• Garry's Mod 2 won't be called Garry's Mod 2, will have VR support
    66 replies, posted
"VR control allows you to dry hump ragdolls in first person for the very first time! Now you too can live out the average teen boy's fantasy!"
[QUOTE=Morbo!!!;48648588]Yeah, I never understood why welds are so... flimsy, and parenting is all this special voodoo shit. What's so hard for the game to interpret in "Prop A, maintain position relative to Prop B"?[/QUOTE] Because physics engines are only an approximation of reality. Which gets even shittier once it needs to be networked.
[QUOTE=Clavus;48655264]Because physics engines are only an approximation of reality. Which gets even shittier once it needs to be networked.[/QUOTE] Gets even worse when you ask a physics engine designed for a story based FPS to do construction, then atop that network the construction. It's a testament to the robustness of Valve's engine that Gmod works as well as it does, not to mention Garry's coding.
So another 7000 hours of my life to waste? Well fuck I am already wasting enough of it.
doesn't it already have VR support technically? source and all that?
Unreal's physics suck but I don't want to see this on Source 2 either :/
[QUOTE=General J;48658035]Unreal's physics suck but I don't want to see this on Source 2 either :/[/QUOTE] they're making a new physics engine though aren't they? how do we know it won't be the source of this generation physics wise? if half life 2's physics is passable today then that should be an indicator that it'd be amazing if it was that good for SRC2
DarkRP 2
[QUOTE=Michael haxz;48659553]DarkRP 2[/QUOTE] There's no God...
[QUOTE=J!NX;48657812]doesn't it already have VR support technically? source and all that?[/QUOTE] VR support also means support for VR-friendly movement and interaction schemes. Making it output to VR displays is easy, the rest requires design time.
[QUOTE=Van-man;48659631]There's no God...[/QUOTE] DarkRP 2 with Season Pass [B][I]GOD IS DEAD[/I][/B]
[QUOTE=J!NX;48658042]they're making a new physics engine though aren't they? how do we know it won't be the source of this generation physics wise? if half life 2's physics is passable today then that should be an indicator that it'd be amazing if it was that good for SRC2[/QUOTE] Valve was working on a new physics engine a few years ago on an L4D2 fork. Not sure if that's still a thing tho.
[QUOTE=Michael haxz;48660156]DarkRP 2 with Season Pass [B][I]GOD IS DEAD[/I][/B][/QUOTE] There's no heaven, only hell.
[QUOTE=Cold;48660333]Valve was working on a new physics engine a few years ago on an L4D2 fork. Not sure if that's still a thing tho.[/QUOTE] According to Valve, [URL="http://www.dota2.com/reborn/part3"]it is[/URL].
[QUOTE=Michael haxz;48659553]DarkRP 2[/QUOTE] darkrp 2 now with 200% more mingedick in VR 3D
[QUOTE=Michael haxz;48659553]DarkRP 2[/QUOTE] Clockwork 2: Everything is Toaster [editline]11th September 2015[/editline] NutScript Deez Nutz Open Source* *after three purchases of 9.99 and your soul to Chessnut
What if GMOD 2 is just an update of GMOD?
[QUOTE=IliekBoxes;48664693]What if GMOD 2 is just an update of GMOD?[/QUOTE] Doubt that would be it, Source2 is a very different beast then Source.
[QUOTE=The Yiffy Fox;48664843]Doubt that would be it, Source2 is a very different beast then Source.[/QUOTE] Valve did it with Dota 2, they had the source 2 version separate for a while, but now the two have merged into just Dota 2.
[QUOTE=Coffee;48664965]Valve did it with Dota 2, they had the source 2 version separate for a while, but now the two have merged into just Dota 2.[/QUOTE] They're most likely preserving Gmod as we know if because of mod compatibility and a dash of nostalgia. Gmod2 (or whatever it'll be named) is supposed to start with a clean slate and thus will be a separate game. There's a lot of old crud in current gmod purely because removing or fixing it is tedious and is gonna break a whole lotta shit.
It should be called Garry's Game
[QUOTE=J!NX;48658042]they're making a new physics engine though aren't they?[/QUOTE] Valve didn't make the physics engine for HL2, and I'm guessing they will be using a newer version of the same engine for Source 2. That said, I don't even think the next "Garrys Mod" would be on Source 2.
source 2s physics is all in house for anyone that would be willing to click the first google search result for "source 2 physics"
[QUOTE=Map in a box;48671358]source 2s physics is all in house for anyone that would be willing to click the first google search result for "source 2 physics"[/QUOTE] Oh I could only find vague statements, sorry for being wrong in my guess.
[QUOTE=paul simon;48671583]Oh I could only find vague statements, sorry for being wrong in my guess.[/QUOTE] ValveTime has a good video on this, in case anyone's interested. [media]http://www.youtube.com/watch?v=YTC0V0LWeGI[/media]
[QUOTE=Electrocuter;48646829]Garry made a thread asking about stuff for Gmod2. [url]https://facepunch.com/showthread.php?t=1474548[/url] [quote=Robotboy655] [B]First of all, Valve hates GMod being able to mount other games[/B][/quote] Chances are Gmod2 will come with basic stuff included and then rely on addons by the community for more content that they might also add into the stock game if it's popular enough ala PHX, instead of the whole mounting games deal.[/QUOTE] Wait, why is this? Why does Valve hate that?
[QUOTE=C0linSSX;48645512]Please not when he hits puberty, we don't need a sex pose gamemode[/QUOTE] But... Sex poses [I][B]IN VR[/B][/I]
[QUOTE=Michael haxz;48660156]DarkRP 2 with Season Pass [B][I]GOD IS DEAD[/I][/B][/QUOTE] Not even the dead would know peace from that evil.
[QUOTE=ElectricSquid;48672845]Wait, why is this? Why does Valve hate that?[/QUOTE] more like [quote]First of all, Valve hates GMod being able to mount other games[citation needed][/quote]
Having tile sets for mapping like in Dota 2 Reborn would be great. It would also be nice to give tile sets behaviors so they can be random or maybe certain instances of a tile would show up more. For example, you could click and drag a street out and each tile will be populated with different props, lights, particle effects, etc. It would be even better if multiple authors could contribute to a tile set and make it more diverse. This would really help with huge complex maps.
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