[QUOTE=pennerlord;34753488]I think he wants to hide the source code from other people which is dumb, because then he should not even release his gamemode.[/QUOTE]
This is a great idea. I prefer making the gamemode modable with plugins but still stick to the core (more like all of the original code) of it rather than having ANOTHER DarkRP edit. It's much better as it will stop 12 year olds claim some shitty edit as their gamemode. Also leaking gamemodes won't be a great idea anymore as you will have to run 1:1 copy of the server's leaked gamemode and there will probably be backdoors for people like you so that you won't steal the player base off a server. It will be a great thing for me.
No, it's a terrible idea because it lets people put exploits in their code without anyone being able to see them with no actual benifits other than "I don't want anyone to mess with my stuff because I AM A PERFECT CODER WHO GETS EVERYTHING RIGHT THE FIRST TIME AND [B]NO ONE MAY EVEN SLGIHTLY MIOFIY MY MAAZING SYJSEMS!!![/b]"
Who cares if a 12 year old says their thing is your thing? It's clearly not, and the only people that would believe them would be the other 12 year olds they are friends with. If it becomes a problem, simply cease and desist their hosting company(s). (Assuming you [url=http://www.opensource.org/licenses/category]licence your code[/url] before releasing it. Try [url=http://www.opensource.org/licenses/Zlib]The ZLib Licence[/url])
Make hacking harder because we all spend too much time worrying about security to think of cool ideas.
[QUOTE=Lexic;34754107]No, it's a terrible idea because it lets people put exploits in their code without anyone being able to see them with no actual benifits other than "I don't want anyone to mess with my stuff because I AM A PERFECT CODER WHO GETS EVERYTHING RIGHT THE FIRST TIME AND [B]NO ONE MAY EVEN SLGIHTLY MIOFIY MY MAAZING SYJSEMS!!![/b]"
Who cares if a 12 year old says their thing is your thing? It's clearly not, and the only people that would believe them would be the other 12 year olds they are friends with. If it becomes a problem, simply cease and desist their hosting company(s). (Assuming you [url=http://www.opensource.org/licenses/category]licence your code[/url] before releasing it. Try [url=http://www.opensource.org/licenses/Zlib]The ZLib Licence[/url])[/QUOTE]
By providing the ability to hide your source code, whilst still providing an option to not, you appeal to both audiences. I don't see why you'd possibly be against that. I get that you have your open-source ideology, but not everybody shares it.
[QUOTE=pennerlord;34753488]I think he wants to hide the source code from other people which is dumb, because then he should not even release his gamemode.[/QUOTE]
And this same principle applies to commercial games, I assume? Should they not release their game if the source is closed-source? No. [i]That is what's dumb.[/i]
This debate could go on forever, but instead of that, why don't we just appeal to both?
[QUOTE=somescripter;34756977]By providing the ability to hide your source code, whilst still providing an option to not, you appeal to both audiences. I don't see why you'd possibly be against that. I get that you have your open-source ideology, but not everybody shares it.[/QUOTE]
While I respect your wish to blackbox your investment from prying eyes, I still contend that the very large scope for potential abuse in this community (in it's loosest meaning) of hotheads, kids and idiots all gleefully happy to fuck with each other as much as possible far far outweighs the dubious benefits that it provides.
After all, Lua is an interpreted language. The encrypted lump has to be decrypted on the user's computer, which means that any suitably determined person will be able to access your sourcecode, either by figuring out the encryption method and creating a cracker or simply by debugging the game and scooping the innocent code out of their memory when the game attempts to run it.
[QUOTE=Lexic;34758032]While I respect your wish to blackbox your investment from prying eyes, I still contend that the very large scope for potential abuse in this community (in it's loosest meaning) of hotheads, kids and idiots all gleefully happy to fuck with each other as much as possible far far outweighs the dubious benefits that it provides.
After all, Lua is an interpreted language. The encrypted lump has to be decrypted on the user's computer, which means that any suitably determined person will be able to access your sourcecode, either by figuring out the encryption method and creating a cracker or simply by debugging the game and scooping the innocent code out of their memory when the game attempts to run it.[/QUOTE]
If the goal is to hide the code from the end user it'd be compiled.
[QUOTE=ralle105;34758313]If the goal is to hide the code from the end user it'd be compiled.[/QUOTE]
afaik Lua bytecode can be decompiled back into normal lua quite easily.
[QUOTE=Lexic;34758032]While I respect your wish to blackbox your investment from prying eyes, I still contend that the very large scope for potential abuse in this community (in it's loosest meaning) of hotheads, kids and idiots all gleefully happy to fuck with each other as much as possible far far outweighs the dubious benefits that it provides.
After all, Lua is an interpreted language. The encrypted lump has to be decrypted on the user's computer, which means that any suitably determined person will be able to access your sourcecode, either by figuring out the encryption method and creating a cracker or simply by debugging the game and scooping the innocent code out of their memory when the game attempts to run it.[/QUOTE]
This has nothing to do with myself. I have no desire to encrypt the source of my gamemodes, but others might. I'm just thinking considerately. Secondly, there's a large scope for potential abuse in the entire programming community. When you download a new application, you trust that it doesn't contain any exploits. Why do you do this? A common reason is that you trust the source, this is the same principle that should be applied here. Don't download from sources you don't trust.
Finally, any system can be deciphered by the right person, but it doesn't mean you shouldn't at least try. It's like saying: just allow murder, because people are gonna do it anyway. The idea of making murder against the law, is to prevent as many murders as possible, not to prevent all murders.
[QUOTE=Lexic;34758334]afaik Lua bytecode can be decompiled back into normal lua quite easily.[/QUOTE]
If you strip the debug info you won't get any of the original variable names which outta cause most people to give up.
If you really want to close off your source, then host your own server.
Obfuscate your client code.
Server code is never sent to the client, so you can't worry about people stealing from you.
Perhaps making the option to install all the current gamemodes in one update so I dont have to wait 30mins-2hours for them to download.
Disabling the addons during certain gamemodes would be quite a feature
[QUOTE=superstepa;34762941]Disabling the addons during certain gamemodes would be quite a feature[/QUOTE]
That is your work dude.
[QUOTE=rebel1324;34764565]That is your work dude.[/QUOTE]
If I want to quickly host a listen Fretta server with friends I wouldn't want all that 713476 addons I have to be loaded and closing gmod for just removing addons can be quite annoying and time taking
[url]http://www.facepunch.com/threads/1161495[/url]
This would be useful, Means the gamemodes can actually have melee sweps that work like the crowbar.
Also being able to edit / add items to the menu would be nice while you're ingame.
Ship SpaceBuild and ZombieSurvival with Garry's mod. :downs:
Some more [url=https://developer.valvesoftware.com/wiki/Shader]shader[/url] stuff would be awesome as someone mentioned earlier. Gamemodes having access to the menu environment or something is a cool idea too.
[QUOTE=Looter;34770289]Some more [url=https://developer.valvesoftware.com/wiki/Shader]shader[/url] stuff would be awesome as someone mentioned earlier. Gamemodes having access to the menu environment or something is a cool idea too.[/QUOTE]
Exposing the shader stuff to lua would be useful, could probably even make it possible to compile from text files, but it'd need a special type of shader dll & some other stuff to allow this to actually work.
[QUOTE=Legend286;34770516]Exposing the shader stuff to lua would be useful, could probably even make it possible to compile from text files, but it'd need a special type of shader dll & some other stuff to allow this to actually work.[/QUOTE]
It would definitely be some work but I think the payoff would be worth it in the end, maybe this is something best left for post gmod13 due to the time frame. Here is a cool semi-related video of someone recreating a bf3-like lens flare with HLSL (bloom alert)
[media]http://www.youtube.com/watch?v=8oWclYuKTk8[/media]
Garry could try to add [URL="https://developer.valvesoftware.com/wiki/Category:SourceShaderEditor"]this[/URL] to GMod.
[editline].[/editline]
Didn't saw Looter's post. It's the same editor.
I'd say add the gmod 9 gamemodes - melon racer, build to the top, laserdance and that gamemode which consisted of building an aircraft that should fly a given distance(the map was divided into 4 chunks I think for 4 different teams)
They were pretty fun for singleplayer to be honest. Now we have sandbox and TTT(which gets boring after a while).
[QUOTE=pennerlord;34771424]Garry could try to add [URL="https://developer.valvesoftware.com/wiki/Category:SourceShaderEditor"]this[/URL] to GMod.
[editline].[/editline]
Didn't saw Looter's post. It's the same editor.[/QUOTE]
At the moment he can't, but once the update comes out it should be easy because Biohazard has almost finished making it work with Alien Swarm.
[editline]19th February 2012[/editline]
[QUOTE=Looter;34770983]It would definitely be some work but I think the payoff would be worth it in the end, maybe this is something best left for post gmod13 due to the time frame. Here is a cool semi-related video of someone recreating a bf3-like lens flare with HLSL (bloom alert)
[media]http://www.youtube.com/watch?v=8oWclYuKTk8[/media][/QUOTE]
Drew already showed me this, and his other videos. I tried something similar in my own mod before but never managed to make it look as nice as I wanted so left it.
I did a lot of work improving the gamemode system today, and re-wrote big chunks of it. One of the big changes is that I got rid of sv_gamemode and sv_defaultgamemode and all the other convars that complicated shit up. Now there's just one, called gamemode. It auto-completes, and typing it without any arguments tells you about the current gamemode.
It's a change from the old way because gamemodes as a concept only existed in-game. Now the game is always in a gamemode state. So I'm going to start doing some of the good things, like a main menu option to change the gamemode, gamemode backgrounds, allowing gamemodes to disable the addon system - and choose which content should be mounted.
We're gonna make gamemodes rock.
[QUOTE=garry;34776960]and choose which content should be mounted.[/QUOTE]
holy shit thank you so fucking much
A nice way to package game-modes could be similarly to how different campaigns are offered in some games -Offer up a page that has them all in a 1/4 page column, and then 3/4 screen has room for an excerpt/demo video on the right, and a button near the bottom to 'Grab more online'
Here are some other ideas I'd offer as someone who is totally unawares of the technical work underneath, just thinking in terms of game playability:
-Demo video that opens first time you play a new game-mode, explaining how it works (Although would likely only want that for SP -I imagine people might get pissed if they want to jump in to an MP game with a friend in a new game mode they've told them about and have to sit through an instructional video)
-Some kind of space to show people's ratings/reviews of a game-mode in page
-Ability to favourite/pin game-modes in the same way as people do servers, so when people have a meaty collection going their faves default to the top
-Perhaps include performance metrics in-page as well - or even have them in the game mode list, ie. "Your kill/death ratio in TTT is only .46! Try harder!" or similar as homage to the old quit screens from id software and the like
-For good inspiration to get people to play more game-modes, consider reading up any of the myriad of articles written of how Nike+ have convinced people to go running
[QUOTE=garry;34776960]and choose which content should be mounted.[/QUOTE]
Does this include a way to deny access for missing content?
For instance if someone doesn't have CS:S, they can't play on a CS:S themed gamemode, so don't let them try.
[editline]19th February 2012[/editline]
Also Lua ways to query the mounted content would be neat. So fallbacks can be used if ep2 models aren't available or something.
If you made the server browser in GWEN, you could do some seriously cool stuff with servers and what gamemodes they're running.
You could have it so clicking on a server in the server list would bring up a window with a connect button as usual, but would also display some information retreived from the server's gamemode (perhaps via a GM:GetServerInformation() hook). This information could be formatted, or something cool could be done with it perhaps.
Another thing is a direct response from the gamemode when the user attempts to press Connect, the gamemode could deny the player if he doesn't meet certain requirements. For example, like Lexic said, they do not own a specific game.
Also I hate the way you can't infinitely derive base gamemodes. It just doesn't work. Try having a gamemode that derives from a gamemode that derives from Sandbox: stuff like the Q menu [for no good reason] just doesn't work and other random shit.
Another [i]very useful feature[/i] would be the ability for the server to define strings [of any size] that are sent to the player on connect [cached, doesn't resend if not different] that are loaded before anything else on the client. [b]You would be able to change a shared string at any time, and new connecting clients would receive it.[/b] The idea of the shared string is not to network a string, but just to send a string to newly connecting clients, so client-side scripts can do specific things from the very start.
[i]SERVER[/i]
[lua]
game.SetSharedString("MyString", glon.encode(SomeData));
[/lua]
[i]CLIENT[/i]
[lua]
local myData = glon.decode(game.GetSharedString("MyString"));
[/lua]
I would love to see some sort of workshop like system, just for gamemodes. One thing I absolutely hate is making custom content for a gamemode. If you fuck up making a model or material, you have to pretty much rename it and send it to the client... Again.. With a different name. Not to mention that all content download just clutters up your main directory full of shit.
So having a way to define a gamemode as requiring a workshop addon would be great. Maybe even have the client automatically subscribe/download it when they attempt to join the server.
Also, in all honesty, I think all of the resource.Add* things need to be removed and replaced with some sort of package system where the content can be organized on a per-server basis.
People have already said it so I'm just going to say it again.
GMod is already well on it's way to becoming it's own game engine thingy. I don't know any Lua, but I'm sure you could give that a push in the right direction and actually make GMod a great tool to develop actual games on.
[QUOTE=BlackAwps;34780461]If you fuck up making a model or material, you have to pretty much rename it and send it to the client... Again.. With a different name. Not to mention that all content download just clutters up your main directory full of shit.[/QUOTE]
Being able to force overwrites on custom content that differs from the servers would be amazing.
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