• So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
    863 replies, posted
Will walruses be included in the initial release?
I have been playing a lot of Garrysmod again lately and getting back into fiddling about with lua and the limitations of Source + the currently version of Garrysmod are really apparently nowadays, it just makes me think of the sort of things I read regarding S&box and the potential for a 'Garrysmod 2' which is built from the ground up to tackle the job of being an extremely versatile moddable sandbox. I'm assuming say imported Source maps would run better, it's crazy to go on some of the bigger (But not huge) outdoors Garrysmod maps and have 20-30 FPS on high end machines despite there being very little in terms of detail on the map, though no doubt it's compounded by bad mapping practices. I suppose official Source games have always had smaller tighter maps where using visleafs mean you can only have a small but detailed section rendered at any given time as well. Also I'm curious as to how importing maps would work in terms of entities, especially brush based ones like we have seen in clips. Do you also create a custom entity in S&Box to convert them into which behaves as you want to? Things like physics entities as well I'm assuming wouldn't behave anything like the Source physics so if you wanted it to be 1:1 you'd have to do some hijinks to get it all to behave the same.
[url]https://streamable.com/53dus[/url] [url]https://streamable.com/90ndj[/url] decals [T]https://files.facepunch.com/Layla/2018/February/11/453453452.jpg[/T] gm_fork [T]https://files.facepunch.com/Layla/2018/February/12/945621.jpg[/T] [url]https://discord.gg/RHSue9[/url] :hypeisreal:
I've been hoping to see my map pop up here. Super cool ❤️
Hey, just a question here. Basically Im wondering if this game will also be able to play maps from other source mods. In this case Im talking about zombie master (The one from 2009, 1.2.1.) and it uses some custom triggers in hammer. What Im wondering is if its possible to port that fgd file into the editor this game will use and if they will work properly or just flat out refuse to work. Like orbs, zombie spawns, trap triggers etc. Thanks in advance if anyone knows, it would be real helpfull.
[QUOTE=freaka;53141137]Hey, just a question here. Basically Im wondering if this game will also be able to play maps from other source mods. In this case Im talking about zombie master (The one from 2009, 1.2.1.) and it uses some custom triggers in hammer. What Im wondering is if its possible to port that fgd file into the editor this game will use and if they will work properly or just flat out refuse to work. Like orbs, zombie spawns, trap triggers etc. Thanks in advance if anyone knows, it would be real helpfull.[/QUOTE] It will work if you implement the entities in an addon. Here's an example of a source entity. [code]namespace Sandbox.SourceEngine { [ClassLibrary(Name = "func_rotating")] public class FuncRotating : MeshEntity { protected double MaxSpeed { get; set; } protected override void Tick() { base.Tick(); if (Authority) { Rotation *= Quaternion.FromAngles(0, MaxSpeed * Time.Delta, 0); } } public override bool SetProperty(string property, string value) { if (base.SetProperty(property, value)) { return true; } else if (Authority && property == "maxspeed") { MaxSpeed = value.ToFloat(); } return false; } } } [/code] You can join the S&box Discord if you want to ask more questions: [url]https://discord.gg/juEJDns[/url]
jeez this thread is still somewhat alive
[QUOTE=BlueSkilly;53127556][url]https://streamable.com/53dus[/url] [url]https://streamable.com/90ndj[/url] decals [T]https://files.facepunch.com/Layla/2018/February/11/453453452.jpg[/T] gm_fork [T]https://files.facepunch.com/Layla/2018/February/12/945621.jpg[/T] [url]https://discord.gg/juEJDns[/url] :hypeisreal:[/QUOTE] I'd love to see Fork expanded beyond the meager limitations of the Source engine. So many good maps crippled or made to compromise by that stupid Hammer limit. (Also the discord link is expired)
I'd love to see more activity in this thread.
We should be doing an internal playtest today of the barrels gamemode. [url]https://discord.gg/juEJDns[/url]
[QUOTE=Moat;53191665]Most of the activity is in the [b]official[/b] discord on the thread. There's a ton of content n' sneak peak hot gameplay posted by Layla there.[/QUOTE] Well yeah but because of technical issues, I can't access Discord right now.
This is a damn retarded question and i apologize, but what is the ETA on an early alpha build? Or maybe some gameplay videos?
[img]https://files.facepunch.com/Layla/2018/March/10/2018-03-10_13-33-06.png[/img] [img]https://files.facepunch.com/Layla/2018/March/10/2018-03-10_14-05-22.png[/img] [vid]https://files.facepunch.com/adam/2018/March/10/barrels.mp4[/vid]
Haven't played that since 2011 :smile:
here's a fun question can i make gamemodes in blueprints as well as c#
[QUOTE=Soren;53194381]here's a fun question can i make gamemodes in blueprints as well as c#[/QUOTE] No.
[QUOTE=Soren;53194381]here's a fun question can i make gamemodes in blueprints as well as c#[/QUOTE] No.
[QUOTE=layla;53191778]the video[/QUOTE] ouch, that fps drop when they explode kinda unrelated to the game, but is that actually a thing with a lot of modern particle effect systems on different engines? it really feels like it, especially when "too close to a lot of particles on screen" such as in Team Fortress i wonder how half life 2 and other older games subverted that so well
[QUOTE=lNloruzenchi;53195499]ouch, that fps drop when they explode kinda unrelated to the game, but is that actually a thing with a lot of modern particle effect systems on different engines? it really feels like it, especially when "too close to a lot of particles on screen" such as in Team Fortress i wonder how half life 2 and other older games subverted that so well[/QUOTE] When you're close the particles cover more of the screen. Painting the (possibly hundreds) of particles over the entire screen gets slow as the fill rate limits you. Limiting the number or size of particles would help reduce the slowdown but we haven't bothered with that.
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