So it looks like Facepunch's next sandbox game (potentially Garrysmod 2) is gonna be in UE4
863 replies, posted
[QUOTE=343N;52649210]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?)[/QUOTE]
90% of HL2 props are just random, standard bullshit you might find in any game. As long as it's not some exact replica I'd be [I]shocked[/I] if Valve had any legal footing against some drink cans, cargo containers, watermelons, cones, etc. Hell, my first model in Blender was a red, explosive barrel just because it's your standard videogame prop and it seemed good for learning modelling program basics.
[QUOTE=WitheredGryphon;52647792]Yep. You can see all of its members at [url]https://wwww.facepunch.com/[/url] (4 W's) if you scroll to the bottom[/QUOTE]Bloody ell, the company's gotten a lot larger than I remembered.
[QUOTE=343N;52649210]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?)[/QUOTE]
If what Layla said earlier with S&Box using importers extended to Source Engine models and even maps, then this would be largely unnecessary- which would be awesome. Could a recreation of the objects be developed to accommodate higher polygon counts/improved textures? Sure, and like gk99 said above, I don't think there's much room for conflict over doing so. Valve has moved on to bigger things than just video games and I seriously doubt they would find conflict with a fan-made recreation of objects from a set of their now-legacy titles- for a title that will likely be distributed on their platform, and that was developed by a team they have a fairly close relationship with.
I think we should all call it S&box.
[QUOTE=BlueSkilly;52649176]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.[/QUOTE]It's typically not that easy, as the reverse-engineering wizards in the Modelling forum will likely tell you.
[QUOTE=The Kins;52649272]It's typically not that easy, as the reverse-engineering wizards in the Modelling forum will likely tell you.[/QUOTE]
Well not many games use custom compression or anything, just compare signatures. Besides that you just look for patterns which are pretty easy to spot. Even a baby can do it! :)
looking forward to this a lot
i think what's really important is making sure that all the old stuff from Gmod 10 works in it, which it sounds like they're doing
basically, give me fucking spacebuild 2.0 you FUCKS
[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]
This sounds amazing. All of this sounds amazing. I just hope some of the custom dev tools could be used by indies at some point if they're making a game seperate from S&BOX too. I hate working with UE4's BSP tools in particular.
[editline]5th September 2017[/editline]
[QUOTE=BlueSkilly;52649176]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.[/QUOTE]
imagine how much more easily people will be able to get their weird character models for exclusive jobs on the next generation of DarkRP, featuring the brand new RP_Downtown_v5!
[QUOTE=ogniK;52649317]Well not many games use custom compression or anything, just compare signatures. Besides that you just look for patterns which are pretty easy to spot. Even a baby can do it! :)[/QUOTE]Is it? Because I suspect a proper converter would also have to deal with materials, shaders (which are frequently custom), etc. etc... geometry is just one piece of the puzzle. Combine that with the only example of Source map importing that's been shown so far only using a single texture without any weird effects (like water, as an example) and I feel like an importer feature like this has been announced perhaps a bit prematurely, and people are filling their own dreams into the space where details currently aren't.
(There probably won't be a "PRES BUTAN GET MODL PORT" button out of the box, is what I'm trying to say.)
[QUOTE=The Kins;52649389]Is it? Because I suspect a proper converter would also have to deal with materials, shaders (which are frequently custom), etc. etc... geometry is just one piece of the puzzle. Combine that with the only example of Source map importing that's been shown so far only using a single texture without any weird effects (like water, as an example) and I feel like an importer feature like this has been announced perhaps a bit prematurely, and people are filling their own dreams into the space where details currently aren't.
(There probably won't be a "PRES BUTAN GET MODL PORT" button out of the box, is what I'm trying to say.)[/QUOTE]
So maybe these complex goals aren't available at release- however, from what we've been told, this system being developed is going to be open. These can become community projects, and it may be better that way as it would take the possibility of legality issues... a little bit further from Facepunch Studios.
Though you are right in that the idea that people will be able to just take any source file and bring it into the engine with little intervention or manipulation is farfetched to say the least. We'll just have to see.
[t]http://files.facepunch.com/Layla/2017/March/21/2017-03-21_21-37-45.png[/t]
reminds me of ttt_camel
Also, we getting TTT for this or are the community going to have to re-create it?
Total compatibility with all Source assets and maps?
:speedfap:
Will pre-order at first opportunity, and I'm not one to pre-order games.
New sandbox based game sounds cool. But will I have to listen to loading screen dubstep music at 200% volume?
[QUOTE=Tark;52649519]Though you are right in that the idea that people will be able to just take any source file and bring it into the engine with little intervention or manipulation is farfetched to say the least. We'll just have to see.[/QUOTE]This is my issue. A lot of people are assuming that from day zero you'll just be able to pull in any map, model etc. and have it look and act exactly as it did in an entirely different game engine. A lot of modern Source content uses wacky workarounds to get around engine limitations (for example: "shell" models for coloured specular effects), and that's without considering all the weird shit in different engine versions that GMod either automatically accounts for (L4D's fucked model headers) or just slaps a big "NOPE" sticker over (newer map formats from CS:GO etc.)
It's way too early to say "awesome automagic importer confirmed, pre-order confirmed", is what I'm trying to say... but I guess it's too late for that, because now the post is out there and people tend to remember these things.
Meanwhile, [url=http://www.pcgamer.com/sbox-could-become-garrys-mod-2-but-is-nowhere-near-that-yet-says-gmod-creator/]Garry's turning down the hype a little[/url].
[quote]"So this might be a bit complicated," Newman tells us via email. "There's a lot of "is this Garry's Mod 2", the honest answer is "maybe"—but nowhere near that yet. We've basically built our own game engine on top of UE4. We're really using UE4 for its core features, rendering, networking, physics. It's all done in an engine agnostic way. We can lift our system off and put it on the source engine (it actually started on the source engine).
"It's too early to say whether this will turn into a spiritual successor of Garry's Mod, or whether it will even be released as a moddable platform (we might use it internally to make our own games on). But at the moment we're enjoying playing around with it and that's enough right now."[/quote]
So much of what Garrysmod was got influenced by what it was modding. For over a decade people have been making maps out of textures and models from a 2004 game which uses six game specific formats.
I'm not so concerned with there being problems with importing geometry from old maps, its things like areaportals, sequences, and entities which are the problem. If all we get is the rigid geometry from maps it would be better to just re-make them to take advantage of UE4.
For instance playing the train station level from HL2 is less appealing if its just a cold static map. While a map like flatgrass, construct, or bigcity would be just fine.
I don't know, a sandbox game like gmod was good because it used a game like hl2 as the primary base
building a similar sandbox experience from scratch doesn't sound easy, with that in mind.
Pardon me for being ill informed but I thought C# had to go through compilation before it could be used. We gotta compile our mods now? Or we still gonna be able to do real-time script editing like with Lua in Gmod?
[QUOTE=343N;52649800]Pardon me for being ill informed but I thought C# had to go through compilation before it could be used. We gotta compile our mods now? Or we still gonna be able to do real-time script editing like with Lua in Gmod?[/QUOTE]
It can be used as a scripting language, and even if it did need to be recompiled, the performance hit would be trivial.
[QUOTE=343N;52649800]Pardon me for being ill informed but I thought C# had to go through compilation before it could be used. We gotta compile our mods now? Or we still gonna be able to do real-time script editing like with Lua in Gmod?[/QUOTE]
lua also needs to be compiled, except gmod has the JIT compiler that does all the compiling at runtime
c# also has a JIT compiler available so it would work basically the same way
Tbh the best thing about GMod is the assets that made the game have this unique junkyard feeling
having a sandbox emulate the feeling of building something from nothing would be pretty great
[QUOTE=J!NX;52649858]Tbh the best thing about GMod is the assets that made the game have this unique junkyard feeling
having a sandbox emulate the feeling of building something from nothing would be pretty great[/QUOTE]
yeah, they should bring in themed prop packs with junkyard, modern and scifi props available by default
that way different gamemodes/maps can use whichever kit fits the best (or just give no shits and use all of them)
If the engine can natively import common model formats there'd be no reason to pack it with anything. Just have it automatically load Source engine resources from any installed games.
I recall Valve (or some other developer) not being overly thrilled with the game mounting stuff in Garry's Mod. I'd imagine they'd be even less thrilled once it crosses engine lines.
If garry doesnt release this ima riot
[QUOTE=J!NX;52649858]Tbh the best thing about GMod is the assets that made the game have this unique junkyard feeling
having a sandbox emulate the feeling of building something from nothing would be pretty great[/QUOTE]
There is no better feel than building spaceships and rockets out of old dumpsters, barrels and wooden planks while wielding everything together and using thrusters.
[QUOTE=The Kins;52649942]I recall Valve (or some other developer) not being overly thrilled with the game mounting stuff in Garry's Mod. I'd imagine they'd be even less thrilled once it crosses engine lines.[/QUOTE]
How long ago was this though? I'm sure Valve realized that game mounting can bring easy sales.
I think UE4 is better than source these days anyways. I use it myself.
[QUOTE=Loadingue;52650041]How long ago was this though? I'm sure Valve realized that game mounting can bring easy sales.[/QUOTE]
exactly, how many copies of CSS have been sold just because wanted it for gmod? valve makes money even if the assets aren't being used in their own engine, it's a win-win for them
[QUOTE=layla;52648825]We're exposing the asset importing to C# so anyone can write an importer for any asset format.
...
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]
It sounds like you guys are basically recreating the hot-recompile ability from [URL="https://www.recode.net/"]ReCode[/URL] while also creating an engine-independent gameplay framework. And that's so cool.
I'm excited to see where this goes.
I wonder if we'll see another "RUST IS CANCELLED!!" episode over this. When SpaceCunts was announced Rust players flipped out, even though the game at the time was basically being worked on by one guy independent of the Rust dev team.
[QUOTE=TheNerdPest14;52650049]I think UE4 is better than source these days anyways. I use it myself.[/QUOTE]
Source has a lot of neat features, and Unreal has some pretty bad problems such as its awful physics engine, performance, etc..
But at present, yeah, unreal is a better choice than source. Making a modern game in Source is a bad idea unless you plan to pull a titanfall. And Valve is in no hurry to get Source 2 into people's hands, and even if they did, the documentation would be lacking for awhile.
[QUOTE=Ellistron;52650050]exactly, how many copies of CSS have been sold just because wanted it for gmod? valve makes money even if the assets aren't being used in their own engine, it's a win-win for them[/QUOTE]
Honestly Facepunch has enough resources that they would'nt have to bother with valve assets. They could bring on workers to create texture sets, models, etc. that mappers would then be able to use.
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