didn't valve say they were planning on merging all the branches?
[QUOTE=Flyboi;32445194]He's compiled his own engine? where'd you get that info from? I can't seem to find it...[/QUOTE]
[url]http://www.facepunch.com/threads/1089200?p=32371597&viewfull=1#post32371597[/url]
[QUOTE=butters757;31660865]Garry uploaded this screenshot onto his Steam profile.
[URL="http://steamcommunity.com/id/garry/screenshot/559790099027945168"][IMG]http://cloud.steampowered.com/ugc/559790099027945168/9C2270CE316749A13EBAF650B9721424EEB8FCE4/[/IMG][/URL][/QUOTE]
Hmm a chess piece. A pawn.
Holy shit, if he's adding the PAWN scripting language I will be in heaven. PLEASE please please please please let that be the addition! The replay_toggle... thing is just to throw people off ^^
[b]Edit:[/b]
Shit that's a queen, never mind. Hopes and dreams crushed.
There is a clue, [B]in the sky![/B] (Not Garry's)
[t]http://cloud.steampowered.com/ugc/541779420018566799/17195CED775056C5F0122A1203334EAD6A8CCA56/[/t]
Actually i think the ability to mount portal 2 's sounds in gmod would be a great idea
[QUOTE=maurits150;32446246][url]http://www.facepunch.com/threads/1089200?p=32371597&viewfull=1#post32371597[/url][/QUOTE]
Am I too optimistic thinking that the new engine which Garry apparently compiled will mean less or none of the annoying errors such as Reliable Snapshot Overflow? Considering that RSO is an engine error, it could be a possibility.
It'll let Garry set his own limits in GMod. Hopefully this will turn out to be worth the enormous wait :(
[QUOTE=Jackpody;32456145]Am I too optimistic thinking that the new engine which Garry apparently compiled will mean less or none of the annoying errors such as Reliable Snapshot Overflow? Considering that RSO is an engine error, it could be a possibility.[/QUOTE]Yes.
[QUOTE=Jackpody;32456145]Am I too optimistic thinking that the new engine which Garry apparently compiled will mean less or none of the annoying errors such as Reliable Snapshot Overflow? Considering that RSO is an engine error, it could be a possibility.[/QUOTE]
I hope it will fix the collisions between mods/games. I mean, if you spawn a TF2 shotgun, you get the hl2 shotgun's textures on it.
Hmm.. I wonder..
If Valve puts all of the stuff that stands out in popular source games into HL2:EP3, it would be a miracle for us, GMod'ers. We'd have a working portal gun, blob physics (I think it's called like that) from Portal 2, blood effect from L4D/L4D2 and the list goes on.
I know that what I said above may be dumb, or even impossible, but we cannot know for sure.
All we can do is pray for that or spam Gabe Newell with e-mails.
*expects a load of boxes*
[QUOTE=supervoltage;32457891]Hmm.. I wonder..
If Valve puts all of the stuff that stands out in popular source games into HL2:EP3, it would be a miracle for us, GMod'ers. We'd have a working portal gun, blob physics (I think it's called like that) from Portal 2, blood effect from L4D/L4D2 and the list goes on.
I know that what I said above may be dumb, or even impossible, but we cannot know for sure.
All we can do is pray for that or spam Gabe Newell with e-mails.
*expects a load of boxes*[/QUOTE]
Not going to happen, but I agree it would be amazing.
I'm just hoping for some updated graphics(none of this ugly bloom) whilst still keeping it's modability.
[QUOTE=supervoltage;32457891]blob physics (I think it's called like that) from Portal 2[/QUOTE]
The blobs are just sprites that makes an effect and leaves a small decal/overlay if it collides with any surface. I think it could be made using previous versions of the source engine, probably using a model instead of a sprite, even if that would cause lag. I don't know, I'm not a coder.
[editline]When the update is out[/editline]
[QUOTE=reevezy67;32457994]I'm just hoping for some updated graphics(none of this ugly bloom) whilst still keeping it's modability.[/QUOTE]
You can toggle bloom and play with the sliders to stop the annoyingly light skies at some maps like gm_construct.
I like the post processes, like DoF, color mod and bloom, they make screenshots a lot better. I hope Garry will improve them or add more.
[QUOTE=supervoltage;32457891]If Valve puts all of the stuff that stands out in popular source games into HL2:EP3, it would be a miracle for us, GMod'ers. We'd have a working portal gun, blob physics (I think it's called like that) from Portal 2, blood effect from L4D/L4D2 and the list goes on.[/QUOTE]And it would be a free class-based hat simulator.
[QUOTE=DrasarSalman;32460005]The blobs are just sprites that makes an effect and leaves a small decal/overlay if it collides with any surface. I think it could be made using previous versions of the source engine, probably using a model instead of a sprite, even if that would cause lag. I don't know, I'm not a coder.[/QUOTE]
Hmm.. I was thinking that an experienced lua coder would make the blobs not apply decals to surfaces and keep them colliding with everything. Make the blobs semi-transparent and there you go. Semi-dynamic water. But I think it's not that simple...
But enough of this bullshit.. Unless Valve finds a use for the blobs in HL2:EP3, they won't get added.
I hope they'll add dynamic water particles from some mod. Combine that with a space calculation system and you could get Terraria water physics in a 3d game.
Hydrophobia ^ Just never used in a sandbox form of play to actually toy with it.
Take a map with a valley, and fill it with wrench props from HL2. Once completely full, try physing, say, a cargo container through it. That's what to expect if garry were to implement his own model based water physics
[QUOTE=Disseminate;32465573]Take a map with a valley, and fill it with wrench props from HL2. Once completely full, try physing, say, a cargo container through it. That's what to expect if garry were to implement his own model based water physics[/QUOTE]
Someone should try this and record a video.
[QUOTE=JoeSkylynx;32468594]Someone should try this and record a video.[/QUOTE]
I don't think there's a computer in the world that could run that without crashing, unless the valley is really small.
My attempt at creating water.
[t]http://cloud.steampowered.com/ugc/560920636680385770/80F443AA4D5A3827C72142842BF77EE54364D846/[/t]
[QUOTE=Key_in_skillee;32469125]I don't think there's a computer in the world that could run that without crashing, unless the valley is really small.[/QUOTE]
It depends what you're using to make the wrenches.
[QUOTE=_NewBee;32474815]It depends what you're using to make the wrenches.[/QUOTE]
...spawn menu?
Big Update! Yaaay!
I think Garry should add In-game Lua editor and runner which will work with SENTS, SWEPS, gamemodes etc. so you doesn't must restart game beacuse you wrote "." instead ":".
And some effects np. flooding water, like somebody say'd.
And better looking Spawn menu should be great.
And who even used Garry's Mod Help videos which comed with game?
There is an ingame lua editor. It's called "LuaPad".
[QUOTE=_NewBee;32474815]It depends what you're using to make the wrenches.[/QUOTE]
I used the Stacker Stool and set it to 1924 props.
Took me about an hour for the wrenches to fall into that state and then finally crash.
[editline]26th September 2011[/editline]
[QUOTE=mallo;32478573]And who even used Garry's Mod Help videos which comed with game?[/QUOTE]
Garry's Mod had help videos?
I found out everything the hard way.
[QUOTE=mallo;32478573]Big Update! Yaaay!
I think Garry should add In-game Lua editor and runner which will work with SENTS, SWEPS, gamemodes etc. so you doesn't must restart game beacuse you wrote "." instead ":".
And some effects np. flooding water, like somebody say'd.
And better looking Spawn menu should be great.
And who even used Garry's Mod Help videos which comed with game?[/QUOTE]
Again, he [B]doesn't[/B] take suggestions.
Two word: Portal Compatibility
Garry have no plans of adding that engine because he thinks it is useless and because it is going nowhere and will probably never be used again.
He will add models through IIRC, he was at least giving links to some people's FP thread about that they ported a lot of models.
[QUOTE=reevezy67;32480125]I used the Stacker Stool and set it to 1924 props.
Took me about an hour for the wrenches to fall into that state and then finally crash.
[editline]26th September 2011[/editline]
Garry's Mod had help videos?
I found out everything the hard way.[/QUOTE] I mean that you could make an entity to do it in a way that's less laggy than some physics entities.
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