So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
[QUOTE=garry;52706759]People asking me to write another blog, what do you want to know more about?[/QUOTE]
Why did you choose .net core over mono?
What does the glue code between ue4 and c# look like?
What does the entity system look like? Simple Inheritance or a component based approach?
[QUOTE=James xX;52706940]Personally, I would like to hear more about map creation from Layla. From what I can tell from the pictures he posts and the github commit messages, it seems to be going pretty well. I want to know if map design will be brush based or if we can use a similar pipeline to UE4 where the end map is made out of meshes made in Blender or another modelling program.[/QUOTE]
The idea is that everything is a mesh but in the editor it has a structure that makes it easy to manipulate. That means you can convert models to editable meshes and back to a model. This seems to be the way Source2 and UE4 is going with their editors too. I'll make a blog post when I'm able to use it to make a basic map.
[QUOTE=garry;52706759]People asking me to write another blog, what do you want to know more about?[/QUOTE]
I'd like to know how materials and shaders will be handled, from a modders perspective.
Since we won't be using the UE4 editor, how would we create custom materials for an addon, or map?
Will you have moddable AI? I feel like that could open a lot of interesting opportunities.
[QUOTE=Darkomni;52707044]what is networked and how is it networked? if i import a model while working with another player for instance, will it be distributed to that player?[/QUOTE]
[QUOTE=pedrus24;52707063]Yes please, tell us how custom content will be distributed between players. Will we need to download millions models and sounds before being able to connect to a server?[/QUOTE]
I'm fairly sure most have read it but in the second blog post:
[url]https://sandbox.facepunch.com/blog/dev-blog-2/[/url]
This example is given:
[img]https://files.facepunch.com/garry/1b0811b1/1e81.png[/img]
So entities can be networked pretty simply by the looks of it.
I know it doesn't answer the asset streaming question - I don't think it has been addressed yet.
In a perfect world, something like Silverlan's streaming from his project:
[url]https://facepunch.com/showthread.php?t=1490195&p=51987086&viewfull=1#post51987086[/url]
[media]https://www.youtube.com/watch?v=Zw9yrdXpazY[/media]
is it going to be same 2 make mi dark rp jobs?
[highlight](User was banned for this post ("Shitpost and shit history - Lets make that ban avatar official" - Reagy))[/highlight]
I hope we get more information on the plans for the server browser in the next blogpost.
a small post about how addons or scripting would be cool. maybe a comparison to how GMod does it for the sake of difference and futuristic approaches? :v:
Will the Rape SWEP come pre-installed?
[QUOTE=legendofrobbo;52706808]when is half life 3 coming out?[/QUOTE]
I have some unfortunate news for you buddy
[QUOTE=zoox;52707149]Why did you choose .net core over mono?[/QUOTE]
Mono does do everything we need but it's a bit shit. It's buggy, performance isn't as good, and doesn't have the best support in dev tools.
[QUOTE=zoox;52707149]What does the glue code between ue4 and c# look like?[/QUOTE]
We have a tool that generates all of that for us. It reads something like C# interfaces from a .def file and generates either C# or C++ classes to use it from the opposite language.
For example:[code]managed Transform as FManagedTransform
{
constructor(Vector3 translation, Quaternion rotation, Vector3 scale);
Vector3 Translation { get; }
Quaternion Rotation { get; }
Vector3 Scale { get; }
}
native unreal ADecalEntity as UnrealEngine.Actors.Decal : AActor
{
void SetMaterial( UManagedMaterial m );
void SetDecalSize(Vector3 InDecalSize);
}[/code]
"managed" means it's a C# class so it generates a corresponding class for C++ to reference it, "native" does the opposite.
[QUOTE=zoox;52707149]What does the entity system look like? Simple Inheritance or a component based approach?[/QUOTE]
Just inheritance.
I honestly just want to know out-of-the-box what toys and tools we will have for sandbox play. Sandbox was the big (almost only) reason I played a ton of gmod.
[QUOTE]It would also be pretty cool if we could be told to what extent we will have power over the aesthetic of a gamemode, and by that I mean, if we can make shaders (both vertex shaders and fragment shaders) ourselves, how the lighting will work if we want to move the sun, to what extent we can control post-processes, etc.[/QUOTE]
I'm not a developer here but I have worked with Unreal. You'd probobly be able to easily control postprocess things live, but I'm not sure about the sun. Static lighting is something you need to bake in editor and even if you can do that in-game then it's probobly a bad idea, as it takes a while to generate lighting even on a really good pc.
[QUOTE=bord2tears;52707310]In a perfect world, something like Silverlan's streaming from his project:
[url]https://facepunch.com/showthread.php?t=1490195&p=51987086&viewfull=1#post51987086[/url]
[media]https://www.youtube.com/watch?v=Zw9yrdXpazY[/media][/QUOTE]
Oh fuck that's awesome. I would love to see that implemented.
[editline].[/editline]
Shit, looking at Silverlan's thread, that guy should honestly be hired to work on S&dbox :v:
How long until I can fuck around with that map maker? :v:
Is there going to be a beta / way for me to try it / throw my money at it at some point?
[QUOTE=Tenrys;52711379]Is there going to be a beta / way for me to try it / throw my money at it at some point?[/QUOTE]
It's a prototype
[QUOTE=Tenrys;52711379]Is there going to be a beta / way for me to try it / throw my money at it at some point?[/QUOTE]
You can bet there will be. And then another moderator will be demodded for selling keys, thus proving that time is a flat circle.
[QUOTE=EliteGuy;52711453]It's a prototype[/QUOTE]
People would throw money at it anyways. So would I if I had some to spare.
[QUOTE=EliteGuy;52711453]It's a prototype[/QUOTE]
We're living in the time where people throw there money on the game concept.
There is nothing wrong to throw our money to s&box
:shitposting:
How about feature like a ToyBox or Workshop?Will that be , or new addon system?
Garry already experienced some failure with the toybox so I don't think he'll implement that thing
oh crap...k , the workshop expirence with crappy dupes and fnaf model saves it makes itself felt bad...
[QUOTE=CyclonatorZ;52711548]You can bet there will be. And then another moderator will be demodded for selling keys, thus proving that time is a flat circle.[/QUOTE]
Wait what, when was this, i missed this
[QUOTE=SoUl_ReApEr2;52712544]Wait what, when was this, i missed this[/QUOTE]
Gran PC was selling (I think fake?) rust keys. Got demodded.
[QUOTE=James xX;52712547]Gran PC was selling (I think fake?) rust keys. Got demodded.[/QUOTE]
I'm pretty sure he cut them out from some post where they were originally released or something like that. I could be misremembering though.
[QUOTE=Tenrys;52711379]Is there going to be a beta / way for me to try it / throw my money at it at some point?[/QUOTE]
ngl I'd pay £40 for it even at this stage
so since its a prototype it can be added to:
[url]http://prototypes.facepunch.com/[/url]
thanks
I think you should all give this some time.
Might as well let them work on it for quite some time until they have most major features decided on and implemented.
I imagine it could be kinda distracting if it was released as a prototype now, because then they'd have to listen to all our shitty feedback for months and months when none of it is close to finished.
[QUOTE=Paul-Simon;52712816]I think you should all give this some time.
Might as well let them work on it for quite some time until they have most major features decided on and implemented.
I imagine it could be kinda distracting if it was released as a prototype now, because then they'd have to listen to all our shitty feedback for months and months when none of it is close to finished.[/QUOTE]
Well it [I]has[/I] been in development for a year by now. Be glad we didn't know as much as we know now about it a year ago.
[QUOTE=Jelman;52712830]Well it [I]has[/I] been in development for a year by now. Be glad we didn't know as much as we know now about it a year ago.[/QUOTE]
Sure, but why be impatient about it?
Pretty sure Garry and crew will release it in some capacity when they feel like it's ready for the public.
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