So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
I'm glad they're switching to a better engine but man it's gonna be weird not having all the quirks of the source engine that we've grow to love over the many years and also switching to unreal means porting old source content would probably be harder but I understand why they switched, source 2 is going nowhere at this point in time
[QUOTE=Ellistron;52648006]I'm glad they're switching to a better engine but man it's gonna be weird not having all the quirks of the source engine that we've grow to love over the many years and also switching to unreal means porting old source content would probably be harder but I understand why they switched, source 2 is going nowhere at this point in time[/QUOTE]rip source stuttering sounds.
[QUOTE=simzboy;52648010]rip source stuttering sounds.[/QUOTE]
Pick up that ca-ca-ca-ca-ca-ca-ca...
[QUOTE=UberMunchkin;52648014]As much as Source as this nice [I]je ne sais quoi[/I] feel when it's working well, I'm glad that I won't have to faff about experimenting with decade-old recompiling + porting tools just to add a single fucking model. UE4's file import system is a godsend after spending too long of my time in Source.
[editline]4th September 2017[/editline]
and talking about importing files is scratching the surface[/QUOTE]
I have to agree. Compiling models, getting the paths right, going through hurdle after hurdle, it's all a pain in the ass. I've said, "Source fucking sucks" too many times when working on anything. I think UE4 will be a step in the right direction. Are there any good sandbox games made with UE4?
Now combine the easy importing with the workshop and suddenly there's content out the wazoo.
Fuck I hope not. There is probably not an engine I like playing in less than Unreal. I'd be happier with virtually any other.
[QUOTE=BlueSkilly;52648035]I have to agree. Compiling models, getting the paths right, going through hurdle after hurdle, it's all a pain in the ass. I've said, "Source fucking sucks" too many times when working on anything. I think UE4 will be a step in the right direction. Are there any good sandbox games made with UE4?
Now combine the easy importing with the workshop and suddenly there's content out the wazoo.[/QUOTE]
Not many(0?) sandbox games like this one in ue4
[editline]5th September 2017[/editline]
[QUOTE=Doctor Zedacon;52648058]Fuck I hope not. There is probably not an engine I like playing in less than Unreal. I'd be happier with virtually any other.[/QUOTE]
May I ask why?
First mod I want would bring back all of the aforementioned Source quirks. Prop-surf mode? Generic sound effects? Special maps with that lovely, shitty baked in lightmap and brush geometry? yespls :speedfap:
I hope there will be the ability to create soundscapes like there was in Source as well; reference: [video]https://youtu.be/seOLzKopzKY[/video]
This sounds more like a game development and prototyping tool than an actual game they're trying to make.
[QUOTE=Jelman;52648096]Not many(0?) sandbox games like this one in ue4
[editline]5th September 2017[/editline]
May I ask why?[/QUOTE]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=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]
UE4 isn't the source of this problem, and probably has way more to do with modern post processing and FPS gameplay mechanics that have become commonplace, including in UE4 titles. Lower mouse speeds, mouse acceleration, different mouse sensitivity for X and Y axis, and not to mention FPS and frametime dips due to more demanding titles.
You can easily recreate the "normal" Source camera movement in UE4 by applying some basic setting adjustments, removing post processing like motion blur and chromatic aberration and the like, and ensuring that you maintain a stable frametime and FPS.
Plus if you're not a fan of that modern "plastic" look, that's probably because you're not a fan of modern PBR material workflow. It can be an amazing tool to make games look super realistic, but in most titles, it's not pulled off well enough, and things like gloss are over-the-top. Not to mention, it increases system requirements and lowers framerate, and an unstable framerate will take you out of a game more than the enhanced materials will pull you in. That comes down to preference in most cases, for instance, I don't even like texture filtering in a lot of games, and turn it off when I can, at least in older titles with lower resolution textures.
[QUOTE=Loriborn;52648161]UE4 isn't the source of this problem, and probably has way more to do with modern post processing and FPS gameplay mechanics that have become commonplace, including in UE4 titles. Lower mouse speeds, mouse acceleration, different mouse sensitivity for X and Y axis, and not to mention FPS and frametime dips due to more demanding titles.
You can easily recreate the "normal" Source camera movement in UE4 by applying some basic setting adjustments, removing post processing like motion blur and chromatic aberration and the like, and ensuring that you maintain a stable frametime and FPS.
Plus if you're not a fan of that modern "plastic" look, that's probably because you're not a fan of modern PBR material workflow. It can be an amazing tool to make games look super realistic, but in most titles, it's not pulled off well enough, and things like gloss are over-the-top. Not to mention, it increases system requirements and lowers framerate, and an unstable framerate will take you out of a game more than the enhanced materials will pull you in.[/QUOTE]
I do take the time to adjust those things though. I universally disable motion blur, DOF, and chromatic aberration regardless of the game. FOV is another setting I make sure to set up before playing because low FOVs, while they do not make me motion sick like for many, are just annoying.
My problems with Unreal is something I've been having for at least a decade, and that is just what I can remember. I think UE3 was the worst offender, but UE4 still does it.
Keep in mind Facepunch Studios starts and stops new projects all the time, and really takes their time with stuff before they go remotely public. So who knows if this will go anywhere.
That being said, I am interested to see where this goes. Source is objectively garbage when it comes to just about every step of the creative process and at this point is probably internally a huge pain to work on due to legacy bs, wrappers on wrappers, and how old the code base now is.
I have to agree though, this doesn't exactly sound like a sandbox in the gmod sense, it seems more like a sandbox for rapid prototyping of games. Gmod CAN be used for this, but it is simultaneously much more and much less than that.
[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]
I can't help but feel you're having these issues because you're coming into it with a bias against unreal. It seems like you're looking for issues to have with it.
[QUOTE=DinoJesus;52648185]I can't help but feel you're having these issues because you're coming into it with a bias against unreal. It seems like you're looking for issues to have with it.[/QUOTE]
But it happens even without knowing a game is running on unreal.
Only thing that worries me is that it'll be yet another game run through an endless development cycle. I hope that's not the case, as GMOD provided a ton of fantastic memories and a modern game with that same amount of freedom would be amazing.
[QUOTE=Doctor Zedacon;52648191]But it happens even without knowing a game is running on unreal.[/QUOTE]Every engine has its own quirks by default. You can easily tell when a game is running on Source for example (unless the engine is completely overhauled like in Titanfall.)
An engine doesn't have to dictate the way a game feels and looks while playing. It depends on how much the user wants to change those default settings and make it their own. It is possible make an UE4 game look and feel like Source, although it would be difficult to perfectly replicate it.
[QUOTE=simzboy;52648259]Every engine has its own quirks by default. You can easily tell when a game is running on Source for example (unless the engine is completely overhauled like in Titanfall.)
An engine doesn't have to dictate the way a game feels and looks while playing. It depends on how much the user wants to change those default settings and make it their own. It is possible make an UE4 game look and feel like Source, although it would be difficult to perfectly replicate it.[/QUOTE]
Funny enough I could tell in Titanfall that it was running Source. One of the biggest giveaways though was looking at the world geometry, which is separate from gameplay.
[QUOTE=Doctor Zedacon;52648391]Funny enough I could tell in Titanfall that it was running Source. One of the biggest giveaways though was looking at the world geometry, which is separate from gameplay.[/QUOTE]
What's wrong with the world geometry?
[QUOTE=Doctor Zedacon;52648058]Fuck I hope not. There is probably not an engine I like playing in less than Unreal. I'd be happier with virtually any other.[/QUOTE]
Blame that on the devs using that engine, not the engine itself
Every engine on the planet that is open to build a game on will have certain issues devs need to look for
if they can't fix those common issues, blame lazy development, not lazy developers.
[QUOTE=BlueSkilly;52648407]What's wrong with the world geometry?[/QUOTE]
Didn't say there was anything wrong with it, it was just something I recognized. Especially when looking at sharp edges and thin parts of it, like ledges on buildings and such.
So if Gmod 2 was on UE4 would it completely separate itself from Valve assets?
It wouldn't be GMod anymore at that point so I'm willing to bet it'll be like Tower United and be a standalone successor.
[QUOTE=Keychain;52648453]So if Gmod 2 was on UE4 would it completely separate itself from Valve assets?
It wouldn't be GMod anymore at that point so I'm willing to bet it'll be like Tower United and be a standalone successor.[/QUOTE]
The console shows importing HL content and Source entities. Seems integrated to me.
i made gmod on ue4 before garry did :dance:
[url]https://www.youtube.com/watch?v=1U5KEQhnQMk[/url]
[QUOTE=Keychain;52648453]So if Gmod 2 was on UE4 would it completely separate itself from Valve assets?
It wouldn't be GMod anymore at that point so I'm willing to bet it'll be like Tower United and be a standalone successor.[/QUOTE]
Nothing wrong with someone ripping or remaking assets and having it support it third party
I just hope there's a way to run it on the lowest graphic settings possible
Whatever this is, i'm keen.
[media]https://youtu.be/MvIkoFQlNeg[/media]
Just saying, UE4 doesn't have to be this homogeneous description of modern post processing and game design; this is like, 10 minutes of mock up. You can do far more delving into the source code that is freely available, but even without that, a few tweaks and you can bunnyhop and glitch out physics all day.
So ill finally get to use c# for more than work, perfect <3
To add to this, there's some interested tweets found on [URL="https://twitter.com/LaylaCode"]Layla's Twitter[/URL]
Mainly:
[url]https://twitter.com/LaylaCode/status/849371777734254592[/url]
[url]https://twitter.com/LaylaCode/status/845504115904073728[/url]
(idk how to embed twitter links, sry)
Also, some good stuff found on the webserver:
[url]http://files.facepunch.com/Layla/2017/March/23/2017-03-23_16-42-42.mp4[/url]
[url]http://files.facepunch.com/Layla/2017/March/24/2017-03-24_08-40-34.mp4[/url]
[url]http://files.facepunch.com/Layla/2017/March/21/2017-03-21_12-51-25.png[/url]
[url]http://files.facepunch.com/Layla/2017/March/05/2017-03-05_18-55-57.png[/url]
[url]http://files.facepunch.com/Layla/2017/March/21/2017-03-21_21-37-45.png[/url]
So when do I make the new sexpose thread?
[editline]4th September 2017[/editline]
[QUOTE=kpjVideo;52648668]To add to this, there's some interested tweets found on [URL="https://twitter.com/LaylaCode"]Layla's Twitter[/URL]
Mainly:
[media]https://twitter.com/LaylaCode/status/849371777734254592[/media]
[media]https://twitter.com/LaylaCode/status/845504115904073728[/media]
Also, some good stuff found on the webserver: [url]http://files.facepunch.com/Layla/2017/March/23/2017-03-23_16-42-42.mp4[/url][/QUOTE]
[editline]4th September 2017[/editline]
OH hey Source maps work. Weeeeeelll there's that GMod legacy, 13+ years of maps in one fell swoop.
Sorry, you need to Log In to post a reply to this thread.