• So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
    863 replies, posted
I wonder what the abbreviation on youtube will be, I'm sure that googling sandbox will not be a fun experience to find the game. And S&box might be too complicated to type out :v:
[QUOTE=chipsnapper2;52648669]So when do I make the new sexpose thread? [editline]4th September 2017[/editline] [editline]4th September 2017[/editline] OH hey Source maps work. Weeeeeelll there's that GMod legacy, 13+ years of maps in one fell swoop.[/QUOTE] I just hope this over reliance on old content doesn't result in content stagnation; why make new gamemodes or maps or models when you can just port it all over? You'd get improved performance for sure, unlimited possibilities even, but I'm sure the server browser will still be filled with DarkRP on DowntownV2 if making new content isn't incentivized. The thing is, UE4 is in many ways what Gmod was in 2005. There was no such thing as a powerful free and open source game engine, and Gmod existed as a way of bringing the proprietary Source engine, at the time one of the best in the world, to the regular person while adding lua support to make working in it easier. UE4 already has lua support, Blueprints for visual coders, is open source and highly documented, and is more powerful than pretty much anything out there. Most of the big names in Gmod modding left to pursue their own projects when Source, and GLua's, limitations became too much, and in many cases, because they realized you can't really pursue modding Gmod as a career; if Gmod2 simply extends the functionality of UE4, why would a skilled coder limit themselves by working in Gmod2 when they can get right to the core of UE4 for free, and produce some of the core gameplay elements of Gmod in a few days? You can reproduce many of the Gmod gamemodes in UE4 in a week's time, assuming you're just using ported content, so I guess the real question I'm asking is what demographic is Gmod2 to serve? If it's just all Source ported content in a fancy new package and no limitations, why would a normal person switch over when they won't experience the engine improvements tangibly? As for a coder or project developer, why would they tie themselves to modding Gmod2 when they can work in UE4, free of charge, and sell their game on Steam, gain name recognition in the game development industry, all without putting in *that* much more work than you would in Gmod2's UE4? This is only worsened by the fact that HL2 and Source are two major appeals of Gmod. It's hard to see the humor transitioning over to Gmod2 if that kind of referential humor content isn't packaged with the game for legal reasons. Even if there are some model recreations that are inspired by HL2, the "quirk" loses it's meaning. You're no longer seeing serious GMan in a sexy pose with Alyx, you're seeing two original creations made with the sole purpose of being comedic reproductions of HL2 characters; the juxtaposition no longer exists and the sexy pose loses it's absurdity. I would argue that Blueprints in UE4 is easier to work in that Glua to be honest, so I wonder what place gamemode-based sandbox games have in a post-open-source-game-engines-for-free world. Having Gmod2 simply be an authoring tool for distributing UE4 games in an easy to use launcher with some additional functionality for legacy support seems to be the best thing, but I can't imagine most skilled UE4/C#/C++ users would switch over to Gmod2 from UE4 if it only limits (if only slightly) what they can do with the engine without providing any incentive to go from "game developer" status, to "modder" status.
The name is simple. We had GMod, and the reason it was called that was because it's technically a Source mod. Since it's in UE4 now, and is going to start out as an actual game instead of a mod, and it's a sandbox game, there can only be one name. [B][U]Garry's Box (GBox for short)[/U][/B]. Short, simple, has a nice ring to it either way, and people know what they're getting straight off the bat. Calling it anything else would just confuse people, and would require people to explain that "this isn't just a Gmod clone, it's the "sequel" to Gmod!"
[QUOTE=Rahu X;52648711]The name is simple. We had GMod, and the reason it was called that was because it's technically a Source mod. Since it's in UE4 now, and is going to start out as an actual game instead of a mod, and it's a sandbox game, there can only be one name. [B][U]Garry's Box (GBox for short)[/U][/B].[/QUOTE] I also think it's funny that Garry has come full circle and is now using Rust as a asset base for Sandbox [IMG]https://i.imgur.com/b3NmgMN.png[/IMG] Would be cool to play around with Rust models, it would be like what Hl2 was for gmod.
i'm gonna miss lua but C# is not a bad choice at all! [editline]4th September 2017[/editline] if anything it means bad coders won't be able to do stupid shit like [code] pl:SetNWNumber( "whatever", "definitely not a number" ) [/code] anymore
I wonder if it'll be possible to mount Source games onto it like you can with GMOD.
[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] We're exposing the asset importing to C# so anyone can write an importer for any asset format. [QUOTE=Doctor Zedacon;52648133]but even at the best of times it tends to feel like moving and aiming in syrup.[/QUOTE] We don't use any UE4 movement code. It's all done in C#. That goes for a lot of things, we use UE4 for rendering, physics, audio etc but use no gameplay specific code. You're not even going to be aware that it's UE4. [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] The cool thing is that you wont have to port anything. I have a fetish for this kinda stuff and will make all asset converting automatic or just write an importer that loads all old source content outright. There's no more model compiling, you throw in your file and it loads.
[QUOTE=layla;52648825]We're exposing the asset importing to C# so anyone can write an importer for any asset format.[/QUOTE] this is next level holy fuck [editline]4th September 2017[/editline] y'all got any sort of eta on when we might see playable demos / alphas / whatever? i am extremely interested.
No but progress has started to snowball now that it's getting to a point where it's actually fun to write gamemodes. I have some UE4 projects i go back to sometimes and I find myself missing S&Box, it's made me quite spoiled. I'm the first person to be like "Why wouldn't you just use UE4 instead" so if even I'm finding using this to be faster, easier and more enjoyable then we're on the right track.
They should get the guy working on that [URL="https://facepunch.com/showthread.php?t=1490195"]source-like-but-better-in-every-way engine [/URL]on this.
[QUOTE=layla;52648825]The cool thing is that you wont have to port anything. I have a fetish for this kinda stuff and will make all asset converting automatic or just write an importer that loads all old source content outright.[/QUOTE][I]All[/I] old assets? Because I have roughly 200+gb of shit mounted in my SFM folder, straddling multiple semi-compatible engine formats and pretty much every shader. Not that the weird posing/animation/general art side of things seems to be much of a concern at all, and that's my focus, so I guess I'll just be left out in the old.
here's a question i have will it have default filler resources, or, to word it better, will it have standard props/materials/tools to ship with, like how Gmod has standard Half-Life 2 materials/models/resources? there was so much there that came with gmod that really improved the default experience, and while no doubt there will be a fucktonne of mods for this, will the standard no mod-experience be as content-rich in regards to pre-made tools/props/materials/models available for use from the get-go?
[QUOTE=layla;52648884]No but progress has started to snowball now that it's getting to a point where it's actually fun to write gamemodes. I have some UE4 projects i go back to sometimes and I find myself missing S&Box, it's made me quite spoiled. I'm the first person to be like "Why wouldn't you just use UE4 instead" so if even I'm finding using this to be faster, easier and more enjoyable then we're on the right track.[/QUOTE] I'm getting very excited now. Absolutely look forward to seeing what you and the team can do with this! Its odd to say but Ive been a huge fan of your work in WAYWO, back a couple years I would see your avatar and know whatever was in your post was going to be just [I]pretty darn cool.[/I] And I know with Garry as well, this project looks to be in good hands in my opinion. Side question; did you guys feel a nudge to post this following the whole Epistle 3 dealio?
[QUOTE=343N;52648934]here's a question i have will it have default filler resources, or, to word it better, will it have standard props/materials/tools to ship with, like how Gmod has standard Half-Life 2 materials/models/resources? there was so much there that came with gmod that really improved the default experience, and while no doubt there will be a fucktonne of mods for this, will the standard no mod-experience be as content-rich in regards to pre-made tools/props/materials/models available for use from the get-go?[/QUOTE]I also have to wonder how asset authoring will go, particularly in regards to model shaders. Will those also receive a full in-engine editor, will we have to dig up Unreal Editor 4, or will we just have to deal? Unreal is pretty powerful, and I doubt people will settle for just Source Engine ports.
I'm not gonna judge it before I have a chance to play it, but considering the switch to GMod 13 was enough to tick people off, I'd be surprised if people embraced this with open arms. I myself am looking forward to seeing how it goes. Garry's Mod for Source will always be superior to me, though, if only for nostalgia.
[QUOTE=The Kins;52648957]I also have to wonder how asset authoring will go, particularly in regards to model shaders. Will those also receive a full in-engine editor, will we have to dig up Unreal Editor 4, or will we just have to deal? Unreal is pretty powerful, and I doubt people will settle for just Source Engine ports.[/QUOTE] You'll never have to download the UE editor.
Is it gonna possible to use any language for scripting that supports .net, say like F#? Or will it just limited to C# only?
[QUOTE=Shidobu;52649002]Is it possible to use any language for scripting that supports .net, say like F#? Or is it just limited to C# only?[/QUOTE] If you can use C#, then you should be able to bring in wrappers for almost any language you could want. I think? For example: [URL="https://github.com/NLua/NLua/blob/master/README.md"]NLua, a Lua wrapper for C#[/URL] The performance shouldnt be affected too greatly, and honestly if youre looking for the ability to code in a more familiar language you may not have speed as a high priority. Someone correct me if im wrong, I very likely am.
I dont really care what engine its on as long as its better than source and the game follows the same sandbox principles. The thing that makes the game for me is how you build, because every sandbox game under the sun uses just cubes and basic geometric shapes that snap together perfectly. Being able to completely freehand your contraptions is pretty great.
Kind of a pointless sequel but sure, okay. Losing the HL2/Valve sactioned models is going to be a giant hurdle for a fuck ton of people though. Especially since Gmod is bundled with those source games nowadays. Why would you pay more for less?
I don't understand how you could expect [I]anyone[/I] to build [I]anything[/I] good without our old friends Brown Blast Door, Dumpster Lid, or Red Shipping Container
[QUOTE=Stroheim;52649072]Kind of a pointless sequel but sure, okay. Losing the HL2/Valve sactioned models is going to be a giant hurdle for a fuck ton of people though. Especially since Gmod is bundled with those source games nowadays. Why would you pay more for less?[/QUOTE] You obviously don't develop for GMod in any way or run a server if you think it's pointless.
[QUOTE=FlandersNed;52648914]They should get the guy working on that [URL="https://facepunch.com/showthread.php?t=1490195"]source-like-but-better-in-every-way engine [/URL]on this.[/QUOTE] Well at least it brings in some competition.
[QUOTE=mecaguy03;52649052]I dont really care what engine its on as long as its better than source and the game follows the same sandbox principles. The thing that makes the game for me is how you build, because every sandbox game under the sun uses just cubes and basic geometric shapes that snap together perfectly. Being able to completely freehand your contraptions is pretty great.[/QUOTE]This seems less focused on building and more on developing gamemodes.
Been waiting for this announcement. UE4 is a great choice, exactly what I wanted. I hope this will do great!
What are the chances of being able to compile our C# code and pass it to clients/servers to run?
[QUOTE=wauterboi;52649105]What are the chances of being able to compile our C# code and pass it to clients/servers to run?[/QUOTE]Why? Seems like this would only promote "security-via-obscurity" and paid script marketplaces.
[QUOTE=The Kins;52649151]Why? Seems like this would only promote "security-via-obscurity" and paid script marketplaces.[/QUOTE] I don't think there's anything wrong with paid script marketplaces. Plus I wonder if compiling would help with speed at all.
[QUOTE=layla;52648825]The cool thing is that you wont have to port anything. I have a fetish for this kinda stuff and will make all asset converting automatic or just write an importer that loads all old source content outright. There's no more model compiling, you throw in your file and it loads.[/QUOTE] Welp, I'm fucking sold. As a friend put it, a new game comes out? Just write an importer and bam, suddenly all of that game's assets are in S&Box. My god.
what if (and i know this probably isn't legal) you guys add a 'garrys mod CLASSIC' prop pack with like the most popular source assets (maybe recreated but not copied?)
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