform. Maybe also soft terrain physics? Who knows what's possible. Or even dynamic water, i've seen videos of dynamic water on UE4. Just imagine everything you could do on gmod but without the current limits the source engine has. Of course this prototype is very early so all you can do is speculate or go on youtube and see some recorded UE4 physic videos but it's still amazing to think about how that could turn out in the future while playing multiplayer. :joy:[/QUOTE] We're not too worried about physics. It's relatively easy to put our own physics engine in there if PhysX doesn't work out. We haven't had any problems with physx right now, but there's a lot to be said in favour of bullet.
Sad as it may be I just wanna make really open maps for my perfect map idea utilising trains, cars, planes and boats :'( all my life been wanting to
Wow we can even pop in an alternate physics engine? Now that's pretty amazing, wasn't expecting that level of control.
[QUOTE=Dr. Evilcop;52690771]Wow we can even pop in an alternate physics engine? Now that's pretty amazing, wasn't expecting that level of control.[/QUOTE] You wont be able to but we can internally.
I like Layla's latest commit. "Fuck"
Love the progress guys keep up the great work :D
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