• Advantages of UE4 instead on source.
    56 replies, posted
I am just glad that it is getting its own upgrades instead of using the crappy source engine, I know its classic but do you want something efficient or do you want the same old same old. This has potential for builders like myself, now we will not hit a wall in a ship or a plane ever couple of seconds. This is incredible!!
Imagine all the old ass gamemodes we can bring back with modern engine technology. Sledbuild, Fretta, Deathrun, TTT. If released this game with absolutely destroy the gaming scene on youtube.
TTT and deathrun still exist
I mean as long as the water is actually good, I'd probably be happy. Just once I'd like to build a submarine that doesn't immediately fill with water! Even better would be if the modding support is great enough to allow us to create something that could be filled with water if it were to no longer be watertight. Sub wars!
omg if we could actually make a submarine that doesnt fill with water when submerged that would be so awesome
As long as it supports BSP mapping i will be happy.
Importing bsp maps will be possible.
The major issues with source was the many limits, especially with maps. Hell Hammer is such an old system, its hard to even make a map in it as a beginning user of it. Seeing from the snapshots, dev logs, talks about UE4, I feel like it will be a big upgrade for a lot of gamemodes. The one thing that's amazing but also a issue in Gmod is the many different gamemodes, but most of the servers in these gamemodes, especially the RP ones are mainly copy and paste. Hopefully we don't see something like that with Gmod 2. I feel like DarkRP will be much better with much less limits, and Star Wars RP will actually be good.
"Bring back" implies something is gone.
This is just so right, for me, even if it is true, source's limits is one big factor, but really it's all about how outdated it is, like you said, beginning is VERY hard, not because it's inherently bad, but because it's so old, there is absolutely no tutorial or guide on how to use it, and the result of it is you having to search something on google, finding about 2 theads of your same question where 1 the guy just says "nvm fixed" and the other is just a guy bumping the thread waiting for someone to answer, 7 years ago.
Easy, cough cough multithreaded servers
Ue4 is better thats all you need to know
Just ditch out Source, It's too old for today's standard.
Why even asking? The real question why they didn't used Source 2, but it was already answered. Devs didn't wanted to wait for it's release.
https://i.gyazo.com/874b2d925afedec59727c98de1fba263.png
Everything
I'm looking forward to actually being able to mess with the skybox, fog, and lights in real time.
I spend 10 minutes trying to find Grove street on the map before realizing that it's flipped...
Honestly even just the increased map size is worth it. Source's pitiful max map size has been the bane of so many good map concepts, IMO.
Man, I fucking loved playing some Survival gamemodes with that one "zombie apocalipse" desert nuke map thingy (I forgot). It was so awesome for me to just have this huge map with different buildings in the middle of the wasteland, I wish in the future we could actually have encountering a non-npc being something rare where you actually can walk for like 2 hours every IRL day and not meet anyone. Would completely open Gmod and truly make it a game that is all-in-one, too bad it's too late for Gmod to recover so now we can hope for S&box!
Does anyone have any info on what server slot limitations might be? I figure its going to be way higher than garrysmods slot limit but a guess would be nice considering that its not the source engine.
Time to learn C# and get ready for the api/functions. S&Box seems to toss the map/entity-boundaries away. First things that come to mind: Spacebuild Large RP maps Stranded Basebuild Hopefully sharders will a thing. Would love for the ability to make volumetric clouds and other awesome effects. A guy working on a project called "Marketplace" have reported UE4 being stable at 140+ users and steamworks seems to support 250. But I my bet would be a hard-coded number around 128 players.
ISteamMatchmaking Interface (Steamworks Documentation) "The maximum number of players that can join this lobby. This can not be above 250." hmmm
Yes, that is what I wrote. Steamworks seems to support 250.
I was giving a citation to back you up. I doubt they would limit it to 128. I think they'll go with 250 being a maximum, because why add limitations to a limitation?
I'm not sure how well this would work for gmod-style RP, because the whole point is user interaction, so when the map gets bigger, it gets harder to create "meaningful" interactions. While it's about Batman, this Game Maker's Toolkit video makes some good points about scaling up the map being not always better. Maybe, a different RP style will gain traction. Someday...
Perhaps an automatic recommendation in the editor, in some way in the UI, but able to be turned off. Along with some way of automatically showing how big a map is before you download.
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