Someone Put The ENTIRE Map Of San Andreas In Gmod.. | Garry's Mod
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Today we take a look at a map that may be familiar to you.. The entire map from GTA San Andreas in gmod. All possible with the infinite map base!
Links------v
INF Map Base: bit.ly/3z8X6Qx
San Andreas Map: bit.ly/3lD3A7f
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#infinity #garrysmod #mod
Пікірлер: 818
imagine someone makes this a darkrp map
@Vitor20XX
Жыл бұрын
That's what i thought
@CesarBendy1
Жыл бұрын
If we follow the gta rules the citizens will be fucke
@krissthemlg2202
Жыл бұрын
:pog:
@mikehanderson683
Жыл бұрын
Wanted: CJ the JJ has been made wanted Reason: No reason provided
@Leon_V87
Жыл бұрын
Only pc gamers would be able to play then
It's honestly unbelievable what things people can pull off with this almost 20 year old game. I love this community.
@dominicsouthern7672
Жыл бұрын
I hate you i was born in the same year
@stefanandrejevic2570
Жыл бұрын
All of the source game communities are awesome
@ninetailedfox8022
Жыл бұрын
@@stefanandrejevic2570 Depends if you are talking about modding comunity or...gmod multiplayer servers
@ORIONVIIXI
Жыл бұрын
@@ninetailedfox8022 people in gmod servers are a different breed
@Bomb_159
Жыл бұрын
@@stefanandrejevic2570 dota 2????
Not only did this person import the map, he also imported the shading of it, it looks exactly like in game
@xd-qy1kq
Жыл бұрын
e yo t conozco
@WorKoHolik84
Жыл бұрын
Yes that's it's still astonishing
@CantRead1
Жыл бұрын
How the hell do you do something like this?
@_HF27_
Жыл бұрын
@@CantRead1 The power of coding
@FisTheEvil
Жыл бұрын
no he didnt, it looks nothing like the game
With optimization this could be big, imagine if one crazy guy starts porting the missions into gmod, that would be awesome and still better than the definitive edition
@gordonfreeman9641
Жыл бұрын
i know the creator, ive spoken with them too, this is already as optimized as can be, this is pushing bounds already lol
now someone should port the entire gta 4 map into gmod now
@squidiskool
Жыл бұрын
That would make your PC explode for sure
@LuigiStar31
Жыл бұрын
Yo PC gon become a damn nuke
@UltraCenterHQ
Жыл бұрын
I don't think source engine can handle that
@Alzure
Жыл бұрын
@@squidiskool yoo i got the same pfp on my steam that got banned for 14 years todah
@unusedaccount734
Жыл бұрын
@@Alzure heeheeheehaw
Seeing that much RAM usage gave me a fright. While this mod base may have unlocked new possibilities, I'm quite worried that not a lot of people will be able to see those said possibilities.
@skipmanghondarg
Жыл бұрын
What do you mean? infinite maps on source engine? this is only the beginning...
@Dichete
Жыл бұрын
i have a decent computer and yet i cant load this map, it just crashes and i have tried everything but it just doesnt
@stanleybochenek1862
Жыл бұрын
It’s so laggy
@lucianojuegosrobloxminecra3410
Жыл бұрын
@@Dichete do you have 8 gb or more ram?
@phantomaviator1318
Жыл бұрын
@@lucianojuegosrobloxminecra3410 i got 8gb and it doesnt work
All I can think of is an infinite liminal space map similar to the backrooms. That would be sick.
@Ballistic_Beanie
Жыл бұрын
that alredy exists in the InfMap base
@NecrosVideos
Жыл бұрын
I'm on board with this!
@itsshrimp91
Жыл бұрын
I mean this could theoretically make an infinite ikea possible lmaoooo, imagine the chaos.
@Whovian1156
Жыл бұрын
@@Ballistic_Beaniewhat’s the map called?
@Rafael_R
Жыл бұрын
@@beyond_5dtemp the most out of touch comment ever
Imagine how long it would take for nextbots to learn this map.
@i_drmrr_i3293
Жыл бұрын
I thought about it too, my pc can't do fast generating of navmesh even on much smaller maps than this, like size of one little street in SA. I need like 10-20 mins~ for that. It's crazy to think, how much time I could spend time on generating navmesh for entire SA map.
@maxifisch3230
Жыл бұрын
@@i_drmrr_i3293 I tried it and my game crashed 5 seconds later. I have 32GBs of Ram, rx 6900xt and a ryzen 9 3900x. If someone actually manages to make one somehow, they should upload the navmesh.
@erykzysk3330
Жыл бұрын
@@maxifisch3230 If your pc crashed then we're fucked
@UGCLOUNGER
Жыл бұрын
Man, you can't. Structure of that map, and Infmap base is just can't let you generate navmesh.
@Dirty_Dumb_NAFO_Scum
Жыл бұрын
@@i_drmrr_i3293 So there's such a thing where you don't have to manually plot out a navmesh, you can automate the process (probably with some weird placements)? Please tell me more.
This is incredible, i'd love to be able to play some DarkRP on this badboy...
@NecrosVideos
Жыл бұрын
That would be legendary!
@mrlamp100
Жыл бұрын
Imagine the RAM usage...
Day 29 of asking to check out Lethal Necrotics Reanimated
This is insanely cool and nostalgic, I remembering going to garages to deck out cars with flames and nitro
@NecrosVideos
Жыл бұрын
Can't forget the low rider with hydraulics!
the best way to do massive maps in GMOD, especially cities, is to do what postal 2 did. have them be split up into several districts with easily identifiable exits and entrances, using tall separators like cliffs and walls to maintain an illusion of connectibility
@narckiller6561
Жыл бұрын
such a good idea
GMOD doesn't need to load all the map at once, it is just an InfMap thing.
Imagine someone making the entirety of the Elder Scrolls world in Garry's Mod
@ROBOHOLIC1
Жыл бұрын
If it's 1:1 that'd be impossible.
@junkolover9518
Жыл бұрын
Elder Scrolls Daggerfall...
@Dirty_Dumb_NAFO_Scum
Жыл бұрын
@@junkolover9518 Lulz, the entirety of daggerfall in Source would be fucking hilarious.
@optiTHOMAS
Жыл бұрын
@@junkolover9518Holy hell! 😅😆
@vood00ranger
Жыл бұрын
@@junkolover9518It's all procedurally generated tho
I think in the entities you can remove the fog with the fog editor. I never tried it on this map though, It's maybe worth a shot
@steventechno
Жыл бұрын
It works but it doesn’t increase the actual draw distance. I’ve tried this on Foggy Map before, hid the fog but didn’t reveal much beyond besides an obvious limited draw distance. Some remember which map I did this on.
@foxhoundmrden
Жыл бұрын
@@steventechno View range is configured in hammer when creating a map
I hope someone makes Stillwater or Steelport from the saints row games in Gmod.
@Spealer
Жыл бұрын
Yes! Definitely stilwater, though it's source code is very old and weird so it might be hard to port.
@demo_321
Жыл бұрын
Stilwater with one L, bitch!
@therunawaykid6523
Жыл бұрын
I would love if someone made every level from the Simpsons hit and run and maybe include new explorable areas, vehicles and playable characters
@HypervoxelRBX
Жыл бұрын
@@therunawaykid6523 i'm already on it
@therunawaykid6523
Жыл бұрын
@@HypervoxelRBX nice! Look forward to playing it 😏😉
The freezes happen to me too, every 10 - 15 seconds or so, seems to be normal sadly
@Nicolas-zw5ex
Жыл бұрын
Yea because Gmod isnt meant to have such huge as heck maps
@killerdoughnut7233
Жыл бұрын
@@Nicolas-zw5ex source in general
@fenn_fren
Жыл бұрын
It's most likely just the sheer size of the map. Liberty City runs well, though Vice City does freeze too, but not as much.
@Ryan-op7yd
Жыл бұрын
At 10 GB of ram you're lucky to have freezes and not genuine minutes-long wait periods
@KDStrikeSource9820
Жыл бұрын
@@killerdoughnut7233 true
Things like this is what makes Gmod the best sandbox ever made. Just when i thought i've seen everything this game has to offer, the modding community surprises me ❤
Imagine someone making a pvp server with this map
@NecrosVideos
Жыл бұрын
Would be nuts!
@_vla
Жыл бұрын
@@NecrosVideos yeah like crap blown out of arma 3 with like vehicles, planes and factions
@therunawaykid6523
Жыл бұрын
If you can import gta assets maybe we could have jetpack races across the map
@stinhuffine4422
Жыл бұрын
But... it already exists in GTA San Andreas online
@madbruv
Жыл бұрын
@@stinhuffine4422 tf is san andreas online? Is it like samp or mta?
I sometimes forget this game is so old. Still feels like a new release that came out in the last 7 years
It's definitely better with the fog. GTA Trilogy Definitive Edition removed the fog and the map looked pretty small and strange.
@Dirty_Dumb_NAFO_Scum
Жыл бұрын
I agree ironically enough
@cheese5911
Жыл бұрын
We don't talk about definitive edition.
It's incredible that the person who made this map had to export every texture from GTA:SA to Hammer. He really put on some effort into it
@pinguluk1
Жыл бұрын
Most likely automated the process
@Yumbos
Жыл бұрын
@@pinguluk1 I don't know anyway to do it actually. And I do make maps for Source Games
@abaddon2509
Жыл бұрын
@@Yumbos Just because you make maps for Source games and don't know how to automate the process doesn't mean someone else also doesn't know how to do it
@Yumbos
Жыл бұрын
@@abaddon2509 No, I'm saying there's no way to do it dumbass. Not even mappers that map since CS 1.6 know how to do it, on god
@Dirty_Dumb_NAFO_Scum
Жыл бұрын
we need a navmesh.
This is just the beginning, crazy future awaits for gmod!
at a certain point you'd just separate the map into half life 2 map sized chunks, and have the game load the next chunk ahead of you when you enter a certain range away from it, so no matter where you are, as you approach, the next chunk loads and the previous one unloads, and the area around you becomes the new buffer area for the previous chunk you were just at. so if you return to the area it'll de load the new chunk and re load the old chunk. with this way you could also theoretically save player events/actions/props to a 'chunk' and thus eventually create a world map that remembers player actions, such as destroying a box, or placing a box. just save the actions the player has taken as a world event outside of the chunk data itself. effectively decentralizing the resources across multiple chunks, threads, maps, and events. the more I think about this the less likely garry's mod can handle it, so how about instead you have teleport points throughout the whole map that take you to various instances of garrry's mod running on other computers running small chunks of the whole map, and just divide the whole map up into multiple instances of garry's mod running small chunks of the whole map.
@toomanycharacter
Жыл бұрын
You would likely have to keep the full map in RAM anyway - otherwise you would constantly meet unloaded chunks when moving across chunks fast, for instance while noclipping. I guess there is no real solution. You are either limited to slow methods of transportation, or this map takes up at least 10GB of RAM.
@DrCranberry
Жыл бұрын
you would still have to load the maps individually, and saying "half-life 2 map sized chunks" is insane. At that point only like grove street to the bridge would be an area to play like the TTT maps. The map would be like 100+ different maps all put into one with 4 different load zones depending on where you want to go, it'd be insane. Unfortunately, unless they find a way to make the map less intensive via optimization there really is no way to get the RAM usage down realistically.
@katalist7747
Жыл бұрын
@@DrCranberry not necessarily, iirc the source map size limit is roughly 800 square metres, look at maps like gm_flatgrass or gm_redrock, thats a decent area, with the fog that close you could just load the areas the fog dosent cover, only problem i can forsee is a frame drop when loading the next area, another way to do it would be to selectively nodraw the polygons outside of the fog area, much like gta did originally, or applying an “lod” and making the further areas less detailed, wether this will improve ram usage im not sure
I played this gmod map before, it is great. Just like the real thing. However, it needs better optimisation as it uses like 13GB of RAM and FPS stutters a lot. Also props/vehicles sometimes fall through the ground
Who could forget such memorable locations like **checks notes** small bridge and highway
@jimmyneutronboypenis6970
Жыл бұрын
clearly you havent played san andreas and explored every nook there is
I feel like you should be able to divide the map up into different load zones to increase stability and playability. I mean, load zones work with the Half Life levels in Gmod, so is there a reason they couldn’t be implemented to turn a single map like this into a level?
@juniorsilvabroadcast
Жыл бұрын
A lot of loading screens. GTA San Andreas have real time data streaming. That's why we don't have loading screens.
@bogdao44
Жыл бұрын
In any case we need to load entire map at once and keep all of it in RAM. I suppose there is a chunk system of some kind, but we can't load chunks from disk in realtime like in minecraft. But i think there is a way to not draw not visible parts of map to get more perfomance.
@Youstupidmf
Жыл бұрын
The thing here is to actually make it into one map, Like we said. GTA SA does not have loading screens, and it's optimized that's why we don't have loading screens. The map should have different models and that can be optimized because you really do not see the buildings until you actually get close right? that's to optimize the performance needed.
@JustinTK416
Жыл бұрын
I think people are misunderstanding a bit. The point of my idea is to divide San Andreas’s map in numerous smaller maps that would be assembled as a level. So you’d run into loading screens after traveling an area about the size of gm_bigcity, which might be painful if you have a bunch of add ons running, but it would allow you to explore the whole area without demanding so much RAM. Major landmarks could be converted into skybox/background elements like the “distant” buildings in construct. But this would also divide it into smaller areas that you could work on adding nodes to in order to have better NPC performance.
"Groove Street... home... at least it was before someone uploaded the whole map into Garry's Mod" *gets blackmailed into helping Tempenny or be doxxed*
Imagines *ALLLLL* the MEMES everybody could make with this!!
2004's two biggest games (San Andreas and Half-Life 2) finally meet. Who would ever think it would be possible?
@ptra4
Жыл бұрын
And the graphics is day and night, huge contrast in terms of fidelity
Imagine that someday someone will make a mod so that you could enter all the houses, on the streets will be cars and NPCs and you can play on this map in the DarkRP
@monkebanana2506
Жыл бұрын
Maybe not that, but my friend and I are trying to make a game engine specifically designed for Garry’s mod
I have used the hammer editor many times (map editor for source games including gmod) I think each block/model fades away and dissapears if your at a certain range and when you get close to it has to load again which is the reason for the studdeding of gameplay and the fog is required for optimzation, as if removed it would just crash the game, this is the same problem for danger zone maps in csgo, overall the source 1 engine is very old engine indeed
"Never used this much RAM on any videogame" - Laughs in Microsoft Flight Simulator.
Yeah, the ram usage is a problem and unfortunately from my understanding not easily solvable in the current state without painstakingly hand crafting every single buildings collision. I think its mostly my fault since the person who ported it was using my .obj loader I wrote in under a week as a base. I really hate how source handles collision and there is a lot of hacky stuff going on in the backends to keep you from crashing every 5 minutes. For whatever reason I decided that loading all collision data into memory at the same time was the most effective way to handle it (which of course is what causes the huge amount of memory required). But now that im coming back I realize there is a much easier and more efficient way to handle it. oh well, nobody is perfect I guess
@JustJory
Жыл бұрын
Thank you so much for this amazing mod. Im so glad that we can put maps like this into garrys mod.
@TheMilkiestCereal
Жыл бұрын
i assume it includes putting the collision data in the drive instead?
Now we need the endless city from BLAME! in gmod
This is so cool, love the sound of people making various maps using the infinity level map mod wonder if it’s possible to make Springfield from the Simpsons hit and run using it. It could even be possible to make a hit and run 2 and include different vehicles and new playable characters
i thought the map would be good for flying planes but the freezing seems to cause WAC entities to collide with the air, there are some other bugs like HL2 entities falling through the ground, vehicles dont collide right, etc, but map size has been a huge limitation for source games and infmaps are a big thing for the game
I just want someone to make an SA map that ISN'T InfMap. My PC hasn't got the power to load this cheese.
@trevor4212
Жыл бұрын
good luck lol they'd be limited to source limits and theyd have to change up a bunch of things to make specific areas you want to be maps actually playable. porting is a bitch
@sonicszuetomyt5448
Жыл бұрын
Extra cheeeeese
@M0D776
Жыл бұрын
So you want the impossible? There's a reason InfMap is needed
@TheOriginalSide1
Жыл бұрын
@@M0D776 prob meant like a certain small area of the map like grove Street
@toomanycharacter
Жыл бұрын
@@TheOriginalSide1 ttt_grovestreet_los exists. Although it would be nice to have a definitive collection of maps of every single place in SA.
Thats incredible. The future of Gmod is looking bright!
Note: you dont have to have 16gb of ram if you have FPS saver fog addon installed, just load a different small map first, adjust the fog render distance and boom, you are good to go.
@valentinoyanicola8903
Жыл бұрын
Did U test it? Because that's big
@itch433
Жыл бұрын
it's 16 not 60 lol. And there is already fog with obvious z clipping, it doesn't actually render the entire map every frame, the author is wrong about that.
@victoryday663
Жыл бұрын
@@itch433 well you could reduce the render distance even further is what im saying, it wouldnt look as good but hey, at least you'd be able to play.
@itch433
Жыл бұрын
@@victoryday663 that would increase fps for sure, but it doesn't seem to be the main bottleneck at least for the specific rig in this video. His gpu is good enough to get decent framerate already, but the game stutters because it's using way too much RAM (filling it with inefficient collision data apparently, among everything else) and reducing render distance even more wouldn't help with that unfortunately.
One reason why I think your game is freezing is because the RAM the game is accessing is being swapped back and forth between your pagefile which caused huge delays in processing. Given you have 16gb of ram, the game is using 10gb, windows is maybe using 4, and your other apps are maybe using the remaining, the game is begging for more and is using your pagefile/swap. I'll test it on my systems with 32-128gb
@bradahambraham4113
Жыл бұрын
I tested it with 32 gigs of ram and it still freezes.
@banguseater
Жыл бұрын
i could be wrong i bet it the stuttering has to do something with garrys mod still being relied on single core processing.
@LazyThomas
Жыл бұрын
@@banguseater I did a little more investigating and it's because textures and geometry are being dumped in and out of memory too often. Not only that, but it's being dumped all at once instead of in chunks. Which any CPU no matter the latency will hate to do since it has to stop and wait for that operation to complete. Maybe fixable, but I wouldn't count on it
@banguseater
Жыл бұрын
@@LazyThomas ahhh, yea thats something that would have to be addressed deep down of the source engine. i assumed it could be addressed if muli-core processing was better for garrys mod and source engine games, i took a peak and noticed 2 cores being fully utilized while the others were just chilling lol
@Dirty_Dumb_NAFO_Scum
Жыл бұрын
@@bradahambraham4113 Well 128 gigs it is.
I want someone to recreate Liberty City using the infinite map base
@fenn_fren
Жыл бұрын
There already is (from GTA 3, not 4).
The hitching I believe is loading the "next map" in that direction. The source engine, as far as I can remember, has no way to fit a true infinite map without a complete rework of the engine itself. What you see beyond the maximum size of that portion of the map is probably a "skybox" with the rest of the map down to the fog. On modern hardware this transition is very fast, you can see this in HL2 for example. In the case of this mod, the author optimized this loading as much as possible but you can still see the moment, the hitching .
@foxhoundmrden
Жыл бұрын
the map uses seamless portals. Roughly speaking, the entire map is in 1 square with the size of ~TTT cards. look: kzread.info/dash/bejne/gISn2seLda_Sfrw.html
We are 2 mods away from adding the milky way to gmod
@samanthagarrett3671
Жыл бұрын
The milky way according to mass effect trilogy with fully explorable planets and mass relays separating each star cluster would be a godsend for me as someone that loves building spacecraft in gmod.
love how someone ported half-life movement into san andreas and then someone else ported san andreas into gmod
Incredible, would be really cool to see if any game modes will be made with this
That must've been hell, having had experience porting Metro2033 assets, this is absolutely insane.
@josefstone5232
Жыл бұрын
even making collisions and making game bypass poly count, seems god level😅
This is amazing, best map to fly with planes!
I remember doing the HESOYAM code and then going to get the NRG-500 on the building close to the arena in Los Santos and just start cruising around Los Santos with the NRG and having fun. Really happy people were able to import it into GMod so more people can see how amazing that map is.
THATS SO COOL! love It best gmod mods now we Need San Andreas npcs end cars!
This is what I always wanted for years now, glad someone made it
Could you try the map with real-time priority in task manager and with fps saving fog? (the mod doesnt render things beyond it so it might make it work for 🥔pc's)
I can't wait until someone puts Liberty City from GTA 4 in gmod, i will go absolutely mad
I have been waiting for this for so long!
Now this is impressive but I can't help but wonder how Night City would fare.
@NecrosVideos
Жыл бұрын
I would love to see that!
I wanna see the urban area from man hunt and warriors, I love the vibe of those maps
I knew upgrading to 64GB of ram would come in handy at some point!
Laughs while playing modded cities skylines at 60gb ram and 140gb pagefile
Absolutely insane! Wish this was fully playable somehow! 😁👍🏻
I've been waiting for this for a long time
All of this in one map but Outlast has to be split into multiple different maps with no way to travel between them without leaving them. (To add insult to injury the "project" I guess you can call it isn't even finished.)
@hhnoyeet342
Жыл бұрын
😂 smooth brain comment 🤡
@yeth797
Жыл бұрын
@@hhnoyeet342 how
@louisgreenland4446
Жыл бұрын
You realize the infinite map has severe limitations? Like no lighting, nav meshes or anything that normal source maps have. It would be stupid to port the outlast maps to the infinite map base.
@DarnTootn
Жыл бұрын
Bro please stop pretending you know how this shit even works lmao
I thought it could maybe be done by stacking parts of the map on top of eachother since Source’s map size limit is a cube, but I guess this works? No chance of me running it any time tho
"Omg, it's so cool I want to try it... !" "...it takes 10 GB of ram to run the map...." "Understandable, have a great day."
Necros: complains that the game "eats" over 10Gb of RAM. Meanwhile me, having over half of my 64Gb stack used on a regular basis:
I hope some optimizations happen for this map soon!
people who bought 32 gigs of ram and never used it: FINALLY. THE TIME HAS COME
Infmap proves that if someone is ever able to mod procedural generation into the game, the 23 year old source engine would be unstoppable
Source was created as an FPS engine for a singleplayer expirience - hence maps are small. The back-end, HAVOC, is a 0 delay physics engine - it keeps all the interactions nice and consistent but requires you to load the maps' entire physics mesh. Multiplayer's an issue, because both the client and server-side are calculating for the physics interactions with an equal scope; whereas, serverside always has the last say about the course of things. (player ragdolls - exception) If source was a simple FPS engine, there would be no conflict in say, jumping from prop to prop and randomly getting your kneecaps stolen by gaben himself - the clientside physics has authority over the player's localised surroundings in so far as to say, it creates a conflict of authority where it tries to re-work your ping-delayed movement inputs into previous server-side calculations. It's generally stable, but a trade-off between crispness of player input and physics stability. If the client's scope of physics calc in multiplayer could be limited, it'd free up a whole lot of CPU and RAM usage - at the cost of greater reliance on network connection quality (some inconsistencies at borders of player-local physics). In so far as vehicles go, they would remain unaffected either way, since in multiplayer - they're always server-side.
@retko8718
Жыл бұрын
PS; is source even worth optimising at this point in its use case? can we call it a day and noah's ark it? i swear, there's nothing new we could learn from source without creating an alternative alleviating 90% of all "wants" source can't deliver upon.
Imagine a Full sized Minecraft Map in gmod using this
Holly shit it happened, I was literally going to learn hammer and put the grove street cul da sac in Gmod but somebody put the entire MAP!!!!!!!
Wow, thats amount of work that guy done here is just crazy 0o
Tbh it looks really good and accurate to the original game, didn't expect that
Hire some IDA/Assembly god and ask him to optimize the rendering function, so it only views objects/actor when they are in X distance of the player.
Hopefully they make campaign for this map
Source 1 is held together with paperclips and prayers, and I can't imagine the bonkers shenanigans going on behind the scenes of this map mod to make this work. It *can't* be efficient, there *must* be some ridiculous bottleneck somewhere imposed by the engine that makes the system requirements skyrocket! It really says something about the state of GMod that this is considered impressive! I'm *sure* its really impressive for Source 1 to do this! But that's about it! *Modern* PCs really shouldn't have any problem with these sorts of maps! Modern game engines should be able to handle it effortlessly!
Imagine someone manages to make another mod to only render what you see in front of you or something like other games, and make the biggest StarWars RP map ever
I wanna see the whole willamette mall from dead rising inside of gmod, I hope someone makes one
GTA modding community and GMod community crossover could make everything with any game in existence I guess
It's actually nice seeing the map without the LOD models fading in and out.
A port of the entire city of Vice City was impressive, but San Andreas is a whole state. So much possibilities in here...if not for that RAM consumption. I hope something similar to GTA SA's streaming system and use of LODs will be possible in the future.
at this point... at this point tho.. now that i think about it, the only safe way to do this would be switching engines already, im glad s&box is being made
this is so crazy that people are pushing gmod to it's limits
what happens if you try doing multiplayer with this or any infinite map base map?
if they made this 10 years ago this would be played non stop
A historic moment here
it take 10gb of ram , ive never seen this before ... Moddet KSP 1 : I´m a Joke to you ? KSP 1 can take up to 32 gb of ram . for me it take with the mods that i installed 14 gb of ram .
Imagine a Vortiguan pulling up to the Ballas in a scout car with Freeman and they bust out the lasers and Gordon just pulls out the gravity gun blasting their cars
what i see of that if theres a capable server hosting this map, it'll be role-playing paradise
Would love to see someone do Lost Heaven from the first _Mafia_ game similar to this; I know someone already did port it to BeamNG, so might not even be too difficult
CJ FOLLOW THE DAMN TRAIN!
I swear to god if they put the shadow of the colossus map into this.
YOu should try FPS Saving Fog for this, it essentially makes fog and doesnt render outside a couple meters of the fog so you can get smooth loads and lots of fps
Finally someone did it
"concrete river" ...can't wait for new-rome to fall, god
so you're telling me I have 64gb of ram now not for nothing but gmod map of game the exact same map I ran on my PS2 Slim that has 32mb of ram? damn good deal I see
"Grove street Home, at least it was before i fucked everything up"
It's using 10gb of ram because there's no LOD inside this mod. GTA San Andreas works with constant streaming of data from hard drive (PC) or DVD media (playstation 2) what you see on horizon is just a small blurred texture. If it's possible to add LOD Streaming inside source engine. Then we can have extremely huge open worlds. Source 2 probably handles this way better. Like CSGO 2 having no map limits.
"Was it this bad before I left" - Carl Johnson
where did you download this map btw? i sub it on steam and it doesn't load at all , check in my game it still not there...
I feel like people are gonna build on this idea and continue to innovate