Login
Sign Up


You are using the mobile version of the forum, some features have been disabled to have it responsive.
Limelight Reunion 2024 - v4b1Limelight Discord
Ares Defence Services Discord
Limelight Reunion 2024 - v4b1Limelight DiscordAres Defence Services Discord

receiptDevelopment Blog:

Development Contributor Workflow

receiptHR Blog:

What *are* they doing over there?

receiptTeacher Blog:

Insight into the Teacher Team

receiptDevelopment Blog:

Infrastructure Upgrade 11/2019

receiptDevelopment Blog:

how suggestions???

receiptDevelopment Blog:

Planning for the future.


This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

SBOX (Facepunch "GMOD 2")
Kvatch radio_button_checked
Member
Membership
Posts: 782
Threads: 87
Likes Given: 791
Likes Recieved: 517 in 267 posts
Joined: Aug 2015
Reputation: 8
#16
May 30, 2018, 11:56 AM
(May 30, 2018, 10:58 AM)Quest Wrote: 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?

Keep in mind that Garry's Mod is a stand-alone Half Life 2 mod. Essentially we're all playing a modified version of Half Life 2. The Physgun was originally supposed to be in the Half Life 1 game, but the developers decided against it because if its ability to allow people to prop surf across the levels and out of the map, which they couldn't fix with the engine's capabilities, so it was scrapped. Obviously Garry liked this idea and made it into a reality with Garry's Mod. Point is, if Garry can do it with Source, he can probably do it with an engine that's much more powerful and capable.

Forum Rep  |  Steam Profile
Welker radio_button_checked
Lord of House Hightower
Administrator (CityRP)
Posts: 1,225
Threads: 153
Likes Given: 1735
Likes Recieved: 2515 in 753 posts
Joined: Aug 2015
Reputation: 38
#17
May 30, 2018, 12:11 PM
(May 30, 2018, 11:56 AM)Kvatch Wrote:
(May 30, 2018, 10:58 AM)Quest Wrote: 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?

Keep in mind that Garry's Mod is a stand-alone Half Life 2 mod. Essentially we're all playing a modified version of Half Life 2. The Physgun was originally supposed to be in the Half Life 1 game, but the developers decided against it because if its ability to allow people to prop surf across the levels and out of the map, which they couldn't fix with the engine's capabilities, so it was scrapped. Obviously Garry liked this idea and made it into a reality with Garry's Mod. Point is, if Garry can do it with Source, he can probably do it with an engine that's much more powerful and capable.
There's a video of the 'physgun' tool being used in the new engine on ragdolls, can't see why they wouldn't have props and stuff since it is half of the game
https://files.facepunch.com/Layla/2017/A...-59-57.mp4
The following 2 users Like Welker's post:
  • Kvatch, Quest
Taylor radio_button_checked
"You are not torturing people in your office"
Contributor
Posts: 3,089
Threads: 177
Likes Given: 2640
Likes Recieved: 1993 in 1215 posts
Joined: Aug 2015
Reputation: 40
#18
May 30, 2018, 01:20 PM
(May 29, 2018, 06:59 PM)Nebula Wrote: You mean like.. the engine could actually handle maps of the size of los santos,?

It’s on the same engine as PUBG so think maps that big
[Image: 800px-PWRR_Tiger.svg.png]
Have I helped you out? Leave a rep!
Noble radio_button_checked
Veteran Developer
Developer
Posts: 1,230
Threads: 73
Likes Given: 1007
Likes Recieved: 1281 in 459 posts
Joined: Aug 2015
Reputation: 21
#19
May 30, 2018, 03:31 PM
Here's a list of games that use UE4 (also includes games on prior engines as well). It should give you a good idea of what sort of limitations that S&Box could have. Assuming it's well optimized you can easily be looking at 100 player servers without compromising stability/functionality. 

https://en.wikipedia.org/wiki/List_of_Un...gine_games
The following 1 user Likes Noble's post:
  • Kvatch
Kvatch radio_button_checked
Member
Membership
Posts: 782
Threads: 87
Likes Given: 791
Likes Recieved: 517 in 267 posts
Joined: Aug 2015
Reputation: 8
#20
May 30, 2018, 03:41 PM
(May 30, 2018, 03:31 PM)Noble Wrote: Here's a list of games that use UE4 (also includes games on prior engines as well). It should give you a good idea of what sort of limitations that S&Box could have. Assuming it's well optimized you can easily be looking at 100 player servers without compromising stability/functionality. 

https://en.wikipedia.org/wiki/List_of_Un...gine_games

Fortnite was made in UE4 and that runs very easily on lower performance laptops with 100 players in each game and a fairly big map and lots of content/events happening at the same time.

Forum Rep  |  Steam Profile
Night radio_button_checked
Ex-SAHR
Administrator (CityRP)
Posts: 4,190
Threads: 253
Likes Given: 1995
Likes Recieved: 2015 in 800 posts
Joined: Mar 2016
Reputation: 39
#21
May 30, 2018, 04:07 PM
I think it's a bit early to hold out a hope for a game at this point. Sure, it's worth keeping an eye on perhaps but as of right now, the site itself shows it's in it's prototyping stage. A lot of things could change.

At this stage though, I like the look of it. Wouldn't necessarily agree with labeling it GMOD 2 right now though.
[Image: f3823daa38.png]
Midget. radio_button_checked
He do be small doe
Membership
Posts: 1,179
Threads: 58
Likes Given: 569
Likes Recieved: 632 in 431 posts
Joined: Nov 2015
Reputation: 10
#22
May 30, 2018, 07:05 PM
It has potential just hope that Layla doesn't give up too soon. There is active development on it and updates everyday so it is going well so far. 

The game is intended to be a bare bones game, hence the name. You will be able to create custom gamemodes with barely any limit. Basically making your own game within a game. Things such as the map editor is a "gamemode" meaning you can create maps with your friends hopefully. This would help me and @Project a lot Wink)
[Image: kwK7PER.gif]

Did I help you? Give a +REP here!
The following 1 user Likes Midget.'s post:
  • Project
Midget. radio_button_checked
He do be small doe
Membership
Posts: 1,179
Threads: 58
Likes Given: 569
Likes Recieved: 632 in 431 posts
Joined: Nov 2015
Reputation: 10
#23
May 30, 2018, 07:06 PM
(May 30, 2018, 04:07 PM)Nightmare Wrote: At this stage though, I like the look of it. Wouldn't necessarily agree with labeling it GMOD 2 right now though.

Developers stated themselfs it has nothing to do with Garry's Mod. Just the idea is based slightly off it since both are Sandbox games. With S&Box there is 100x more freedom and with Garry being one of the devs, I can see that he wanted something to give that is better then Gmod. Gmod is like the MK1 of iron man's suits. Hopefully S&box can be the Mk2.
[Image: kwK7PER.gif]

Did I help you? Give a +REP here!
Daley radio_button_checked
I got spurs that jingle jangle jingle
Administrator (CityRP)
Posts: 2,331
Threads: 136
Likes Given: 1006
Likes Recieved: 2303 in 831 posts
Joined: Sep 2015
Reputation: 30
#24
May 30, 2018, 10:13 PM
(May 30, 2018, 07:06 PM)Midget. Wrote:
(May 30, 2018, 04:07 PM)Nightmare Wrote: At this stage though, I like the look of it. Wouldn't necessarily agree with labeling it GMOD 2 right now though.

Developers stated themselfs it has nothing to do with Garry's Mod. Just the idea is based slightly off it since both are Sandbox games. With S&Box there is 100x more freedom and with Garry being one of the devs, I can see that he wanted something to give that is better then Gmod. Gmod is like the MK1 of iron man's suits. Hopefully S&box can be the Mk2.
TBF they did say they wanted to make a spiritual successor to GMOD, and originally intended to do it on source 2.
[Image: UYKc4Lf.png]
Jen Away
Stell
Core Staff
Posts: 1,310
Threads: 89
Likes Given: 962
Likes Recieved: 646 in 368 posts
Joined: Apr 2016
Reputation: 11
User is currently away.
#25
May 30, 2018, 11:29 PM
Ooooh it is coded in C++, the most unrestricted coding language that as long as you don't make a syntax error you can do anything with it.

Would like to see what it is capable of doing, but it is looking promising.
Midget. radio_button_checked
He do be small doe
Membership
Posts: 1,179
Threads: 58
Likes Given: 569
Likes Recieved: 632 in 431 posts
Joined: Nov 2015
Reputation: 10
#26
Jun 8, 2018, 12:07 PM
(May 30, 2018, 10:13 PM)Daley Wrote:
(May 30, 2018, 07:06 PM)Midget. Wrote:
(May 30, 2018, 04:07 PM)Nightmare Wrote: At this stage though, I like the look of it. Wouldn't necessarily agree with labeling it GMOD 2 right now though.

Developers stated themselfs it has nothing to do with Garry's Mod. Just the idea is based slightly off it since both are Sandbox games. With S&Box there is 100x more freedom and with Garry being one of the devs, I can see that he wanted something to give that is better then Gmod. Gmod is like the MK1 of iron man's suits. Hopefully S&box can be the Mk2.
TBF they did say they wanted to make a spiritual successor to GMOD, and originally intended to do it on source 2.

Aye, it's Garry's Mod but not at the same time. Since there is 20x more freedom they don't want it to be just "Garry's Mod 2" hence the title "S&Box"
[Image: kwK7PER.gif]

Did I help you? Give a +REP here!
Adam James radio_button_checked
User
Registered User
Posts: 71
Threads: 11
Likes Given: 81
Likes Recieved: 44 in 32 posts
Joined: Aug 2015
Reputation: 0
#27
Jun 8, 2018, 04:15 PM
Really hope it does become a serious project.

GMod is old, laggy, and running on an old engine. Maps are too small, the Lua API is iffy at times, and larger gamemodes seem to struggle even with the best specs.

SBox running on a new engine with a C# API layered over C++ seems like an efficient way to allow easier development. The limits we have on GMod would possibly be completely removed in S&Box, no more worrying about having a map that is too big for Source. Also, GTAV map on CityRP sounds sexy and fun as fuck, so heres to hoping.
[Image: v1e3zDJ.png]
The following 2 users Like Adam James's post:
  • Nudel, Project
Cole radio_button_checked
eX tEaChEr
Veteran Member
Posts: 1,228
Threads: 67
Likes Given: 261
Likes Recieved: 670 in 389 posts
Joined: May 2016
Reputation: 21
#28
Jun 8, 2018, 05:58 PM
@Stell90, the possibilities of C++ and C# make sound orgasmic :O
<p><br></p>




Users browsing this thread: 1 Guest(s)