• What would you change if you could?
    1,076 replies, posted
Just thought of something else: custom DSP presets (I guess you'd call them). It would be nice to create my own sound effects based off of things like reverb, distortion, filtering/EQ'ing, and other stuff.
[QUOTE=NixNax123;48260075]source 2 uses Panorama (made from QT) so naturally it's fast, lightweight, and easy to work with[/QUOTE] The Dota 2 HUD still uses scaleform, the Source 2 tools use Qt, and I don't think panorama is made from Qt, "it is heavily influenced by and closely resembles modern web authoring (HTML5/CSS/JS)". But I could be wrong. Maybe Garry should check out panorama for Garry's Mod 2, still think the idea of HTML/CSS/JS for UI is underrated, I work with it every day and think it would make a lot of things incredibly easy, but I can also foresee things that I wouldn't enjoy implementing... Like a DModelPanel equivalent in HTML based UI.
This thread in summation: "I think <the first language I learned> should be the GMod language because <bullshit reason>. This is completely unrelated to my personal skill in this language." Garry: "Stop talking about languages." Everyone, for some reason: "...so anyway, let's code it all in HTML, CSS, and Javascript!" Give it a rest.
[QUOTE=bobbleheadbob;48275166]This thread in summation: "I think <the first language I learned> should be the GMod language because <bullshit reason>. This is completely unrelated to my personal skill in this language." Garry: "Stop talking about languages." Everyone, for some reason: "...so anyway, let's code it all in HTML, CSS, and Javascript!" Give it a rest.[/QUOTE] What's the link between the scripting language that might be used, and what GUI library might be used?
[QUOTE=James xX;48275193]What's the link between the scripting language that might be used, and what GUI library might be used?[/QUOTE] I see no reason to change the current state of things, in which there is no difference between the two.
Hostname support for the server browser? Currently, adding a hostname to favorites resolves straight to an IP. This makes it inconvenient for returning players to find your server if the IP changes.
If you want to develop Gmod 2, then make it multi-threaded because we get FPS drop and limit a lot of time. And also if you can't make GMod 1 addons compatible with Gmod 2 then, don't make Gmod 2... you're just going to ruin the game
[QUOTE=TheJoy62;48275718]If you want to develop Gmod 2, then make it multi-threaded because we get FPS drop and limit a lot of time. And also if you can't make GMod 1 addons compatible with Gmod 2 then, don't make Gmod 2... you're just going to ruin the game[/QUOTE] I wholeheartedly disagree for two reasons. One, this would be a whole new game; they aren't replacing GMod 1. Two, some of the oldest and most popular creations would benefit from a rewrite. Think of it as motivation to get your off your lazy ass and update your content.
[QUOTE=TheJoy62;48275718] And also if you can't make GMod 1 addons compatible with Gmod 2 then, don't make Gmod 2... you're just going to ruin the game[/QUOTE] Ruin which game? Gmod as it is now won't disappear. "Gmod 2 / Sandpunch" would be a separate game. The only ones that might be disappointed are those that need to tug at their parents' sleeve to get them to spend for it.
[QUOTE=ph:lxyz;48276326]"Sandpunch"[/QUOTE] this will be the new title
I say give those who own GMod 1 a coupon for GMod 2 to boost sales for what will, I am guessing, eventually have similar gamemodes and addons available.
[QUOTE=bobbleheadbob;48275328][QUOTE=James xX;48275193]What's the link between the scripting language that might be used, and what GUI library might be used?[/QUOTE] I see no reason to change the current state of things, in which there is no difference between the two.[/QUOTE] There's no difference between a scripting language and a gui library? Is that what you're saying!? Please tell me I completely misunderstood you.
[QUOTE=bobbleheadbob;48276564]eventually have similar gamemodes and addons available.[/QUOTE] run a closed beta for a few months for [i]Lua Kings[/i], similar gamemodes and addons would happen incredibly quickly
[QUOTE=FPtje;48276784]There's no difference between a scripting language and a gui library? Is that what you're saying!? Please tell me I completely misunderstood you.[/QUOTE] I'm saying as it is, your GUI is written in Lua like the rest of your content, not some markup language. It works just fine as far as I am concerned, and it requires one less language/software to learn.
[QUOTE=bobbleheadbob;48277042]I'm saying as it is, your GUI is written in Lua like the rest of your content, not some markup language. It works just fine as far as I am concerned, and it requires one less language/software to learn.[/QUOTE] The main problem, and I'll say it like it is just like you say you think it is, is that the current way to make anything gui related is crap. It has no regards for hiDPI (nothing in gmod does, really), is a bitch to get to work perfectly and skinning can be really annoying and hard to do exactly right. I'm not saying we should have another language for guis only. Sure, we're bound to whatever language the next GMod will have, but there's still an infinite amount of ways to do gui programming. The only decent concept in derma is docking. Guis need to be done better, and they should support scaling in DPI.
[QUOTE=FPtje;48277183]The main problem, and I'll say it like it is just like you say you think it is, is that the current way to make anything gui related is crap. It has no regards for hiDPI (nothing in gmod does, really), is a bitch to get to work perfectly and skinning can be really annoying and hard to do exactly right. I'm not saying we should have another language for guis only. Sure, we're bound to whatever language the next GMod will have, but there's still an infinite amount of ways to do gui programming. The only decent concept in derma is docking. Guis need to be done better, and they should support scaling in DPI.[/QUOTE] Here's hoping that something like box shadow gets added.
[QUOTE=James xX;48277216]Here's hoping that something like box shadow gets added.[/QUOTE] Or [URL="https://www.google.com/design/spec/material-design/introduction.html"]material[/URL].
honestly, I wouldn't mind using something like awesomium or scaleform for gui, it'd be a lot nicer to use than derma (no offense)
[QUOTE=PortalGod;48281486]honestly, I wouldn't mind using something like awesomium or scaleform for gui, it'd be a lot nicer to use than derma (no offense)[/QUOTE] please fuck, no awesomium
If derma had more fine tuned docking and skin support it wouldn't be that bad.
[QUOTE=PortalGod;48281486]honestly, I wouldn't mind using something like awesomium or scaleform for gui, it'd be a lot nicer to use than derma (no offense)[/QUOTE] did u really have to use the worst 2 things for examples. coherent ui is what you meant to say
I didn't literally mean awesomium or scaleform, I meant something [i]like[/i] them
[QUOTE=PortalGod;48281711]I didn't literally mean awesomium or scaleform, I meant something [i]like[/i] them[/QUOTE] Panorama please :) [url]https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Panorama[/url]
Custom shaders, better control/clarity over how/where/when we should be handling prediction. An accessible profiling tool, to help everybody understand how expensive certain (native) functions and addons are, and accessible enough to get rid of the "what is making my server lag with these 20 addons", questions. [QUOTE=Robotboy655;48228927]That's essentially already possible by spawning in entities and building meshes. I have seen some Quake 3 or Doom 2 map loaders in GMod if I am not mistaken.[/QUOTE] Patching everything together from models and stuff like that isn't really a solution, creating meshes using the Mesh function, still lacks interaction with existing content, and is incredibly tedious.
Better protection against cheats would be good, VAC doesn't seem to cover much. Also, an Intergrated admin-mod would be good in my opinion, although I'm sure that there'd be problems with this idea.
[QUOTE=Baron von Hax;48287930]Better protection against cheats would be good, VAC doesn't seem to cover much. Also, an Intergrated admin-mod would be good in my opinion, although I'm sure that there'd be problems with this idea.[/QUOTE] 1. In a game that you can run your own scripts by default? Good luck. 2. Gross.
[QUOTE=StonedPenguin;48287953]1. In a game that you can run your own scripts by default? Good luck. 2. Gross.[/QUOTE] why is that gross? 90% of servers use ulx and its buggy garbage. An integrated admin mod that's actually good would remove the need for basic admin mods and if people want lots of bells and whistles on their admin mod then that's where things like vermilion 2 step in
[QUOTE=legendofrobbo;48287984]why is that gross? 90% of servers use ulx and its buggy garbage. An integrated admin mod that's actually good would remove the need for basic admin mods and if people want lots of bells and whistles on their admin mod then that's where things like vermilion 2 step in[/QUOTE] A better option would be a better "basic framework" for admin mods, considering gmod already to *some extent* covers that ( kickid2/banid2/IsUserGroup/GetUserGroup/SetUserGroup/settings.txt or admin.txt not sure what it was called ).
[QUOTE=Leystryku;48288320]A better option would be a better "basic framework" for admin mods, considering gmod already to *some extent* covers that ( kickid2/banid2/IsUserGroup/GetUserGroup/SetUserGroup/settings.txt or admin.txt not sure what it was called ).[/QUOTE] Agree times 1000000. A fucking lightweight basic framework which all addons can ASSUME will be used and doesn't have to be buttfucked and overwritten by every admin mod under the sun. :godzing:
I think the NetVars should only update on change and not every few seconds or something as this would improve net performance for basically everyone
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