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Not Alfred

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Not Alfred last won the day on September 27 2019

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  1. Hi folks. The content we've built over the last few years plays a big part in our first steps into new grounds like S&Box, and part of my new role at Content Manager is making sure what we bring over is good enough quality for an actually modern engine So an extended project from here will be going through all the skins we have and reworking them in some way. Some points about what's to expect; Quality- 1024px or lower skins will get AI-upscaled and generally cleaned up if compressed (Example) Quality- Regular Skins with tiling patterns will be added to the Floats V2 System (Knife and Glove support will be finished this weekend) Quality- Some skins will have added support for PBR (Normal Maps/Glossiness/etc) Design- Bad designs/Alex skins/Design Requests will be remade completely (Poorly cropped example) Expansions- Possible retexturing addons for the WZ Client (discussed a while ago with ZeRo, a very faint possibility) I'm going to start working on this project from tomorrow, with commits to the Trello board to show progress and the occasional screenshot in contentcreation. If you have any suggestions for skins that you want to see redone, send me a message. If it's a Community-made skin, only the creator can request that skin. P.S "oi u cheeky wanka where's Skin Studio" It's been ready for a while now, but there's some possible licensing issues with the version of Cycles that I'm working on top of. Going to discuss this with a few people to see what options we have for releasing this either publicly or on private request Notes for if you're a Content Creator;
  2. Hello to the zero people who bothered to read the S&Box post fully, get ready because here comes another ramble There's been a lot of advancements in Graphics in the last year. With some of the main features being buzz marketing like RTX, but in the background a lot of rendering optimisations and algorithms have been made by NVidia. Following those, here are some plans for the next big version of Skin Renderer. Blender 2.8 Blender 2.8 is the largest upcoming version of the application, and is currently in Beta stage. The interface has received a complete overhaul, new features have been added, and optimisations for what's already around. Skin Renderer will be continuing as a Beta on this branch, with the new name Skin Studio. With this, I can't guarantee 100% stability or support on some hardware, but Skin Renderer will still be available on the current 2.79b branch available through Steam, with the occasional new update. So, what comes with Skin Studio? Realtime Rendering 2.8 includes a new Rendering Engine called Eevee, which can deliver Unreal Engine-level graphics in realtime. With Skin Studio, you'll be able to seamlessly swap between these two and choose between accurate quality or instant renders. This should help for anyone with lower-spec systems or simply wants a draft quickly. As this takes a LOT of tweaking to look even slightly comparable to a proper render, your mileage will vary. Here's a very work in progress teaser that rendered in less than half a second. HDRI and Post Processing Improvements Technically, the HDRI (image lighting) and Material setup is accurate enough to create some near to photorealistic renders with a decent amount of tweaking. However, with some adjusting behind the scenes, these can aesthetically look a lot nicer than the current results. There isn't much way of showing this without some final examples (which will be up in contentcreation within a week or so), but it'll improve the quality of image-based lighting by a mile. There will also be a lot more post-processing options, including Depth of Field set after the render is complete, color-grading options, LUTs, and Camera Profiles. With a lot of work and some tutorial videos that'll follow a release, renders will already come out looking really nice before going into Photoshop. Tools, Props, and UI With the new version, the UI will get (another) rehauling, along with plenty more props for you to play with. Pre-created materials, more Studio environments, manipulation tools for controlling weapons, and Ammo calibers and props to decorate the scene with. As well as this, there may be tools to actually do some skin creation work in Blender. Some tools could include baking edge maps, painting directly on to the weapon (significantly better than Photoshop's 3D interface), Normal Map exporting, possibly more. Also, the setup for Thumbnail Renders will be available in this build and toggleable. Integrations Thanks to NVidia's OptiX Library, denoising can be improved massively over the native tools. D-NOISE is a plugin developed by Remington Graphics, and uses OptiX Deep Learning Denoising to clean up images. This goes from getting rid of some subtle noise to fixing almost unusable grain. As Skin Studio doesn't need many light bounces for few models, D-NOISE can work at insanely low sample counts and still work out fairly well too. Here's an example at 5 samples against the default denoiser (open it in a new tab and zoom in) As well as this, there will be an experimental build of Blender in the works (not publicly available through link) which will give up to double the performance for NVidia GPUs, 1.2x performance for CPUs, and significantly better Hybrid Rendering support. More details on that in the future. Note: D-NOISE requires an NV GTX 600+ Card with GeForce 390.xx+ drivers I'll be adding more to this thread within the next few days with more details, some screenshots of examples/the UI, and hopefully soon we'll be doing some open testing through Discord.
  3. Not Alfred

    Puk is a muslim

    first person to make me a jihadi gets 20 cases
  4. As you've all probably read, we're shutting down the Garry's Mod Servers for WarZone. As I was the first GMod Manager in this version of WZ, I thought it'd be worth shedding some light on our reasoning for this. First off, it's worth noting we decided to go for proper transparency with this. WZ was originally made as a secret project post-OWG shutdown for both legal and community-related issues, but we have some flexibility to be more open with our reasoning this time around. We decided not to close down WZ as a whole like last time with OWG because there's still a lot here. We've got a really good community, and with Events and Meetups, that's been a strong aspect of WZ. But, to face the facts, GMod is well-past End-of-Life at this point. Well over half of the features we've added or changed over the last few months have been unneeded fixes, engine workarounds, or remakes of content which already exists, but is just badly implemented. Whether it's Source, CS:GO content, or just Garry being a cunt, there are software limitations beyond us. Another aspect is the Playerbase. For example... DarkRP. We tried DarkRP three times, with plans to make a fourth. With each implementation, new features came along which we thought would bring in plenty of people, and each time the outcome generally headed the same way. The main GMod Playerbase mainly stick to one or a few servers, giving us very little room to grow. For players to enjoy the game, they need to play with other people, and without many people, new players won't join. That's a bad loop to be in. So we assessed our options, some including changes to the Infrastructure, games, and even the idea of opening Australian Servers (apparently they do well ). Ultimately, the amount of time, money, and effort needed to make changes substantial enough to tip the scales just isn't worth it for a game that's only going to keep going down. It's taking a toll on ZeRo in a lot of ways, with little to show for it. It's better for us to take the opportunities which are really going to push us forward, and accept that we can put GMod to rest permanently (most likely no relaunch for GMod-based servers). Another aspect is the clean slate. Although there are many parts of this community which are good, there are some which need to be left behind when (/if) we make the big jump forward into S&Box, or whatever comes next in the future. Systems and mechanics play a big part in this especially when shifting to a new game, but there are movements we can make community-wise. Some people, recently or over longer periods, haven't been healthy for this community. Hotradremixlx popped up recently, but there are some others (hello ). There's a very important change in stance moving forward from next month onwards. We won't be a Staff team controlling specific actions under very scrutinised rules any more, until S&Box appears, we'll just be a Community. That Community is entirely within our hands, and the actions we take on it will be more open. Noxious and cynical people could do a lot more damage now, so we need to crack down on that. TL;DR: Toxic cunts likely won't be sitting around for much longer*. The clean slate also means we have options to possibly give WZ a new lick of paint, maybe even a full rebrand when we make a large shifting change. Whatever we next get into, we'll have a strong first step, and this should help out. If you haven't already, read this post. Nothing in there is confirmed, hell, we don't even know if that's what comes next. But if it is, that'll give you a fairly solid idea of what we want the future of WarZone Gaming to look like. To everyone who's played on the GMod servers, as a Staff Member, part of this community, or just someone passing by, we hope you enjoyed, and we're hoping you're looking forward to finding out about our next steps just as much as we are. *cEnsORshIp??!?/!??//?: No. Censorship would be suppressing genuinely valid negative points or feedback. If your presence in platforms like Discord is solely to try and be a cunt, lolbye. If you're being a cunt, you are very aware of the fact you are. .
  5. Throwaway email, random xd name, and not hiding the fact that Garry responded to you on your Twitter handle. Good to see you still haven't grown up after two years, mate. Take a read through the thread properly. We're not talking about development for S&Box. We're talking about developing our servers for S&Box. We were never involved in GMod's development when making our servers but we could freely talk about how we're going to be developing features for, you know, our servers. The game is just what hosts it. That's not changed either.
  6. Edit: If it wasn't obvious reading the full thread, we're not doing any work on the actual game S&Box. We're talking about what we will be developing for our servers for S&Box, when it comes out. In the exact same way we did GMod. Server owners work on features for their own servers and aren't involved in the development of the game itself. Pretty obvious if you read the thread for more than 10 seconds, but it's more likely someone was just trying to make a problem rather than actually proving a point worth the time it took to type this. Progress on S&Box has been moving quickly lately, with actual UI implementation and even commits done by the man himself, Garry. This (maybe) means a release is closer than we thought. It's no secret to the community that we're planning on releasing servers for this, but as some of the details are still in planning, it'd be good to discuss some ideas for our progress leading forward. Important: I got the nod from ZeRo to make a post like this a while ago, but it's worth saying here. This is about what may be possible in S&Box, not what we are or will be actively working on. Nothing here is 100% confirmed. This is just laying out some potential steps for how we handle Skins and such. It's not an official announcement, just discussion. For those who don't know, S&Box is effectively the modern version of GMod. It'll have a lot more features, compatibility with other games, and most importantly, it's not on a dogshit engine from 2003. Because of that, it gives us room to make a lot of concepts previously impossible a reality. With the transition to a new game, it also means we won't be bound by current restrictions, not only in the engine, but with the economy and skin content as well. You'll understand that a bit more later in this post. Inventories Assuming that most systems will work in similar ways to GMod, players will have inventories to store their skins for weapons and knives. When we've brought this up in TS before, one of the most asked questions is if inventories/money will transfer over from GMod, and the answer to that is most likely not. This is for a few reasons; New Features: There are some features which we either can't implement in GMod due to engine limitations, or because of the economy. One noteworthy example is weapon wears. They're possible in GMod and have been tested in-game, but if we implemented them now, that would wreak havoc on the economy. Old skins would either have random wears applied to them (causing inventory values to go down), or wears would only be applied to new skins (making old skins more valuable/new content worth less). Either way, it's a problem. With separate inventories for S&box, it allows us to bring in these new features without causing chaos. Economy Rebalancing: The average value of reds in the now-defunct Warzone Case #1 is worth $60,000 WZ. With more features and economy advances, the average value of reds in the newest Danger Zone case is $885,000 WZ. A lot of our older content is either seen as almost value-less by the players or has been removed from circulation entirely. We're probably going to revalue all of the skins and cases so old content isn't old any more. Everything's being released at the same time, so there's no point in introducing content to new servers which is DOA. Of course, with time we've seen newer content increase in quality, but the old content isn't 14 times worse as the pricing currently stands it at. Fresh start: New content will bring in new players, and for people who are either new or old to the community, we'll be launching S&Box with a much larger following than we did with any GMod launch to date, simply because the community has grown since then. By starting everyone at the same point from launch, nobody has an advantage from the first step, and everyone has the same opportunity. Between versions of WarZone, we've reset inventories for this sake, so the same applies here. For the record, this won't impact GMod inventories at all. If players are more comfortable on GMod, the economy, skins, amount of Skin content added in updates, and more, won't change at all. Acquiring Content This is another big part of moving to S&Box as we'll have a lot more options with how and where players get files from. We've already worked on some of our own systems to get content such as WZNet, and the recent addition of seeing which items you're missing or subscribed to in-game, but we can make that a lot more expansive and easy-to-use with S&Box. Here's our two main ideas; Dynamic Mounting Some content may be downloadable as it's being used, rather than all at once, all while you're playing. If you open a new skin or someone walks past with a skin, it'll be downloaded within that moment, and then stored, rather than downloading everything when some files may not even be seen or used. This is possible to do in GMod and we've tested it to some degree, but it's a lot easier to do with S&Box and Unreal Engine. It means there's significantly less loading time, it saves the amount which you have to download, and spaced stored on your device. If you need something, you have it. If not, it won't be there until that changes, and it all happens while you're playing. WZSync We haven't mentioned much about WZSync and S&Box, however this depends on how content is acquired through the game. WZSync mostly exists as a better solution rather than using the Workshop, and it also works around limitations of mounting addons in GMod. The latter won't be a problem with a new game, however if the Workshop is still being used for content (which is likely), it's possible that WZSync could in some form be used on S&Box, but the option for the Workshop will still be there. It could go either way, we don't know. CS:GO As with GMod, S&Box has options to mount content from other games. With a lot of our content coming from CS:GO, we chose to replicate the content for download in our current servers as we can't expect people to buy the game solely for the sake of getting skin content for our servers. However, as you probably know by now, CS:GO is now F2P. This means we can feasibly expect people to have CS:GO as it doesn't cost anything, and in some cases, we can assume it's there for our content to work. Some basic essentials such as models/textures might be downloaded from the server, but if you have the game mounted, that data may not be downloaded. For more features like skins, we could request users to mount from CS:GO. Options for this are in the air right now, so this is another one we don't really know Features Here's the big one. With a new game on an actually modern engine, we have options to do a lot more with what we can make, and what you can make. This all depends on what S&box has to offer, but from looking at development, we can make some solid assumptions. Moving over skins The one thing I can personally confirm for sure is not a single Hotradremixlx skin will be coming with us. Any hotrad skin on S&Box is going to be either redesigned or binned. We're going to assess each skin individually too. What this means is we'll be looking at each skin to see if the quality is good enough or if it can be adapted/upgraded (such as Floats V2 redesigns). Depending on what it is, we'll be either remaking the skins, adapting them to fit new systems, or getting rid of them. We'll be talking to Content Creators a lot in this process, and unless your name is Alex Ramsey, community-made skins won't be removed or changed. CS:GO Content Another limiting factor of CS:GO is how they made skins. The models weren't designed for some features which they have, and features implemented are done in a sloppy method or could be done in a higher-quality and easier method. Rather than replicating badly-done methods, it'd be nice to redo them. This means I'll be remaking the default textures for all of the weapons, making them look similar to their originals, however with higher quality, no compression artifacts (which skin creators know the default skins have a LOT of compression ugliness), and most importantly, PBR support. Would you rather have an AK which looks like this or like this? (That's just an example. That's not made by us... yet) Skin Features The Content Creation community has started to experiment with some new features to make skins look nicer, such as Normal Maps, glow-in-the-dark skins, or even animated colours. Hopefully, the material editor in S&Box will give us much more flexibility with this, improving on already existing features and possibly some newer ones as well. Here's some ideas; PBR: Textures which control material details at high graphics settings. In GMod, we mostly just use the Albedo (default texture). With UE4, we can also add Roughness (how shiny a material is), Metalness (Whether certain parts of a material are metal or not), Normals (Bumps), and possibly even Displacement (Changes the physical depth of the texture, see here). For content creators, all of these will be optional, but for the default weapons these will be included, making them look much nicer, and gives creators the option to use them too. Floats V3: It's possible (although we haven't discussed it at all), to implement all the features in the CS:GO Workbench on top of just random floats, which will probably be dubbed Floats V3. This means we can make tileable textures which fit onto any weapon, glove, or knife skin, with all finish types being potentially supported. This means with a tenth of the effort we can expand the amount of skins massively, and they'll all have unique randomisation. Normal Map Generation: Similar to Skin Renderer, it's possible to generate a bump map from a Skin without it having one in the first place. Another optional, but possibly useful feature, for Creators. Correct Glow-in-the-dark: Selfillum as we call it in GMod doesn't actually glow in the dark at all. Instead, what it does is ignore lighting and shadows, so shadows just don't show up at all. That ends up looking like this (credit to Anonz). That looks as good as we can get it in GMod, but that's not how light behaves in real life, as the glow would light up the environment and your hands/arms. This is what it should look like. Thankfully, UE4 supports proper lighting and not the fake lighting which Source uses, so this will make the light spread. You'll be able to control how intense the lighting is when making a skin. Animation: Right now, skins can only be animated to colour shift in certain places, as this can be done with a tiny file-size. Making an actually animated texture with a VTF (such as one of these) would be a few hundred MB, way too big for us to use. However, it's possible for other file-types to be used with S&Box, meaning compressed formats like MP4s could make this much more feasible. The limit for each content creation item is currently around 5MB or below, but it would still be much easier to get an actually detailed animation in a filesize that small with some work. Weapon Wear & Dirt: As mentioned before, something we've been wanting to do for a long time is Weapon Wears. As I mentioned earlier though, Valve's implementation is sloppy, and quite honestly just doesn't look nice. We will be remaking the Weapon Wear system from the ground up rather than just using CS:GO's method. As well as this, there's a possibility for Dirt. This is a texture which is applied from a certain direction or across all of the skin, and the Dirt texture file can be specified. This could be good for making simply dirty/sooty weapons, but also other things such as Blood, or during the festive period, Snow (like this but on any skin around Christmas). Wear and Dirt will be randomly valued as in CS:GO. Some weapons could even be worth more for worse, for example, the Chappie. Creators should take this into consideration when making skins. Additional effects?: We're going to have a lot of new tools to play with and some of the things holding us back in GMod won't be there any more. We could have suggestions for new material effects in the future, and as long as it's easy enough for Content Creators to work with the effects and it's usable without the effects, they could be added. There's a lot of possibilities. Anyway, as mentioned earlier, none of this is confirmed, only possible plans for the future. Feel free to chip in with any suggestions or discussion, more the better.
  7. It's time to announce the next Skin Creation Competition. Normally we would run these for a limited time in a single day, however this time around we'll be running the Competition for a full week, starting today, and ending on the 13th November at 6PM GMT. We will be judging submissions based on the following categories; Texture Quality (High-resolution, no artifacts, etc) Design Quality (How the design has been made, external sources, etc) Unique Design aspects Bonuses (Selfillum, animated textures, floats, skin collections, etc) The prizes for this Competition are; 1st Place £25 WZ Store Credit 50 Cases of your choice 2nd Place £10 WZ Store Credit 40 Cases of your choice 3rd Place £5 WZ Store Credit 30 Cases of your choice Submit any entries through the regular Skin Submissions section and mention the Competition in the post. Winners will have their skins added to the game, and all other Skins will remain in the Submissions pool and could still be added at a later date. Multiple submissions can be sent in, however Collections will count as one submission. The theme for this Competition is Steampunk. Submissions will be accepted for any Pistol or Horizon-series Knife. Good luck, everyone!
  8. @Callum (Blazingstardude)
  9. @vlodern: "Do you wear a condom every time you just go in or are you like fuck it" @ZeRo: "I don't do it at all to be honest"
  10. no beating round the bush this time lads let's jump right in
  11. +1. TTT is a good gamemode because it is a fairly easy concept to grasp, you can pick it up and just start. From the perspective of a new player, if they have another role to learn then it will defer people from joining. Fun rounds however, are something that can be described in a sentence, don't overhaul every round of the game, and can let people have a bit of fun when playing rather than taking it super seriously (like literally everyone does on TTT tbh). We've already got the code for fun rounds in other gamemodes too. Also opens up a lot for Game Nights and simply letting an Admin start a fun round if everyone on the server's alright with it.
  12. There's a lot of discussion here about weapons to use or not, best to clarify some things. First, the AWP is the most used Sniper in SH, and most of the folks in Management said there would be way too many players using the AWP. Of course, there are other auto-snipers and the M4A4 which also would do with some balancing, but removing a massive portion of the guns would further dwindle down the amount of entering players. Honestly, if it was my call this would be in SH2. Better, more balanced weapons all around with more features and we probably wouldn't have to ban anything other than the RPG, but people prefer the broken as hell weapon system in the original, and that's why the SH2/3/Pro servers died within a matter of weeks ¯\/(ツ)\/¯ Another thing is for the Sunday round, there will be a new Discord channel for the 12 competing players. In there, we'll be discussing some new rulesets for that night and you can organise teams if you want. Most rules will stay the same, however you will be able to vote to ban certain weapons for the Sunday round. Also, I'm certain the RPG ban is self explanatory
  13. For the Stronghold tournament, I'll make sure that the players entering have a maximum consistent ping of 150 for the sake of not giving gameplay advantage. For regular matches, it would need some more thought. Maybe for the matchmaking system the host can set a custom ping limit above 100 for playing games like Wingman
  14. Good point, I'll replace that now
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