On the plus side, with a universe made up of-let me check-thousands of 8.8e29km squares, it'll probably be a while before anyone finds it. It's amazing that GMod users are still coming up with these mind-bending ways to exploit the engine this far into Source's lifespan, and I'm not convinced one of them isn't going to accidentally create life if we keep letting them tinker with it. FNAF MULTIPLAYER in Gmod - Garry's Mod GameplayFive Nights at Freddy's multiplayer in Gmod This is a Garry's Mod FNAF survival map where Spåakes goal is th. It's a doozy to wrap your head around but also incredibly rad, or at least I think so. Or you can if you have a few months or years to spare: they're all as far apart in the map as they are in real life, because the magic InfMap does to objects lets that happen even though you are-when you get right down to it-just teleporting from one side of the map to another ad nauseum. You can travel between the Moon, the Earth, Neptune, Venus, or whatever you like. After so much delay, my latest installment of my animated Gmod video series is finally out And this time, since it's my 100th video on this channel, you wi. This one also uses InfMap, but unlike the 1:1 Multiverse, which is pretty much barren at the moment, it uses InfMap's basis to recreate our solar system. There's a fun holiday surprise over on the Garry's Mod website called the 12 Days of Garry's Mod. Single Player Multi Player Steam Achievements HDR Available Includes level editor Mic chat supported Available on Steam A Garry's Mod gameplay video demonstrating. That's probably a little hard to grasp in abstract, but you can see that in effect in one of Alexandrovich's other mods, the 1:1 Solar System. That's how it keeps its infinite illusion going. Or, to boil it down, what makes InfMap interesting isn't that it changes the map, but that it changes the objects within the map. Minutes of the video:Timeout at Garrys Mod - 00. We give you the tools and leave you to play. InfMap handles that by changing the properties of map objects in such a way (and I confess I'm operating at the boundaries of my understanding here) that they become invisible and un-collidable once you hit that boundary transition, but still appear visible when you look back at where you came from, maintaining the illusion of forward progress. BUT when it comes to add-ons and workshop items, thats where it starts to get messy. There aren't any predefined aims or goals. Obviously, if you leave a big cube smack-dab in the centre of your map, the illusion of infinity will end up broken as soon as you hit the edge and come in from the other side, seeing a cube that was behind you appear in front of you. That'd be a huge letdown if that was the whole trick, but it's in dealing with objects within the map that InfMap gets properly clever. You can actually see this working in 1:1 Multiverse just by firing a rocket: it'll exit the top of the map before jetting past you from below, a process it will repeat indefinitely. But in essence, InfMap works like this: once you hit the boundary wall in a Source map, you get teleported to the other side, Portal-style.
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