Yeah and I was also asking why. What relies on it?
[QUOTE=thegrb93;52013926]Yeah and I was also asking why. What relies on it?[/QUOTE]
Cinema, PlayX, Lua web browsers, and loading screens. [URL="https://facepunch.com/showthread.php?t=1474548&p=48542981&viewfull=1#post48542981"]It's also a huge memory hog[/URL].
[QUOTE=thegrb93;52013926]Yeah and I was also asking why. What relies on it?[/QUOTE]
The whole Cinema gamemode, jukebox systems, theater systems and tons more. Web integration is pretty essential in most multiplayer games these days.
Those work as long as you use flash. Memory hog is right, but if CEM is related to chrome, I doubt it would be an improvement on that aspect.
[QUOTE=thegrb93;52013947][s]I meant what relies on it and doesn't work[/s]. Oh right you guys don't want to use flash. Memory hog is right, but if CEM is related to chrome, I doubt it would be an improvement.[/QUOTE]
Pretty much every feature added after Chromium 18? The current version being 57 I believe.
[QUOTE=thegrb93;52013947]I meant what relies on it and doesn't work. Memory hog is right, but if CEM is related to chrome, I doubt it would be an improvement.[/QUOTE]
[url]https://github.com/Facepunch/garrysmod-issues/issues/2805[/url]
[url]https://facepunch.com/showthread.php?t=1450721&p=48352028&viewfull=1#post48352028[/url]
HTML5 support
This may be a dumb question, but is there any possibility of having CustomHero shaders implemented?
This would be immensely useful for porting content from games that use PBR (almost all modern games) by faking PBR like BlueFlyTrap does, [URL="https://facepunch.com/showthread.php?t=1533669"]as an example[/URL].
Not really sure where to post this. Here feels like the best option.
It would be a (simple) delight if Q menu resize adjustments made by the user would save across sessions so readjusting it every time the game is loaded will no longer be a thing.
You can resize the spawn menu?
[QUOTE=VIoxtar;52020524]Not really sure where to post this. Here feels like the best option.
It would be a (simple) delight if Q menu resize adjustments made by the user would save across sessions so readjusting it every time the game is loaded will no longer be a thing.[/QUOTE]
Yeah I wanted to do that, but changing resolution makes the spawnmenu unusable, so I'd need to take care of that before I let it save. The code for saving is commented in the spawnmenu files, you can uncomment it to enable it.
:snip: it was just a few seconds between posts...
[t]http://i.imgur.com/ttctE7x.jpg[/t]
It's quite bad.
[editline]29th March 2017[/editline]
[t]http://i.imgur.com/dlj93XA.jpg[/t]
[editline]29th March 2017[/editline]
[t]http://i.imgur.com/84gY2PN.jpg[/t]
Too bad the shaders cannot be hacked like this
So, what exactly do these show? :v
[QUOTE=VIoxtar;52027613]So, what exactly do these show? :v[/QUOTE]
[media]https://twitter.com/FacepunchBot/status/847066190195412992[/media]
Ah. So, I know this was likely answered elsewhere, but (with no relation to the maps) what precisely prevents us from hacking the new shaders in?
You can't really reverse engineer shaders as far as I am aware and there are no sources available for the newer versions of them.
I also heard it takes obscene amount of time to compile Source shaders.
Even for alien swarm? Or portal 2 uses newer shaders (I'm aware csgo uses newer shaders)
Shaders are one of the things gmod really needs more control over (especially with creation and customization).
I wonder, could valve help with at least porting them?
[QUOTE=vexx21322;52028300]Shaders are one of the things gmod really needs more control over (especially with creation and customization).
I wonder, could valve help with at least porting them?[/QUOTE]
Source engine forking/licensing comes expressly with zero support from Valve.
[QUOTE=Sonador;52028330]Source engine forking/licensing comes expressly with zero support from Valve.[/QUOTE]
Sure, but could the Garry's Mod team at least get their hands on the new branch, support or not?
[QUOTE=code_gs;52028341]Sure, but could the Garry's Mod team at least get their hands on the new branch, support or not?[/QUOTE]
I could be completely wrong, but I believe Source Engine licenses are $25,000 a pop
With Unreal on the market... Why?
[QUOTE=NeatNit;52028384]With Unreal on the market... Why?[/QUOTE]
If you mean why the noncompetetive price, it's to discourage licensing it. Valve wants to get as far away as possible from Source/Goldsrc. It's antiquated, broken, and a nightmare to support (which is implicitly not provided with the license.) You're basically paying $25,000 to not get C&D'd by Valve and given a fork of the Source code. That's it.
[QUOTE=Sonador;52028389]If you mean why the noncompetetive price, it's to discourage licensing it. Valve wants to get as far away as possible from Source/Goldsrc. It's antiquated, broken, and a nightmare to support (which is implicitly not provided with the license.) You're basically paying $25,000 to not get C&D'd by Valve and given a fork of the Source code. That's it.[/QUOTE]
AFAIK the $25,000 are just for licensing havok
[QUOTE=zoox;52028478]AFAIK the $25,000 are just for licensing havok[/QUOTE]
Digging deeper into the documentation, you're right, thanks for clarifying
Source is pretty solid imo, it's like comparing unity with unreal engine, you will be like "yeah, ue4 has everything so you don't need to reinvent the wheel" you know, game mode, player system, that cool stuff
Source already has that and lots of stuff, you can even build your own game as artist, thing that I really doubt with ue4, and yeah, I'm aware about blueprints , but stills need lot of work behind
Also...Modding
I've used unity, aka purchase packages or finish the engine itself (built an Android game with more than 100000 downloads)
Or unreal engine 4, too many stuff, too untalented to build real stuff (messed up really hard with blueprints, multiplayer and assets)
At least you can build a good map in source, make shit looks ok in a shitty graphics engine, and support for modding, can you do that natively with unity or ue4? I don't think so, and Modding is the reason why PC is too great
Take look GMOD itself
I've worked in UE3/4 before and although it has amazing visual support out of the box, it's very unoptimised for middle/low-end computers in my experience; and it seems Epic is constantly changing the codebase and breaking things without any proper deprecation. I'll always be more comfortable with Source since I've worked with it the longest, but there are reasons other big game engine exists and none are perfect.
i feel bad saying this but i made a thread about -nogammramp in gmod not working and willox said it'll be in the next update, but looking at the changelog for the pre-release, there's no mention of it
can it not be added or is it not in the changelog or.. ?
[QUOTE=343N;52030261]i feel bad saying this but i made a thread about -nogammramp in gmod not working and willox said it'll be in the next update, but looking at the changelog for the pre-release, there's no mention of it
can it not be added or is it not in the changelog or.. ?[/QUOTE]
[url]http://www.garrysmod.com/2016/12/19/december-2016-update/[/url]
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