So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
aw too late to try
Can we have a community contest to design and model a new physgun? :v:
Obviously you probably won't be able to ship with Source assets and it'd be pretty fun
[QUOTE=Dr. Evilcop;52756990]Can we have a community contest to design and model a new physgun? :v:
Obviously you probably won't be able to ship with Source assets and it'd be pretty fun[/QUOTE]
That would definitely be cool
[QUOTE=Dr. Evilcop;52756990]Can we have a community contest to design and model a new physgun? :v:
Obviously you probably won't be able to ship with Source assets and it'd be pretty fun[/QUOTE]
Oh my that's a genius idea. I really hope Garry considers this as a serious contest.
[QUOTE=Dr. Evilcop;52756990]Can we have a community contest to design and model a new physgun? :v:
Obviously you probably won't be able to ship with Source assets and it'd be pretty fun[/QUOTE]
This would be amazing. Given I'm not the greatest at modeling right now, to have a model put into such a game would be quite something. Perhaps it would push me, along with many other people to get better at modeling for this.
Not to mention, they're gonna have to ship a starter map with s&box, so I wonder what they're gonna do there. Maybe they could run a contest like they did for the new gm_construct.
[QUOTE=BlueSkilly;52758151]This would be amazing. Given I'm not the greatest at modeling right now, to have a model put into such a game would be quite something. Perhaps it would push me, along with many other people to get better at modeling for this.
Not to mention, they're gonna have to ship a starter map with s&box, so I wonder what they're gonna do there. Maybe they could run a contest like they did for the new gm_construct.[/QUOTE]
And just like that another great contest idea was born. The S&Box default map contest.
[QUOTE=GalaxyBeatzz;52758193]And just like that another great contest idea was born. The S&Box default map contest.[/QUOTE]
Here's hoping! :v
It's gotta be a construct tribute. You know it.
I don't think Garry is trying to turn this into "Garry's Mod 2", so I doubt a phys-gun is going to be something implemented soon or by the team.
From what I've gathered the aim of this project seems to be more of a tool/framework for developers and content creators to create games/content quickly and less about creating a sequel physics sandbox.
Like a even higher level of abstraction away from the unreal engine so that the developer/hobbyist can focus on the gameplay design rather than building a game from the ground up.
[QUOTE=BlueSkilly;52758151]This would be amazing. Given I'm not the greatest at modeling right now, to have a model put into such a game would be quite something. Perhaps it would push me, along with many other people to get better at modeling for this.
Not to mention, they're gonna have to ship a starter map with s&box, so I wonder what they're gonna do there. Maybe they could run a contest like they did for the new gm_construct.[/QUOTE]
Construct wasn't a contest, someone mentioned updating the map and I posted a edit I had been working on
[QUOTE=highvoltage;52758566]Construct wasn't a contest, someone mentioned updating the map and I posted a edit I had been working on[/QUOTE]
Oh, I remember getting the idea that different people were working on different parts of the map, and people decided which was best. I guess that's not the case then.
[QUOTE=Llamalord;52758357]I don't think Garry is trying to turn this into "Garry's Mod 2", so I doubt a phys-gun is going to be something implemented soon or by the team.
From what I've gathered the aim of this project seems to be more of a tool/framework for developers and content creators to create games/content quickly and less about creating a sequel physics sandbox.
Like a even higher level of abstraction away from the unreal engine so that the developer/hobbyist can focus on the gameplay design rather than building a game from the ground up.[/QUOTE]
GMod is it's own unique type of game, and it's really, really showing it's cracks right now, even though it's playerbase is still really high. GMod already is great for prototyping small games and making things that have a wide reach but it's so limited, moving to a more modern and flexible platform will (hopefully) mitigate that. I'll be really upset if sandbox isn't a "gmod 2".
[QUOTE=The bird Man;52647797]Cheap version of Jbmod[/QUOTE]
late, but that's what he should name it
Jbmod
permanently erasing all trace of the original game from any search results, forever
[editline]8th October 2017[/editline]
Jbmod: The Final Conquest
All I'm saying is there is a reason they're making a deathmatch gamemode first and not a sandbox gamemode.
While I certainly think sandbox will be capable of everything Gmod is, I don't think Garry is trying to push all the tired game play themes of a game he made 10+ years ago. Not that I don't want a "Gmod 2", I think they're pushing for a much different game then you're all expecting, and that makes me way more excited that we're getting a unique/fresh sandbox game from the guy who made arguably the most popular sandbox game in history.
[QUOTE=Llamalord;52758357]From what I've gathered the aim of this project seems to be more of a tool/framework for developers and content creators to create games/content quickly and less about creating a sequel physics sandbox.
Like a even higher level of abstraction away from the unreal engine so that the developer/hobbyist can focus on the gameplay design rather than building a game from the ground up.[/QUOTE]
While I forgot they did program a physgun, for all you disagreeing with me go look at the first paragraph on sandbox.facepunch.com
[QUOTE]Our intention with Sandbox is to take a powerful game engine (UE4 right now) and build a hotloading C# layer on top of it. The idea being that you will never have to touch C++, you never have to wait for things to compile, you never have to close the game while developing[/QUOTE]
Exactly what I described the goals of the team as being.
I'm very accustomed to the Source Engine thanks to having accrued (a mere) 1301 hours in GMod, and the main reason I'm excited for S&box is because it's a new engine to play with.
New API for addon scripting, better model file compatibility (from what I've seen) and so on. It'll be like a brand new experience, except that I've already played the shit out of GMod
I really hope this project does not explode into media, It's a tool for making gameplay and of course the media will just blurt it out as another game with everyone and their mother misinterpreting what it actually is. Aka the hype effect, it worries me.
What I'm really interested in is to see how powerful a flowgraph scripting system could become, with the ability to make new types of nodes and elements on the fly it could really open up the engine to those who are not familiar with C#. (This has only really come to my attention recently after investigating it myself for a project.)
Even if it's just a game that has really good C# scripting/modding support. Wouldn't that practically make gmod 2? Gmod is pretty much nothing without the Lua scripting community, I guess there's Sandbox and TTT and they're fun too, but most of the 'big time hype' gamemodes such as DarkRP are made by the community.
[QUOTE=Llamalord;52759381]All I'm saying is there is a reason they're making a deathmatch gamemode first and not a sandbox gamemode.
While I certainly think sandbox will be capable of everything Gmod is, I don't think Garry is trying to push all the tired game play themes of a game he made 10+ years ago. Not that I don't want a "Gmod 2", I think they're pushing for a much different game then you're all expecting, and that makes me way more excited that we're getting a unique/fresh sandbox game from the guy who made arguably the most popular sandbox game in history.
While I forgot they did program a physgun, for all you disagreeing with me go look at the first paragraph on sandbox.facepunch.com
Exactly what I described the goals of the team as being.[/QUOTE]
I kinda feel like this is a non argument. In a way, regardless of what you're saying, S&dbox is more "Garry's Mod" than Garry's Mod ever was.
I feel like you're thinking of Garry's Mod as just its default sandbox gamemode when in reality it's so much more than that. Creating and playing custom gamemodes is a [I]huge[/I] part of Gmod. In fact I'd say it's well eclipsed the default sandbox gamemode in the last few years.
Conceptually, I don't see any difference between a gamemode built using Gmod as a base and a game built using S&dbox as a base. Prop Hunt, Trouble in Terrorist Town, Murder, and so many more gamemodes are practically their own games by all rights. There used to be a dogfight gamemode I sunk many hours into, and I remember it as its own game rather than a Gmod gamemode. You're saying S&dbox will be radically different because it's more focused towards being a framework for games to be built upon, but Garry's Mod is absolutely that as well.
The difference is more in implementation than concept. C# is arguably an easier tool to work with than Lua. Importing models and textures into Source is a cockfest, S&dbox makes it easy and allows pretty much any format. Hammer is a shit outdated tool, S&dbox has a built in map editor (which may also be multiplayer) and can accept various map formats. S&dbox can hot load changes and edits, Gmod has to be rebooted. Etc etc etc.
I see S&dbox as a perfection of the ideas Garry's Mod tried to implement starting with version 5 or so. Even if S&dbox didn't ship with a gmod-esque sandbox gamemode, or any gamemodes at all, it'd still be ""Garry's Mod 2"" to me. Not to mention someone could just code up a sandbox game mode and host it fairly easily.
[QUOTE=shadowboy303;52759574]I really hope this project does not explode into media, It's a tool for making gameplay and of course the media will just blurt it out as another game with everyone and their mother misinterpreting what it actually is. Aka the hype effect, it worries me.
What I'm really interested in is to see how powerful a flowgraph scripting system could become, with the ability to make new types of nodes and elements on the fly it could really open up the engine to those who are not familiar with C#. (This has only really come to my attention recently after investigating it myself for a project.)[/QUOTE]
UE already has a flowgraph system. Personally I find flowgraph systems distracting. Rather than learn how a particular graph system works I'd rather just have a well designed scripting API. The difficulty learning both is the same and the concepts from scripting are much more translatable.
This was shared by Layla on the Facepunch Discord and shows off Welding:
[QUOTE][vid]https://files.facepunch.com/Layla/2017/October/09/2017-10-09_10-28-28.mp4[/vid][/QUOTE]
Finally something that can actually hold props together
Only took 10 years :v:
The real question now is if it lags ass in high amounts. For example, build something like a car similar to as you would in gmod, but weld the entire thing instead of parenting it. If it doesn't lag then spawn 10 more and have people crashing them around into shit. Repeat until something interesting happens performance wise.
Will there be sliders that don't demolish literally everything?
[QUOTE=WinterPhoenix;52762704]This was shared by Layla on the Facepunch Discord and shows off Welding:[/QUOTE]
I was gonna say how I'm way too excited for this. But I think my excitement is justified, for how many years have we had to deal with shitty welds? You move your contraption and suddenly it turned into a mess. Props where they shouldn't be, probably a few wooden props broken in the process.
Building with this is gonna be fucking amazing.
If there is going to be created any kind of wiki like the Garry's Mod wiki, any chance this could be released prior to the game's release for inspirational and pre-planning purposes?
Hopefully the new welding tool doesn't allow you to accidentally weld something to the floor.
[QUOTE=FlandersNed;52763535]Hopefully the new welding tool doesn't allow you to accidentally weld something to the floor.[/QUOTE]
I welded the map to a prop before, not a good idea.
[QUOTE=layla;52763539]I welded the map to a prop before, not a good idea.[/QUOTE]
Why walk when you can move the world instead :science101:
[QUOTE=layla;52763539]I welded the map to a prop before, not a good idea.[/QUOTE]
That [URL="https://www.reddit.com/r/tf2/comments/5cbyfj/selfmade_unusual_cap_for_neutron_star/d9w6mva/"]reminds[/URL] me:
[QUOTE=vJill]I did once experiment with parenting an entire map to one's face. It may have been less of an experiment and more of a typo, but I do know that this makes capping first on dustbowl incredibly difficult. Will investigate other options. [/QUOTE]
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