(06-10-2018, 05:03 PM)Eclipse Wrote: I feel like if brass was to make FRG into the new game, it would have to be all new. If this is being developed on unreal engine, what about maps and add-ons? How hard would it be to import maps to the unreal engine compared to source?
This is something that isn't going to happen for a while. I don't think brass will be willing to do all of that at this time being seeing how he's done all this work now with lua then switching it all to C# and forcing more work than is already needed.
I think there is a way to import maps, but the new map editor is much better than Source. you can map while inside the game, and also they might have support for multiplayer mapping.
In Hammer you HAVE to you the 3 grids given to you. But in this new map editor, you just need the 3d view, this makes it more welcoming to new mappers.
Honestly the flow of add-ons and maps will come quickly, even quicker than gmod, because how easy it is to do now. Obviously thousands of mappers (including myself) are going to release maps on the new game, same thing with add-ons.
If TTT isn't on there once S&box releases, then Bad King Urgrain, the creator of TTT, will probably step in, or Brass could code TTT like he said before.
06-10-2018, 05:43 PM (This post was last modified: 06-10-2018, 05:45 PM by 2bias.)
I don't understand why you are all worrying about this now, especially extremely unnecessary stuff like donations
This game isn't even close to being done, and probably won't be released any time in the near future(If i personally had to guess this game probably wont be out for at LEAST two more years)
(06-10-2018, 05:43 PM)tobiasxz Wrote: I don't understand why you are all worrying about this now, especially extremely unnecessary stuff like donations
This game isn't even close to being done, and probably won't be released any time in the near future(If i personally had to guess this game probably wont be out for at LEAST two more years)
I personally have two major problems with jumping to S&Box/Gmod 2.
1: My computer is mid tier and, from experience with Eternal Crusade, might not run UE4 games that well. This could be graphics specific. A potato graphics game on UE4 might be be playable on anything. Tough to judge right now as it's heavily dependent on what the developers do in terms of performance optimization and yadda yadda.
2: I don't know how many other games are going to tie into S&Box. Probably not many at the start, but I do not have consistent cashflow to buy all the games I need to bolt on to S&Box. I might not be able to afford S&Box itself.
Also if frg2 was to be made I'd suggest new forerunner packages, but including the old forerunners status. (Obviously lesser perks for the original forerunners)
"Closest thing I have had to alcohol is chocolate milk... Don't quote me on that!"
"Please somebody use this as a signature to remember this day."-Catbug
for frg 2 people with private beta badges should get another private beta badge. and then have that private beta badge give free items every day. i mean thats what we deserve for helping test the server 4 years ago.
06-11-2018, 09:52 AM (This post was last modified: 06-11-2018, 10:16 AM by Kuro.)
I'm split on both sides here
On one side
I'm interested in the prospect of a new server on S&ndbox and everything that entails, new inventory, new things to collect, new possibilities for events and everything I enjoy.
On the other side
I think there's plenty of problems currently that a new server on S&ndbox simply would not fix. There's plenty of stuff I don't enjoy right now that destroys any hope for a new server if it continued unaddressed.
Regardless I'll keep an eye on the development and remain hopeful for the best.
06-11-2018, 07:59 PM (This post was last modified: 06-11-2018, 08:04 PM by ProfessorSpace.)
(06-10-2018, 10:29 AM)Brassx Wrote: ...
Transferring items will not likely happen. It's a brand new engine, with all new weapons. I would not likely be able to transfer previous weapon models over to unreal engine very easily without remaking them all...
SandBox Blog Wrote:And now we can load Source Engine BSPs. There's obviously a lot more to it than that (BSP is a real shitbag of a file format). And then you have to solve a bunch of other stuff - like loading textures and sounds.
To be clear here, our intention isn't to make a version of the source engine and use all the same tools. But since the Source engine has an abundance of assets, we're using them to test.
We have fbx importers too. You've probably seen before but we can drop assets from Rust in with minimum effort.