• So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
    863 replies, posted
[QUOTE=GHOST!!!!;52819964][I]Well maybe say that next time huh?????[/I][/QUOTE] you'll take what you're given and like it
[QUOTE=GalaxyBeatzz;52819762]How would it decrease precision though? It's pretty much the exact same thing as happens in Garry's Mod when holding Shift + E. It just has a nice animation instead of an insta-snap.[/QUOTE] Long story short I have no way of knowing if this is the case but it [I]appears[/I] as though it doesn't instantly go to whatever angle is needed but rather has a slight transition time of sorts. If you were to say freeze the prop during this time I'd assume it'd be stuck at whatever near perfect but not actually perfect spot in the transition that was. Could be purely visual though so I don't know.
[QUOTE=TheMrFailz;52821861]Long story short I have no way of knowing if this is the case but it [I]appears[/I] as though it doesn't instantly go to whatever angle is needed but rather has a slight transition time of sorts. If you were to say freeze the prop during this time I'd assume it'd be stuck at whatever near perfect but not actually perfect spot in the transition that was. Could be purely visual though so I don't know.[/QUOTE] This happens in GMod and it's not an issue
[QUOTE=Dr. Evilcop;52821825]you'll take what you're given and like it[/QUOTE] That makes me sad. :( Wonder if we'll ever get something fun like VMF Suite.
[QUOTE=TheMrFailz;52821861]Long story short I have no way of knowing if this is the case but it [I]appears[/I] as though it doesn't instantly go to whatever angle is needed but rather has a slight transition time of sorts. If you were to say freeze the prop during this time I'd assume it'd be stuck at whatever near perfect but not actually perfect spot in the transition that was. Could be purely visual though so I don't know.[/QUOTE] Same thing happens in Gmod though? I've never had an issue with freezing stuff half-way through it's turn, it's like 1-2 frames of animation. Besides anyone wanting to be extremely precise will use tools for that effect, not the physgun.
[video=youtube;Gw7YF7ns0Mo]https://www.youtube.com/watch?v=Gw7YF7ns0Mo[/video] See video edit: The slide-y bit right around/after snapping. I realized it's not the angles but actually the position, as it seems to snap then do a small amount of sliding to where it should be.
[QUOTE=TheMrFailz;52822869][video=youtube;Gw7YF7ns0Mo]https://www.youtube.com/watch?v=Gw7YF7ns0Mo[/video] See video edit: The slide-y bit right around/after snapping. I realized it's not the angles but actually the position, as it seems to snap then do a small amount of sliding to where it should be.[/QUOTE] Honestly you're worrying too much about a little clip that wasn't even showcasing the physgun.
[QUOTE=TheMrFailz;52822869][video=youtube;Gw7YF7ns0Mo]https://www.youtube.com/watch?v=Gw7YF7ns0Mo[/video] See video edit: The slide-y bit right around/after snapping. I realized it's not the angles but actually the position, as it seems to snap then do a small amount of sliding to where it should be.[/QUOTE] lol it's a prototype game, wait till they actually make a big jump in content/stuff first, it's literally just rotating a prop, that's probably not a big priority
[QUOTE=SoUl_ReApEr2;52823086]lol it's a prototype game, wait till they actually make a big jump in content/stuff first, it's literally just rotating a prop, that's probably not a big priority[/QUOTE] The polish is gonna get applied eventually but w/e, just a thing I noticed and felt the need to point out.
[QUOTE=TheMrFailz;52823410]The polish has gotta get applied eventually but w/e, just a thing I noticed and felt the need to point out.[/QUOTE] You felt the need to complain about something in a game that hasn't even been officially announced? You're pointing out that there is the same problem in GMod currently, but I have never heard anyone complain about it being inprecise in GMod, and even if they did, your own video shows that it's even less of a problem. It just stinks of entitlement.
[QUOTE=James xX;52823468]1.) You felt the need to complain about something in a game that hasn't even been officially announced? 2.) You're pointing out that there is the same problem in GMod currently, but I have never heard anyone complain about it being inprecise in GMod, and even if they did, your own video shows that it's even less of a problem. 3.) It just stinks of entitlement.[/QUOTE] 1.) I'm not complaining i'm literally pointing out that there's a weird thing going on there. 2.) It doesn't though. I explicitly pointed out that in gmod you snap to position and it more or less stays put whereas in the vid it "snaps" then does some sort of slow transition to position. 3.) No comment.
It could just be interpolation.
[QUOTE=James xX;52823468]You felt the need to complain about something in a game that hasn't even been officially announced? You're pointing out that there is the same problem in GMod currently, but I have never heard anyone complain about it being inprecise in GMod, and even if they did, your own video shows that it's even less of a problem. It just stinks of entitlement.[/QUOTE] I think it's a good thing such scrutiny exists, I don't think he's being entitled. He's not saying FIX IT NOW, he's just pointing it out for the devs to consider. The devs may well put it on their to do list (probably down low) and I think that's helpful. I don't think we should tell people not to point out peculiar behaviour (within reason), I think that's ultimately unhelpful and keeps the devs from knowing something they might possibly want to know.
[QUOTE=343N;52826053]I think it's a good thing such scrutiny exists, I don't think he's being entitled. He's not saying FIX IT NOW, he's just pointing it out for the devs to consider. The devs may well put it on their to do list (probably down low) and I think that's helpful. I don't think we should tell people not to point out peculiar behaviour (within reason), I think that's ultimately unhelpful and keeps the devs from knowing something they might possibly want to know.[/QUOTE] I agree, but he's been making multiple posts about it, to a point where one of the devs had to just explain to him that the video wasn't about the physgun, but instead about the importing of model. I only made my point after he had gone to the effort of making a video about it because it was overkill.
Although the model import is good, I can't wait to see a model with bones.
Just so I know I'm understanding this correctly, is this importing it from the native model format used in San Andreas. If so, that's pretty cool.
[QUOTE=cpone;52827494]Just so I know I'm understanding this correctly, is this importing it from the native model format used in San Andreas. If so, that's pretty cool.[/QUOTE] Something similar has already been done by Ziks in Unity, which can load up entire maps and rigged character models, all fully animated. Can't wait to see the same done here!
[QUOTE=atrblizzard;52827888]Something similar has already been done by Ziks in Unity, which can load up entire maps and rigged character models, all fully animated. Can't wait to see the same done here![/QUOTE] Layla was responsible for decoding the character models and animations, we'd been working on that thing together.
The SA stuff is just a proof of concept for loading files from archives as well as flat files.
Did that idea for a competition to design the next physgun go anywhere? I think it would be a great way for the community to get involved, once the game is closer to release.
[url]https://files.facepunch.com/Layla/2017/October/27/2017-10-27_16-25-21.mp4[/url] improved the fps a bit ticking thousands of entities was hurting performance New video on Discord
This game has only just started development and you're telling me we can already have the entire GTA San Andreas map as our playground? What kind of fucking sorcery is this and why hasn't it been done sooner by someone else?
[QUOTE=Loadingue;52841526]This game has only just started development and you're telling me we can already have the entire GTA San Andreas map as our playground? What kind of fucking sorcery is this and why hasn't it been done sooner by someone else?[/QUOTE] Holy fuck that's [I]badass[/I]
[QUOTE=Obrijajac;52841199][url]https://files.facepunch.com/Layla/2017/October/27/2017-10-27_16-25-21.mp4[/url] improved the fps a bit ticking thousands of entities was hurting performance New video on Discord[/QUOTE] If the import utilities keeps on being expanded and improved, I can see "loader scripts" that makes it plug&play for a end user who both legitimately owns the game they want to import from and S&box, become a really popular thing. Which means, depending of the Unreal Engine 4, we could see fanmade modern remakes of many games being released as "loader scripts" and modernized reverse-engineered assets for S&box.
Oh my lord, reading about all these amazing developments feels like a dream :excited: Somebody pinch me
I remember when someone asked what kind of props were going to be made for S&B because, Garry's Mod has always had HL2 props causing everything to look very 'DIY' and that they liked that style. By having importers for a lot of games you can pretty much resolve that issue really easily because you get a big library of different types of props. But then another question pops up: Is it going to be like CSS again. "admin help ples i see only black purple block and error". So would people have to buy specific games for specific content?
[QUOTE=GalaxyBeatzz;52843160]I remember when someone asked what kind of props were going to be made for S&B because, Garry's Mod has always had HL2 props causing everything to look very 'DIY' and that they liked that style. By having importers for a lot of games you can pretty much resolve that issue really easily because you get a big library of different types of props. But then another question pops up: Is it going to be like CSS again. "admin help ples i see only black purple block and error". So would people have to buy specific games for specific content?[/QUOTE] Regardless of the abilities of the engine it needs nonspecific content or it would be DOA. As a mapper I want the things I make to be as easy to use as possible, people shouldn't have to have download half a gig of textures for a map which only uses basic concrete, brick, wood, and grass.(though some do) then download another set of slightly different but conceptually similar textures for another map. It good to have that option but it shouldn't be a requirement for basics, only the things that are not so basic like space-build and other crazy gamemodes people can come up with. It would be hard to match the variety that just the basic HL2 content has, but even so there are simple things it struggles with such as water, wind, and weather effects.
[vid]https://files.facepunch.com/Layla/2017/November/04/2017-11-04_18-51-53.mp4[/vid]
[QUOTE=sarge997;52855900][vid]https://files.facepunch.com/Layla/2017/November/04/2017-11-04_18-51-53.mp4[/vid][/QUOTE] That's so sexy
How does it snap though
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