s&box - Spiritual successor to Garry's Mod.

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Do you think the game is gonna suck?

  • Trannies will ruin it.

    Głosy: 122 43,1%
  • No.

    Głosy: 19 6,7%
  • Yes.

    Głosy: 60 21,2%
  • Gmod is better.

    Głosy: 82 29,0%

  • Łączna liczba głosujących
    283

Sound Simulation​

We've overhauled how sound propagates in s&box. This new system adds physical sound simulation, sounds now behave more like they do in the real world.

Under the hood we're using Steam Audio's effects (HRTF, reverb, distance attenuation), but with our own lightweight propagation simulation.
If only there was a sound engine built in to source 2 that had baked and realtime propagation simulation...

Volumetric Fog Jitter Fix and Optmizations​

Our Volumetric Fog uses a novel denoising technique based on traditional AABB-Clamp TAA in a froxel.
If only there was a volumetric fog system built in to source 2...
 
There should be an upcoming game jam for s&box.

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Someone also got banned for making netanyahu clicker which was in jewz organization.

The game and organization doesn't exist anymore.

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Link (deleted): https://sbox.game/jewz/netanyahu_clicker

They prefer games such as femboy clicker on the platform.

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Link: https://sbox.game/femboymartin/femboy_clicker
 
Some of you might remember this earlier post in the thread where a S&Box game maker was working on a ban system to ban a single player who offered honest, constructive criticism. You know, instead of taking the time to actually fix his fucking game.

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Not only would most people think this is a real dick move, but unfortunately for him, his OPSEC is dogshit.

Jordan E. Gomez / Alexis Meow Salazar / StellaWisps / SubwooferX3 /Samboogle
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Jordan E. Gomez (Trans name: Alexis Meow Salazar) was born on June 14, 2002. He works as a programmer and artist for the game dev studio Snoozy Kazoo.
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Running his Steam profile through Steamid.uk reveals a treasure trove of aliases.
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His bold decision to use his legal trans name on his Steam profile led to his Facebook account. From there, searching the SubwooferX3 alias yielded another Facebook account featuring his puppet jester OC and his birth name. His online activity is the same old trans stuff that we have all seen before... other than the Poppy Playtime snuff porn.
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Sorry about the lack of posts. I've been kind of busy the past couple weeks and there hasn't been much to cover. The game has been updated again since the last post but it still isn't doing well.
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From the update: it is now harder to access the source code for S&box games. Not impossible, though.

Removed Code Archives​

In previous versions we supplied a code archive with the games. This was kind of like a zip file of the source code for that game. We thought nothing of it, because if you were using Lua in Garry's Mod the code would be right there, and dlls are trivial enough to decompile.

But you guys didn't like that logic, you didn't like that anyone could see your code. So last week we shipped it so we compile your code on our backend and ship a compiled, trusted dll with your games instead. This had the benefit that clients don't need to compile code, so games start faster etc.

This week we removed the code archive completely, so it's never downloaded and never shown to clients. So raw source code should be completely secret now. Unless you choose to open source.

Garry acknowledging that the game in its current form sucks and then attributing it to two random reasons that have nothing to do with why it sucks:

Our Plans​

We know our player experience isn't what it should be. It isn't meeting expectations. Our developer experience is shining star in s&box - but that's not what 99% of people see, they don't get that far.

So our plans are to keep improving the player experience, then do a sale and promotion. We have a few different goals to improve the player experience.

First of all, we need to do Game Jams again. They need to include the player community more. The jams should be aimed at getting players in game to play and vote just as much as they're aimed at developers. We 100% need to avoid the situation we've seen in previous jams where people reveal their game an hour before the Jam ends.

Secondly, we need to improve the Sandbox game. While we've resisted "subscribing" to addons in favour of cloud based runtime spawnable entities, I think we're coming around to the idea of the two systems co-existing. I need to personally spend more time developing and fleshing out the Sandbox Game.

Then we can do a sale and some promotion. We're going to do that once we're happy with the condition of everything. There's no point doing a Rust crossover and getting a bunch of new players that are going to play it once and be immediately turned off.

We think that aiming to do this around Christmas time will give us plenty of time to tweak and polish everything that needs to be done.

More from the "investing" server: a guy correctly acknowledging that you can't criticize stuff via the game's official channels or risk a ban:
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Załączniki

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Even the subleddit is slowing down hard, with the time between new posts starting to get closer and closer to being counted in days with the most active one this week being someone dropping a tactical TRVKE on the sad people still using the sub.
I need to vent because the state of this game is just depressing. I launched s&box today hoping to see some cool new stuff, but it's a total desert.

I checked the stats on SteamDB and it’s actually insane:

  • 618 players right now
  • 795 peak today
  • 12,935 all-time peak just 2 months ago.
Losing over 90% of the player base in 8 weeks is crazy. Every time I open the game, it's the exact same low-effort, mobile-style trash games. It feels like a race where "devs" just spam garbage asset-flips hoping to make quick money, while honest and passionate modders get completely screwed.

It’s a huge vicious cycle: No players -> creators abandon the game -> no good modes -> nobody wants to buy a 20€ dead game -> no players.

Who in their right mind is going to pay 20€ to join empty servers? Nobody. Now we're just stuck with a 20€ icon in our Steam library that will probably never recover. We didn't even necessarily need a GMod 2, we just wanted a Roblox 2.0 with way bigger and better possibilities. Instead, we got a ghost town.

To be completely honest, it’s both the devs' and our fault. Facepunch completely messed up the launch and how they positioned the game. Making it paid was a huge mistake. But we, the community, are also to blame. Even with all the amazing tools we were given, most people just got greedy and ruined the game with low-effort AI slop and endless clickers. There actually are some hidden gems in there, but they are either completely outdated because passionate creators lost motivation (which I totally understand), or completely unplayable because there's zero player base and the game doesn't promote them. It's just a damn shame.

Honestly, Facepunch needs to make the game Free-to-Play right now to bring people back, or Steam should just let us all get a refund.

And, as usual, the highest voted comment is somebody thinking comparing the game to No Man's Sky is fair when the two games are wildly different in every way. I dunno why I expect anything different from the people impressed by someone making a more complex paid version of VBA using not-Source 2.
 
And, as usual, the highest voted comment is somebody thinking comparing the game to No Man's Sky is fair when the two games are wildly different in every way. I dunno why I expect anything different from the people impressed by someone making a more complex paid version of VBA using not-Source 2.
I don't think Sean and his crew spent their time kvetching about the critics. That'd be a start for Garry and his crew.

Whenever I see NMS/FF14RR brought up in various redemption attempt discussions, I feel like the comparison has gone completely stale. NMS is 10 years old at this point, and there hasn't really been a case like it or 14 since then. Anthem sure as hell didn't pull it off.
 
Rant time. I am really not a fan of Garry's last note about the current state of the game, so let's break it down point by point.
We know our player experience isn't what it should be. It isn't meeting expectations.
Correct
Our developer experience is shining star in s&box - but that's not what 99% of people see, they don't get that far.
I'd hardly call an engine as restrictive as this one "shining star," but that's irrelevant anyway. You can't decide if you want to make a game engine or you want to make Roblox Source 2 Edition. You can't do both. Pick one.

Personally I'd recommend making an actual game engine and ditching all of the dumb social media platform shit you stapled onto it.
So our plans are to keep improving the player experience, then do a sale and promotion. We have a few different goals to improve the player experience.
Okay
First of all, we need to do Game Jams again. They need to include the player community more. The jams should be aimed at getting players in game to play and vote just as much as they're aimed at developers. We 100% need to avoid the situation we've seen in previous jams where people reveal their game an hour before the Jam ends.
This is a very subtle admission that the current content on S&box fucking sucks. Having good games available to play should be the default state. It shouldn't require some kind of special event. Do you see Roblox doing this shit?
Secondly, we need to improve the Sandbox game. While we've resisted "subscribing" to addons in favour of cloud based runtime spawnable entities, I think we're coming around to the idea of the two systems co-existing. I need to personally spend more time developing and fleshing out the Sandbox Game.
You have said over and over again that this isn't Gmod 2 and the sandbox game is only supposed to be a small part of the S&box experience. Nobody is playing the Sandbox gamemode. Nobody cares about it. I am clueless as to why this was included in the post.
Then we can do a sale and some promotion. We're going to do that once we're happy with the condition of everything. There's no point doing a Rust crossover and getting a bunch of new players that are going to play it once and be immediately turned off.
This is basically wanting to re-release the game in a better state, which sounds good until you remember that April release deadline was set by Garry himself and could have been delayed at any time. Why couldn't you just wait to release until everything worked better and everything made more sense?
We think that aiming to do this around Christmas time will give us plenty of time to tweak and polish everything that needs to be done.
No, it won't, because the problems with this game are deeper than just the performance issues, updating the graphics, and whatever other irrelevant shit you are going to do between now and then. You can't decide if you want to make a game engine or a social media platform. You and your company are constantly shooting yourself in the foot with bad behavior and being openly hostile to your customers. Your monetization model incentivizes fake, artificial interactions and the same cookie-cutter games instead of unique games people will actually want to play. And bots. It also encourages bots.

Roblox sucks for a lot of reasons but if it's doing one thing right, it actually has games people want to spend time playing.
 
A new update has been released, and exactly as I predicted, most of it is just more work on performance and graphics instead of the bigger problems.
A new update has been released, you can view the full changes on our blog post.

https://sbox.game/news/update-26-06-24


More Discovery​

The menu home page has been updated with a couple of discovery moves. First of all we have a social feed on the right. This will show your friends interactions with the game (if you have any, and if their profile is not set to private in Steam). Then we have a spotlight on the top left, where we can highlight one or two games. We plan to use this to highlight new and under-appreciated games.


I struggled with the games tab, because you'd click on it and you'd see the most popular games, which I feel encourages stagnation. What should we default that to? New games? Trending? There's arguments for and against everything and I don't know if people know how to change the order.

So now when you click on Games it'll show a bunch of different categories that we can control from the backend.



Rust Content​

We've added a bunch more Rust content to the rust org. This is an ongoing process in terms of getting the import process correct and making everything work, but there are a lot more models and sounds available now.


You're free to use these assets in your games and addons on the platform, you can enable Play Fund too! I'm really interested to see if anyone can use the Rust assets to create something unexpected, or even try to recreate Rust in s&box. Seems like a fun thing to play around with.


Resource Compiler Fixes​

Whilst I was importing Rust into s&box I kept hitting the resource compiler falling over and miscompiling. So I fixed all of it.

  • Texture compile crashes when cs_compress_dxt5 wasn't loading
  • Missing or unparseable animgraphs would null-deref and crash
  • Fixed an NRE in the asset publish widget, and the asset-list context menu occasionally feeding through null and duplicate assets.
  • Search paths were fucking materials referencing shaders
  • Child resources were being over-marked, making non-generated assets appear as generated

Publishing thousands of things at once revealed a bunch of validation problems too:

  • Ident generation now folds accents down to plain ASCII, collapse separators to underscores instead of stripping them (so words stay readable), and append a short path hash when we have to trim
  • Invalid stored idents get regenerated rather than shipped broken.
  • Titles get cleaned the same way: line breaks and tabs stripped, trimmed to fit on a word boundary. Max title length bumped 32 -> 64.
  • The asset inspector and sound-file compile settings now support multi-selection, so you can fix up a whole batch at once instead of one at a time.


CC0 Sounds​

I feel like there's a lot of sound packs that everyone wants to use. So I uploaded them to a new org for everyone to use more easily. The new org is called OpenSound.


Here you'll find a ton of great sounds from multiple sources that have been released under the CC0 license, so are totally good to use in your projects. We also have a ton of free music by Kevin MacLeod, which is all licensed CC-BY.

Additionally, you can preview sounds on the website now, too.


License References​

The recently added Cloud Asset Licenses page has been really helpful for letting people know what cloud assets they're still actively using, but it didn't point you towards where those references WERE.

So now you can click into any cloud asset in the list and see all your local files that reference it from one place :)



Auto LOD Materials​

Auto LOD can now cull or swap materials as it generates LOD levels. Faces using a specific material can be removed entirely, or swapped out for a different one.

This is handy for cutting draw calls at a distance, for example by dropping detail materials that you'll never notice once an object is far enough away.


Open Video



Allocation Optimizations​

We've trimmed down per-frame allocations across the engine.

On our benchmark system we now see around 100KB less allocated per frame on average.
In some benchmark scenarios that translates to a 30% frame time improvement. In a regular game expect an improvement from 1-3%.
Lower end hardware could see the bigger wins.



Benchmark Launcher​

You can now run our benchmarks straight from ingame, via the Developer settings tab.


Once a run finishes, a modal pops up with a quick overview of the results, plus a link to the full breakdown on the website:



Sprite Loop Points​

You can now set start/end loop points to the Sprite Editor so you can have animations with a lead-in section, loop section, and lead-out.


Open Video



Prefab Stability​

We've fixed a handful of issues with complex nested prefab structures, making them more stable to work with.

The main culprits were around nested prefab instances losing track of their IDs, when breaking or reparenting an instance, and in an edge case during loading where nested mappings were built too early.

If you've run into nested prefabs behaving unpredictably, this should clear a lot of that up.


Terrain Tools Improvements​

The terrains tools needed some love, after spending some time using there was a bunch of features I wanted to add so I did so. These should help speed things up for people.

  • Reordered brush types with shortcuts
  • Clearer current-brush display
  • Simple ring brush mode
  • Brush rotation
  • Size/Opacity shortcuts
  • Increased max brush size (2048)
  • No longer need the terrain object selected to paint. sbox-dev_nYg3tCy7jZ.mp4 22.96 MB


Video Player Controls​



Videos now have player controls, volume, click-to-pause, and remembered volume, with controls that hide until hovered.


Automatic Shadow Receiver Plane Depth Bias​



We were experimenting with this in shadows2 but ultimately didn't ship it. Now I've re-added it to reduce shadow acne on cascaded, point and spot lights.


Fucked It​

We've started building tooling to attack shader performance through static analysis of our compiled shaders, pulling together tools like the AMD Radeon Developer Suite. The goal is to be able to sweep across our whole shader pipeline and isolate performance problems faster - register pressure, occupancy limits, spilling - without having to profile every pass by hand on real hardware.

One of the first big wins it surfaced is quite embarrassing, the unused area-light shading path was drastically hammer our forward lighting shaders. Removing it took a bare PBR cluster loop from 120 VGPR at 75% occupancy (spilling) down to 68 VGPR at 100% (no spill), and a 4K lit pass ran 26% faster (245.5ms → 181.7ms on an RX 9070 XT). The full standard shade dropped from 150 to 116 VGPR with spilling eliminated entirely.

The embarrassing thing is we never caught it in a year, a single dead branch was silently taxing every lit shader in the engine, and nothing in our workflow would have flagged it.

That's the gap we're closing next.

So alongside the analysis tooling, we're wiring this into our CI and PR workflows: per-PR GPU benchmarks, rendering regression tests, and static shader analysis that reports VGPR usage and occupancy as part of review. The aim is to catch this class of regression before it lands..


Changelog​

🎁 Added

  • Sprite loop points - draggable start/end loop markers in the Sprite Editor, so animations can have a lead-in section, a looping section, and a lead-out.
  • AutoLOD material culling & replacements - cull or swap materials on automatically generated LODs to cut draw calls at distance.Closest point on heightfield - query the closest point on a terrain heightfield, matching the other physics shape types.

🧼 Improved

  • Menu discovery overhaul - a load of new discovery content on the menu, and the Games page now has you pick a category first.
  • Terrain Tool improvements - reordered brush types with shortcuts, a clearer current-brush display, a simple ring brush mode, brush rotation, size/opacity shortcuts, a higher max brush size (2048), and you no longer need the terrain object selected to paint.
  • Package video controls - package trailers now have a video player with volume, click-to-pause, and remembered volume, with controls that hide until hovered.
  • Publish Wizard - the License page now lists referenced files, and the "Create Sprite" context menu uses the image file generator so textures compile correctly when published.
  • Resource Compiler fixes - a batch of fixes uncovered while importing large asset sets.
  • TextureInspector - textures without a source file are no longer editable, preventing accidental corruption of compiled assets.
  • Asset browser - better handling for missing pins.
  • Automatic receiver plane depth bias - re-added to reduce shadow acne on cascaded, point and spot lights.
  • Allocation optimizations - a wide pass reducing per-frame allocations across physics traces, particles, network sync, DotRecast navigation, JSON diffing and deserialization, fixed-update interpolation buffer walks, anim param boxing, and clone fast paths.
  • Cached reflection property lookups in JSON deserialization for faster object loading. Thank you @PatrickJnr!

🪛 Fixed

  • Glass and translucent shaders now render correctly in editor thumbnails and previews.
  • `g_flTime` in shaders is now correct when exporting movies.
  • Fixed heap corruption caused by bad meshoptimizer usage during AutoLOD face-set simplification.
  • Fixed prefab render-options cloning.
  • GameObjectSystems and their properties are now serialized in a deterministic order.
  • Fixed nested prefab instance GUID stability and break/reparent edge cases.
  • Vertex layouts are now freed on hotload.
  • UI textures no longer flash a red "missing" texture while streaming in, and animated textures are correctly marked dirty.
  • SDL clipboard warning is no longer logged on success.
  • `Project.CacheAssemblies` no longer breaks dedicated servers running in local project mode.
  • Fixed a potential null-reference exception during resource disposal. Thank you @dimmerly!
  • Fixed margin adjustment in fullscreen. Thank you @boxrocket6803!

🚯 Removed

  • Area-light (LTC) shading path - removed the unused Linearly Transformed Cosines area-light branch from standard forward+ lighting. It was the peak-register path compiled into every lit shader, so removing it frees a large amount of VGPRs, improves GPU occupancy and eliminates register spilling - up to ~26% faster lit passes even in scenes with no area lights.
 
this had the biggest potential to kill roblox and instead that autistic retard decided to just flood it with shovelware mobile games, microtransactions, bots, jeets and to top it all off he removed the game from people's libraries and told them to pay up (for a game with microtransactions in it) and now he's entered the typical seething loop of a tranny where he (ironically) misses the point completely and thinks everyone is a hater because of his shitty playermodels or the heckin' AI
I think this shit perfectly encapsulates EVERYTHING that's wrong with modern games and it's really funny but also very depressing because it's never going to change due to ego and greed
 
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