![]() |
SBOX (Facepunch "GMOD 2") - Printable Version +- Limelight Forums (https://limelightgaming.net/forums) +-- Forum: Entertainment (https://limelightgaming.net/forums/forum-197.html) +--- Forum: Discussions (https://limelightgaming.net/forums/forum-223.html) +--- Thread: SBOX (Facepunch "GMOD 2") (/thread-21222.html) Pages:
1
2
|
SBOX (Facepunch "GMOD 2") - Daley - May 29, 2018 As some of you might know, facepunch has several smaller test subjects, with one person doing prove of concept/pre-work. One of them being SBOX. Originally intended to be a sequel of GMOD based on source 2, they now moved it to the unreal engine, since it is unlikely source 2 would be released to the public, and unreal seems to be better suited to their needs. While the amount of work done on it, is pretty bare bones. A lot of the planned features, and things they have shown are promising. They have also released a lot of information about mapping and coding. The game/gamemodes will be coded in C/C++. The HUD will be coded in HTML. With hot-loading features. It will also be a lot easier to transfer content, considering unreal engine has better way of converting it, and doing most of the work for you, allowing for more content to be added with more ease. Removing my original worry of not having the half life 2/css base to work off. It also has a build in map editor, that definitely seems to blow hammer editor out of the water. (But that is not that difficult.) @Project In these videos you can see some of the mapping features https://files.facepunch.com/Layla/2017/October/20/2017-10-20_17-34-45.mp4 https://files.facepunch.com/Layla/2017/October/21/2017-10-21_14-46-44.mp4 And in this video they show a quick fly through of the GTA V map imported (But untextured) https://files.facepunch.com/Layla/2017/October/27/2017-10-27_16-25-21.mp4 I hope it turns out well. And we can leave Garry's Mod behind for greener pastures, and it would give us a good excuse to create a more balanced, and functioning gamemode. But I remain skeptical, and I am not certain if it will ever make it out of the test stages. RE: SBOX (Facepunch "GMOD 2") - Noble - May 29, 2018 *S&Box But yeah it's definitely worth keeping an eye on, just no guarantee on its future. RE: SBOX (Facepunch "GMOD 2") - Nebula - May 29, 2018 Hm.. the editor doesnt really look that better than hammer.. the only difference is that you build in the 3d camera.. which I must say, do not really prefer by just looking at it. RE: SBOX (Facepunch "GMOD 2") - Cameron - May 29, 2018 (May 29, 2018, 02:29 PM)Daley Wrote: The game/gamemodes will be coded in C/C++. S&box itself will be in C++, gamemodes will be coded in C# ![]() Also worth noting that Layla (one of the main devs) managed to port part of GTA V's map into the game not too long ago. https://images-ext-2.discordapp.net/external/oOf1vwnIsYzfOQSa-V-lmWoIjDCFjD7nhBv1CBN5FEU/https/files.facepunch.com/Layla/2018/January/09/938741.jpg?width=1202&height=677 https://files.facepunch.com/Layla/2018/January/10/6432421.jpg RE: SBOX (Facepunch "GMOD 2") - Welker - May 29, 2018 It looks pretty amazing, just hope it actually gets released/works. Gmod in GTA V sized maps, yes please.. RE: SBOX (Facepunch "GMOD 2") - Noble - May 29, 2018 Oh yeah it's also using UE4, which is going to have some big advantages on its own compared to Source. RE: SBOX (Facepunch "GMOD 2") - Project - May 29, 2018 (May 29, 2018, 03:18 PM)Nebula Wrote: Hm.. the editor doesnt really look that better than hammer.. the only difference is that you build in the 3d camera.. which I must say, do not really prefer by just looking at it. The fact that a map editor exists on the concept period of the game, its good. It really early to say, but it may make for a promising game. RE: SBOX (Facepunch "GMOD 2") - Daley - May 29, 2018 (May 29, 2018, 04:25 PM)Cameron Wrote:I did mention that ;p But yeah man. That is awesome. CityRP might actually be in a city(May 29, 2018, 02:29 PM)Daley Wrote: The game/gamemodes will be coded in C/C++. RE: SBOX (Facepunch "GMOD 2") - Nebula - May 29, 2018 You mean like.. the engine could actually handle maps of the size of los santos,? RE: SBOX (Facepunch "GMOD 2") - Project - May 29, 2018 (May 29, 2018, 06:59 PM)Nebula Wrote: You mean like.. the engine could actually handle maps of the size of los santos,? Probably bigger. RE: SBOX (Facepunch "GMOD 2") - Noble - May 29, 2018 (May 29, 2018, 06:59 PM)Nebula Wrote: You mean like.. the engine could actually handle maps of the size of los santos,? Yes it can RE: SBOX (Facepunch "GMOD 2") - Nebula - May 29, 2018 Oh my, everytime I play GTA:O I dream about having LL on that map. RE: SBOX (Facepunch "GMOD 2") - Kvatch - May 30, 2018 How about getting more than 40 players average and then think about having a map the size of Los Santos, lmfao. Would Limelight close its Gmod servers and re-create the gamemode in S&Box? @Temar, maybe you could shed some light on this? What do you hope for with Limelight's future in relation to S&Box? RE: SBOX (Facepunch "GMOD 2") - Cameron - May 30, 2018 (May 29, 2018, 06:03 PM)Daley Wrote:(May 29, 2018, 04:25 PM)Cameron Wrote:I did mention that ;p But yeah man. That is awesome. CityRP might actually be in a city(May 29, 2018, 02:29 PM)Daley Wrote: The game/gamemodes will be coded in C/C++. This is what happens when I don't read the whole post. But yeah, having the capability of being able to port maps like this into the game is a huge plus. RE: SBOX (Facepunch "GMOD 2") - Quest - May 30, 2018 I have a very small knowledge on the game engines ( practically nothing ) But I've never seen a game where props can be spawn and picked up and places by a phys gun and where you can precisely build structures with 1000 props. I've only ever seen this done in the source engine. So would the same building mechanics be available in this new game? |