[QUOTE=KiruKiru;51445551]Will Gmod engine ever updated? Will linux srcds ever use all cores/threads? And what about fps? There is about 25-40 fps at rp_bangclaw with freeze every 3-5 secs, but it is all alright with my PC(i3-4130 HD7790 10GB RAM).[/QUOTE]
Is rp_bangclaw one of those maps where the mapper doesn't know what a "hint" block or areaportal is?
[QUOTE=LegoGuy;51446987]Is rp_bangclaw one of those maps where the mapper doesn't know what a "hint" block or areaportal is?[/QUOTE]
iirc it's a giant open map which relies on baked in fog distance or something to that effect.
[QUOTE=bobbleheadbob;51446973]The game loads slower when you have more content mounted. Try disabling some of your workshop addons and see the difference.[/QUOTE]
I already moved most addons into local content as well as all the maps. Not much is left after that.
Plus the game loads fine, it's loading a map that takes forever.
This seems to be a problem with limited resource allocation: I experimented running gmod alongside 3ds max and a host of other programs, and it didn't load any slower than it did without any of said programs running. Note that I have 16gb of ram.
[QUOTE=Portugalotaku;51446631]Shaders, prop lighting, several things need updating actually. This is why I mentioned compatibility with newer source games.
Look, I know improving these things takes a gargantuan amount of work, and that there are coding problems that have greater priority. Just saying small improvements now and then would be nice.[/QUOTE]
Okay, lets update shaders, do you have idea that you will have to modify every material in game to make it look better? Okay, lets update lighting, do you need you will need to recompile every map ti make it compatible with new bsp version and it lightmaps? Okay, lets improve light in props, are you aware how heavy is dynamic light on non baked objects
Do you know what does mean update the engine to source 2? Its something REALLY dumb
The more you know, the most big group of valve, the people that created source and source 2, had issues with converting it, from 2012 engine to source 2
Its not even 2010 version thats pretty outdated, not even team firtress is getting ported to source 2, even if its a valve game
About speed and ipcrading, do you really thing it will be better and faster?
Compare garrysmod 9 with actual one, and swallw your words
And do you even think about garrys mod getting an engine update? Damn son
Reallistic people here knows that our "source 2" update will be the CEF replacement
Peace
[QUOTE=LegoGuy;51446987]Is rp_bangclaw one of those maps where the mapper doesn't know what a "hint" block or areaportal is?[/QUOTE]
rp_bangclaw is literally covered in huge chunks of hint blocks stacked on top of each other and/or on the side of each other.
I agree, that engine lighting should be updated, but not to source 2.
[QUOTE=mcNuggets1;51449247]I agree, that engine lighting should be updated, but not to source 2.[/QUOTE]
Garry intends to work on a new iteration of the game eventually. I dont think hes 100% sure he will use source 2 for it, when its released.
[QUOTE=AJ10017;51449297]Garry intends to work on a new iteration of the game eventually. I dont think hes 100% sure he will use source 2 for it, when its released.[/QUOTE]
I think the problem is content. Source 2 uses a new file-system and doesn't seem to have the ability to load the old Source content (HL2/CS:S/TF2/L4D/Portal).
We would only have Dota 2 models/maps if we moved now.
[QUOTE=Nak;51450248]I think the problem is content. Source 2 uses a new file-system and doesn't seem to have the ability to load the old Source content (HL2/CS:S/TF2/L4D/Portal).
We would only have Dota 2 models/maps if we moved now.[/QUOTE]
True, it would be an enormous task, and would generally explain what's taken so long.
[QUOTE=Nak;51450248]I think the problem is content. Source 2 uses a new file-system and doesn't seem to have the ability to load the old Source content (HL2/CS:S/TF2/L4D/Portal).
We would only have Dota 2 models/maps if we moved now.[/QUOTE]
Not only that, the game is still so relevant even compared to brand new games it'd be a waste to move so soon.
Imagine how many addons would break if the game gets updated to source 2 :v
[QUOTE=gonzalolog;51447611]Okay, lets update shaders, do you have idea that you will have to modify every material in game to make it look better? Okay, lets update lighting, do you need you will need to recompile every map ti make it compatible with new bsp version and it lightmaps? Okay, lets improve light in props, are you aware how heavy is dynamic light on non baked objects
Do you know what does mean update the engine to source 2? Its something REALLY dumb
The more you know, the most big group of valve, the people that created source and source 2, had issues with converting it, from 2012 engine to source 2
Its not even 2010 version thats pretty outdated, not even team firtress is getting ported to source 2, even if its a valve game
About speed and ipcrading, do you really thing it will be better and faster?
Compare garrysmod 9 with actual one, and swallw your words
And do you even think about garrys mod getting an engine update? Damn son
Reallistic people here knows that our "source 2" update will be the CEF replacement
Peace[/QUOTE]
Did you even bother to read my post?
I never suggested upgrading to source 2. In fact, I reached the conclusion some time ago that even making a new game in source 2 is probably not the best idea. Rather, it's probably for the best to keep updating this version.
I did say that I know improving these things takes a lot of work. I am not asking to replace our BSP version. I am not asking for new ultra modern shaders. I was just suggesting improving the current gmod engine to provide better compatibility with some features of newer source games.
Next time think before you make assumptions.
For the record, if anything the next gmod would be in unreal. [url]https://garry.tv/2016/09/14/unreal-engine/[/url]
[QUOTE=gonzalolog;51450338]Imagine how many addons would break if the game gets updated to source 2 :v[/QUOTE]
Imagine how long we will be waiting (hint: forever) if backward compatibility with addons is seen as important.
I really hope not, if porting the content from Gmod to the hypothetical Source 2 Gmod would already be a nightmarish task, starting from scratch in unreal just feels like the worst possible decision.
Stop doing extremely dumb suggestions
You can make the best shaders out there and it will still looking awful because content creators will need to update the content
Also, you cant just say "letz importh zours 2 zhader"
NO thats not how does this works, its a completly different graphic behavior, csgo models looks the same than csgo models in gmod, except csgo uses a different lightmap system thats integrated in rendering pipeline, that again...YOU CANT JUST IMPORT WITHOUT FULL SOURCE 2012 engine
And surprise, if you change the light system you most likely going to need to update bsp versions to support a new lightmap channel
Please, stop with this, gmod developers didnt made gmod, that were garry, theres no licensing on source 2 yet or soonish, and i highly doubt anyone at valve will give source 2013 code (same than portal 2, not even csgo) because for ninth time
THIS DOESNT WORK LIKE THAT
Sorry to be a party pooper for you, but please, be realistic, we are getting AWESOME updates and nothing else will come from the engine without making it slower and heavy
For the last time, I am NOT suggesting to move to Source 2. I am NOT asking for Source 2 shaders.
What made you even think that? I have not mentioned Source 2 before. Lay it to rest.
All I did was suggest to improve the current gmod engine, and I did so in the vaguest terms. Where are you coming from mate?
[QUOTE=Portugalotaku;51450564]I really hope not, if porting the content from Gmod to the hypothetical Source 2 Gmod would already be a nightmarish task, starting from scratch in unreal just feels like the worst possible decision.[/QUOTE]
Please just... stop talking about what you don't understand.
Also, who the hell uses IE on Win10?
[editline]30th November 2016[/editline]
[QUOTE=Portugalotaku;51450626]For the last time, I am NOT suggesting to move to Source 2. I am NOT asking for Source 2 shaders.
What made you even think that? I have no mentioned Source 2 before. Lay it to rest.
All I did was suggest to improve the current gmod engine, and I did so in the vaguest terms. Where are you coming from mate?[/QUOTE]
:shh:
I will tell you one last time, improving shaders, wont make the game look better at all, it will make the game slower
Theres no improvements possible in source 2010, games nowadays looks good because everything is baked, gmod is not a game intended to be static
I hate Edge.
How would a new gmod game in Unreal be a good thing? We already have plenty of compatibility problems, making the sequel on a new engine would just toss backwards compatibility out of the window.
[editline]30th November 2016[/editline]
[QUOTE=gonzalolog;51450638]I will tell you one last time, improving shaders, wont make the game look better at all, it will make the game slower
Theres no improvements possible in source 2010, games nowadays looks good because everything is baked, gmod is not a game intended to be static[/QUOTE]
I do not want the game to look better. Perhaps shaders was a bad way of putting it, but what I was talking about was upgrading the current gmod engine with some minor features of later source 1 games. It's more for compatibility purposes than aesthetics.
[QUOTE=Portugalotaku;51450651]I hate Edge.
How would a new gmod game in Unreal be a good thing? We already have plenty of compatibility problems, making the sequel on a new engine would just toss backwards compatibility out of the window.[/QUOTE]
Let me ask you something. Why [I]should[/I] we have backwards compatibility? Next version of GMod will probably have a completely different scripting interface. Hell, it might not use Lua at all. If we're already going to make all addons incompatible, why not start again on a newwer engine?
Also, IE11 doesn't even support most HTML5 features lmao. Get waterfox or chrome.
I do not like either fox or chrome either. I have used IE for years and it served me well.
Without some kind of backwards compatibility, how will you get most people to move to the new game? Many people will probably not like the fact that it lacks features or addons available in the old game, not to mention the lack of content from valve games.
While a Source 2 game would make addons incompatible, it would atleast make it easier to port stuff from gmod 1 to gmod 2. Making gmod 2 on Unreal would make porting stuff from the old game to the newer one that much harder.
[QUOTE=Portugalotaku;51450651]I hate Edge.[/QUOTE]
Personally I think IE has come a long way from the shitshow it objectively used to be, so I'm not judging, but the common consensus seems to be that you have to use Chrome or Firefox otherwise you're a weirdo.
[QUOTE=Portugalotaku;51450651]How would a new gmod game in Unreal be a good thing? We already have plenty of compatibility problems, making the sequel on a new engine would just toss backwards compatibility out of the window.[/QUOTE]
I mentioned unreal because of Garry's recent post, and I don't think a gmod 2 is happening. I'm just saying that IF it happens, it will probably be in unreal because Garry is currently fiddling with unreal.
However, I am definitely in favor of a fresh start that throws backwards compatibility out the window. There's a ton of things in the lua API that are just bad, but can't be fixed or removed without breaking bc. Making a completely incompatible new release isn't necessarily that grim.
Name Nick and GetName example
[QUOTE=Portugalotaku;51450698]I do not like either fox or chrome either. I have used IE for years and it served me well.
Without some kind of backwards compatibility, how will you get most people to move to the new game? Many people will probably not like the fact that it lacks features or addons available in the old game, not to mention the lack of content from valve games.
While a Source 2 game would make addons incompatible, it would atleast make it easier to port stuff from gmod 1 to gmod 2. Making gmod 2 on Unreal would make porting stuff from the old game to the newer one that much harder.[/QUOTE]
It would be shit for players but awesome for developers like us. It's so fun to start playing around with a new API in a new game!
After a while there will be a plethora of good addons and the players would have value as well.
There's also tones of assets from other UE4 games we could exploit :^)
My personal perspective is, while I would love a new engine unburdened by the limitations of source(I cannot speak for lua since my primary avenues are mapping and modelling) it just does not feel right to leave everything else behind.
While I can see the appeal of a fresh start, and in many ways desire one, but just abandoning the old stuff feels.... wrong to me.
Now from a consumer perspective, the major problem with a new engine is providing enough content at launch and keep delivering at a fast enough rate to interest players, while also taking into account that gmod 2 will be in direct competition with gmod 1.
[editline]30th November 2016[/editline]
[QUOTE=LegoGuy;51450732]There's also tones of assets from other UE4 games we could exploit :^)[/QUOTE]
UE3 too. Just having a new engine would also mean that porting shit from other games would be much easier.
[QUOTE=gonzalolog;51450711]Name Nick and GetName example[/QUOTE]
Deprecation is a bad word, and we aren't allowed to use it here...
Have to make sure that script from 2012 still works without any maintenance updates!
I doubt Garry would use Lua in any upcoming FP games:
[url]https://garry.tv/2014/08/16/i-fell-out-of-love-with-lua/[/url]
You cant just that garry seriously when he says js is the future
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