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Fastfox forum












I really do not agree with the idea of getting rid of dependencies, I feel dependencies are good when used correctly, basically do not have a library that only one addon relies on.

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No one likes missing textures, but no one also likes pasting code by themselvesĮDIT: I was right, it’s only being limited by a softlock, source2 itself could handle much larger map size than s1. P.s: for dependencies, I think garry could make an automatic packaging tools like how web developers had(webpack, snowpack or vite), which helps modders to package all the required assets or codes into the addon/gamemode. I hope s&box could adopt the advantages from both worlds. Gmod is excellent in modding support but large terrain support is non existent. Unreal engine is excellent in large terrain games, but meh in modding. In short, adding large terrain support could allow the game to expand its target customers/player base to a larger number. A large map support would definitely appeal the RP community, I mean who wouldn’t mind to have a larger map for a better, more immersive role playing experience. Regarding the userbase, instead of saying “this is not worthy to make cuz it only appeals a small userbase”, but let’s say it is because there isn’t a proper support on large levels, so the developers have to chose other platforms, like unreal engine.

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Plus, making open world stuff is definitely something hard, but not rocket science nor require a recode due to the reason I mentioned above. As far as I know the alex fork of source 2 (which is what s&box using) did follow the map limitation in source 1, but the engine itself did actually could support a larger map size (Iirc l4d3 is going to be a open world shooter, so there must be something related to open world stuff still in s2, like level streaming and stuff, alyx build did get a incomplete implementation ).












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