GorgeCraft
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
<div class="IPBDescription">You knew it was going to happen..</div><a href="http://www.duplexgaming.co.uk/downloads/mods/92/gorgecraft/" target="_blank">Download GorgeCraft at DuplexGaming</a>
<a href="http://www.moddb.com/mods/gorgecraft" target="_blank">Check out GorgeCraft on ModDB</a>
<b>What is GorgeCraft?</b>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->GorgeCraft is a mod designed for players to build and construct to their hearts content. The aim is to give as much freedom as possible to the players for building, letting their imaginations do the rest. It takes the Alien builder class from the game Natural Selection 2, and gives it a whole new lease of life, freed from the ravages of battling pesky Marines. It's a little known fact that the kharaa aliens are completely different races, absorbed by the bacterium in it's quest to grow. Back on their peace-loving homeworld, Gorges love to spend all their time building, playing sports and sliding around on their bellies. It is their calling. GorgeCraft gives you an opportunity to experience Gorges operating in their natural habitat...<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>GorgeCraft General Notes:</b>
<b>Gameplay:</b>
Gorges can construct all 13 Alien buildings and also 2 crate props, making a total of 15 items, spread over 3 build menus. There are 2 maps, gc_flatland and gc_pits. Players can work together or alone to build great Gorge Art.
Build Menu Order:
1.1 - Cyst 1.2 - Hydra 1.3 - Clog 1.4 - Crag 1.5 - Shade
2.1 - Shell 2.2 - Veil 2.3 - Egg 2.4 - Harvester 2.5 - Hive
3.1 - Whip 3.2 - Spur 3.3 - Shift 3.4 - Crate 3.5 - Box
<b>Maps:</b>
<b>gc_pits</b>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/_-U30QGHPN4"></param><embed src="http://www.youtube.com/v/_-U30QGHPN4" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<b>gc_flatland</b>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/vkfrYElXWDo"></param><embed src="http://www.youtube.com/v/vkfrYElXWDo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Mod is customised to GCGamerules, no longer works with default ns2_ maps.
<b>Mapping:</b>
DO NOT OPEN THE MAPS IN THE EDITOR UNLESS YOU HAVE CREATED A 'GAME' MOD IN LAUNCHPAD THAT IS POINTING TO A COPY OF THE MOD FILES, IS RUNNING THE MOD, AND YOU OPEN THE EDITOR FROM LAUNCHPAD!!
This has to be stressed purely because opening the map to have a look without doing this, will cause the gc_gamerules entity to disappear. Any save will mean the map will just cause your game to crash when you launch the mod.
Creating a map for GorgeCraft is very easy. All you need is a single TechPoint entity set to Team 2, and a GCGamerules entity, plus space for the players to build. Please use the GCgamerules entity, there is also a GCFGamerules entity in the editor, but this will currently do nothing.
Customised versions of NS2 maps can be very easily made, by opening in you GorgeCraft Mod editor and adding a GCGamerules. Be aware the ns2 maps are very big and can get very overloaded with entities.
<b>A little bit more:</b>
There are big plans afoot!!
I have a B.U.S!!
Enjoy GorgeCraft, and if you are, let me know!!! Send me your screenshots/videos whatever. The best/funniest will be posted/linked on our site and maybe even uploaded to ModDB!!
Bugs, comments, ideas and suggestions in the usual places!!!
If you find a fix for any bugs or have some code to improve my current implementations, please get in touch, I'd love any help I can get making this bigger and better!!
A couple of videos from developer testing:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/aheJPrmi6ZE"></param><embed src="http://www.youtube.com/v/aheJPrmi6ZE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/ZHCFNnElh0E"></param><embed src="http://www.youtube.com/v/ZHCFNnElh0E" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<a href="http://www.moddb.com/mods/gorgecraft" target="_blank">Check out GorgeCraft on ModDB</a>
<b>What is GorgeCraft?</b>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->GorgeCraft is a mod designed for players to build and construct to their hearts content. The aim is to give as much freedom as possible to the players for building, letting their imaginations do the rest. It takes the Alien builder class from the game Natural Selection 2, and gives it a whole new lease of life, freed from the ravages of battling pesky Marines. It's a little known fact that the kharaa aliens are completely different races, absorbed by the bacterium in it's quest to grow. Back on their peace-loving homeworld, Gorges love to spend all their time building, playing sports and sliding around on their bellies. It is their calling. GorgeCraft gives you an opportunity to experience Gorges operating in their natural habitat...<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>GorgeCraft General Notes:</b>
<b>Gameplay:</b>
Gorges can construct all 13 Alien buildings and also 2 crate props, making a total of 15 items, spread over 3 build menus. There are 2 maps, gc_flatland and gc_pits. Players can work together or alone to build great Gorge Art.
Build Menu Order:
1.1 - Cyst 1.2 - Hydra 1.3 - Clog 1.4 - Crag 1.5 - Shade
2.1 - Shell 2.2 - Veil 2.3 - Egg 2.4 - Harvester 2.5 - Hive
3.1 - Whip 3.2 - Spur 3.3 - Shift 3.4 - Crate 3.5 - Box
<b>Maps:</b>
<b>gc_pits</b>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/_-U30QGHPN4"></param><embed src="http://www.youtube.com/v/_-U30QGHPN4" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<b>gc_flatland</b>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/vkfrYElXWDo"></param><embed src="http://www.youtube.com/v/vkfrYElXWDo" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Mod is customised to GCGamerules, no longer works with default ns2_ maps.
<b>Mapping:</b>
DO NOT OPEN THE MAPS IN THE EDITOR UNLESS YOU HAVE CREATED A 'GAME' MOD IN LAUNCHPAD THAT IS POINTING TO A COPY OF THE MOD FILES, IS RUNNING THE MOD, AND YOU OPEN THE EDITOR FROM LAUNCHPAD!!
This has to be stressed purely because opening the map to have a look without doing this, will cause the gc_gamerules entity to disappear. Any save will mean the map will just cause your game to crash when you launch the mod.
Creating a map for GorgeCraft is very easy. All you need is a single TechPoint entity set to Team 2, and a GCGamerules entity, plus space for the players to build. Please use the GCgamerules entity, there is also a GCFGamerules entity in the editor, but this will currently do nothing.
Customised versions of NS2 maps can be very easily made, by opening in you GorgeCraft Mod editor and adding a GCGamerules. Be aware the ns2 maps are very big and can get very overloaded with entities.
<b>A little bit more:</b>
There are big plans afoot!!
I have a B.U.S!!
Enjoy GorgeCraft, and if you are, let me know!!! Send me your screenshots/videos whatever. The best/funniest will be posted/linked on our site and maybe even uploaded to ModDB!!
Bugs, comments, ideas and suggestions in the usual places!!!
If you find a fix for any bugs or have some code to improve my current implementations, please get in touch, I'd love any help I can get making this bigger and better!!
A couple of videos from developer testing:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/aheJPrmi6ZE"></param><embed src="http://www.youtube.com/v/aheJPrmi6ZE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/ZHCFNnElh0E"></param><embed src="http://www.youtube.com/v/ZHCFNnElh0E" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Comments
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Had to post the overload from the first post here!!!
Here's the download link:
<a href="http://www.duplexgaming.co.uk/downloads/mods/92/gorgecraft/" target="_blank">GorgeCraft</a>
GorgeCraft Version 1.5.3 released.
Updated for NS2 BetaBuild 219.
Updated Icons for 1st build menu.
Boxes and Crates are now stackable, and buildable upon.
Optimized Hive Performance by removing Egg Generation.
On Death, players now auto-respawn. (Note, nothing can kill you in this game, this is only needed if you get stuck and type kill in console.)
Added New Custom Loading Screen - Thanks MotherGoose :)
GorgeCraft 1.5.1 Release Notes:
No new features, but game updated to incorporate the millions of changes by UWE in build 217 of NS2. Have fun, and Enjoy your art.
Dedicated server uses 430mb when empty, a very low performance hit, should be able to run on most servers out there without heavy overclocking.
GorgeCraft 1.5 Release Notes:
Gameplay:
Doubled Gorge Jump Height
Increased Gorge Base and Belly Sliding Speeds
Added prop 'refinery_crate_02' as building Object 'Crate' to build menu 3
Added prop 'generic_crate_01' as building object 'Box' to complete build menu 3
Massively increased Gorge Build range
Massively increasd Gorge Healspray range, radius and cone
Removed 'buy' menu
Spit/Spray is set to weapon 5, although heal spray is always available on right click and will cancel build menu's
Build Menu's on weapons 1-3.
Current Build menu listings (will update with more intuitive groupings over time)
Code:
Removed a lot of unneccesary NS2 Code - e.g. TechData.lua 107KB > 61KB (More to go though!!)
Removed Team 1
Removed Onos
Reduced server code on some current objects
Removed some unnecessary pre-cache effects
Mod is customised to GCGamerules, no longer works with default ns2_ maps.
Ahh forgot to edit the first post!!!
GorgeCraft v1.4a Released:
Code Re-Write
All 13 Alien Buildings spread across 3 build menu's
Server entities reduced.
GorgeCraft v1.3.2a Released:
Fixed respawning as skulk instead of Gorge
Added Spur Model to 3rd Build Menu
GorgeCraft v1.3.1a is released:
All gorge dropped hives now spawn where dropped with spawn offest raise.
Removed Hive not attached message for all gorge dropped hives.
Removed spitspray icon from hud, so centre of screen is clear.
GorgeCraft v1.3a is released:
Features:
Added Egg Ability to 2nd build menu.
Added 3rd Gorge Build menu with Whip Ability.
Changes:
Healspray builds equivalent of 15secs build time, instead of 1.5
kBuildHydraDelay = .1 instead of .5
Divided building maturity times by 100 - (Hive now 6 instead of 600).
Number of Eggs spawned by a hive reduced to 3.
Reduced distance requirement between cysts to allow them to be placed closer together.
Fixes:
Removed AI/Attack code and the _Server.lua from Hydra and Whip to improve performance.
V1.2.1a released:
Features:
Added Shells and Veils to 2nd Gorge Build Menu.
Allowed stacking, now buildings can be placed really close to each other, although they don't actually stack...
Fixes:
Increased Clog Range.
Current Issues:
When placing a hive it is moved vertically upwards on placement. This is fine on the ground, as it lifts the hive up, but when you place the hive hanging upside down off the ceiling, it moves the hive up into the ceiling.
V1.2a released:
Added 2nd build menu on Hud slot 2 featuring Harvesters and Hives.
Reduced Build times.
Current Issues:
Hives get built on available tech points, until filled, before being placed in selected locations.
Unable to increase clog range.
Version 1.1.1a released:
Game auto starts with 1 player.
Gorge Build Menu is on option 1
You can place Cysts, Hydras, Clogs, Crags and Shades.
There are no limits to number of buildings.
Buildings still require infestation to build on, so cysts are an important part of your design and build process.
To reset game, Gorges use hydra's to take down the marine CC.
Current Issues:
Gorge cannot eat crags and shades
Marines can play but only have the builder tool, and can't do anything with it... yet...
Here is v1a of GorgeCraft
You all knew it was going to happen. Here I am creating a mod for NS2 which enable little gorges to build in peace without all that noisy fighting and stuff going on in the background...
Limits are currently
Cysts - 40
Hydras - 30
Clogs - 50
This is a per player limit. Marines can be joined but only have the builder tool, which at the moment can't do anything, but who knows what will happen in the future..
There is no commander mode, so aliens need to spread their own infestation. This is a full server/client mod so needs to be downloaded by everyone. Also, I would recommend limiting to a few players at the moment, as these numbers of entities are potentially very harmful to servers and client frame rates :)
Here's my first piece of art..
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-04-28_00006.jpg" border="0" class="linked-image" />
Hey, I'm not an artist :)
Looking to add a few more buildings for the gorge to deploy.
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-04-29_00002.jpg" border="0" class="linked-image" />
and here is more low quality art :)
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-04-28_00007.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-04-29_00001.jpg" border="0" class="linked-image" />
Also adding crags is bad, because the spawn above you.
Will be one of my fav mods :-)
This means over the next few builds I will be releasing the build menu's in stages, and consequently changing the order around to find the most useful order.
The next update I release will include the first menu with 5 structures available - Clog, Hydra, Cyst, Crag and Shade.
I am working 6 days this week, so I will try and code when I can. No firm targets for release date, although probably after NS2 weekly build update 207. (Assuming it is coming on the weekly schedule tomorrow).
Through a very simple piece of code I was able to place all structures, I have however forgotten what that simple code adjustment was, and as I had not released, or backed up the code, I can't figure it out. As soon as I enable the items, I will be able to release this.
I have the menu showing, but only cyst hydra and clog are available. Despite having more than that available in the screenshot earlier :P
I had everything enabled, how did I do it? Any pointers would be great :)
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-08_00002.jpg" border="0" class="linked-image" />
GorgeCraft v1.1a is just around the corner......
Game auto starts with 1 player.
Gorge Build Menu is on option 1
There are no limits to number of buildings.
You can place Cysts, Hydras, Clogs, Crags and Shades.
Buildings still require infestation to build on, so cysts are an important part of your design and build process.
Current Issues:
Gorge cannot eat crags and shades
To reset game, either all players RR or gorges use hydra's to take down the marine CC.
Marines can play but only have the builder tool, and can't do anything with it... yet...
Version 1.1a released. Download in first post.
I could not build in 207 because using give clog isn't as accurate as clogs from the Gorge.
Gona test it out as soon as I am home and the GooArt will return.
Thanks again.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> local numAllowedStructure = LookupTechData(techId, kTechDataMaxAmount, -1) //* self:GetNumHives()
if numAllowedStructure >= 0 and table.count(structureTypeTable[techId]) > numAllowedStructure then
RemoveGorgeStructureFromClient(self, techId, clientId)
end<!--c2--></div><!--ec2-->
Thanks for the catch :)
v1.1.1a released
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-08_00003.jpg" border="0" class="linked-image" />
I could not build in 207 because using give clog isn't as accurate as clogs from the Gorge.
Gona test it out as soon as I am home and the GooArt will return.
Thanks again.<!--QuoteEnd--></div><!--QuoteEEnd-->
use cheats 1 and then type alltech
Or you you wan't to say that alltech unlock everything. Then ty but I already knew it.
I use the give clog command to build fast straight lines and sometimes a clog in midair as Lerk to start building there.
@Soul_rider
Is it possible to have the darwinmode on without the cheats on? Because I may run a GC server from time to time and darwinmode helps alot!
And can the clogrange be increased, its hard to tell if you are too low or too high when you are so close as gorge.
Ironhorse, What Floodinator was trying to say was when using the alltech cheat and typing 'give clog' while building, he gets a clog put on his head. With my mod he places the clog where he wants. Also alltech does not remove the limits on number of buildings.
This mod is to make building easy and fun, in fact, this mod is designed to make building the only point of the game :)
<!--quoteo(post=1934495:date=May 8 2012, 05:05 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ May 8 2012, 05:05 PM) <a href="index.php?act=findpost&pid=1934495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it possible to have the darwinmode on without the cheats on? Because I may run a GC server from time to time and darwinmode helps alot!
And can the clogrange be increased, its hard to tell if you are too low or too high when you are so close as gorge.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can increase the clog range for sure, but what do you mean by darwinmode?
I've implemented Harvesters and Hives on a 2nd build menu. I am having an issue where build menu 2 displays build menu 1, and I can't see why. No doubt another spelling mistake, but anyway...
So I've been happily planting Harvesters all over the place, (incidently, harvesters generate resources wherever they are placed. Dynamic placement of harvesters and hives, with a 1 per location limit would really make NS2 a unique gameplay experience everytime) but everytime I placed a hive, it made the appearance of placing, but didn't appear.
Anyway, I eventually get the message on my screen - Ore Extraction Hive grown. I was puzzled :P I opened up the minimap to see the 2 hives I'd dropped growing at ore and crushing, instead of next to the cave hive where I'd placed them. So i carried on placing hives and eventually reached this situation:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-08_00004.jpg" border="0" class="linked-image" />
So I just have to solve the issue of the hives being placed on tech nodes and we can have truly unique buildings and designs, and who knows, it may even lead to a more dynamic NS2...
It's not art, but it's alien....
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-09_00001.jpg" border="0" class="linked-image" />
When Gorges Turtle...
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-09_00002.jpg" border="0" class="linked-image" />
Added 2nd build menu on Hud slot 2 featuring Harvesters and Hives.
Reduced Build times.
Current Issues:
Hives get built on available tech points, until filled, before being placed in selected locations.
Unable to increase clog range.
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-09_00003.jpg" border="0" class="linked-image" />
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WUfoVHSL9WY"></param><embed src="http://www.youtube.com/v/WUfoVHSL9WY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Added Shells and Veils to 2nd Gorge Build Menu.
Increased Clog Range.
Allowed stacking, now buildings can be placed really close to each other, although they don't actually stack...
Pic showing clog placement range:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-09_00005.jpg" border="0" class="linked-image" />
Pic showing all the current buildings in use:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-09_00006.jpg" border="0" class="linked-image" />
Here's a pic while stress-testing v1.2.1a (+ optimisations):
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-10_00001.jpg" border="0" class="linked-image" />
It's only a subjective comparison, but I feel the hydra's and harvesters are a little lighter on performance now. I did go a bit crazy with the hive optimisation, only to remember I needed to leave a way for players to spawn :P I reverted those changes and will look at reducing things like number of eggs spawns etc. Theoretically no-one should die, but getting stuck means if you kill in console, you need a way to respawn. I'll probably look to implement a fire to spawn system, so I can remove most of the Hive_Server code, again reducing some of the performance overhead. Hives cause a very obvious hit to the frame rate, so I will look to improve them a little before the next release.
Features:
Added Egg Ability to 2nd build menu.
Added 3rd Gorge Build menu with Whip Ability.
Changes:
Healspray builds equivalent of 15secs build time, instead of 1.5
kBuildHydraDelay = .1 instead of .5
Divided building maturity times by 100 - (Hive now 6 instead of 600).
Number of Eggs spawned by a hive reduced to 3.
Reduced distance requirement between cysts to allow them to be placed closer together.
Fixes:
Removed AI/Attack code and the _Server.lua from Hydra and Whip to improve performance.
I will be cutting most of the unused stuff from the mod to reduce the memory footprint and overall usage requirements for the mod, independent of optimisations provided by UWE. Expect a severely reduced techdata file and numerous other removal of excess information in the coming builds, to make this as playable as possible. With the addition of the egg and whip, all current Alien buildings can now be built by the gorge for the sake of art :)
Here's a couple of testing experiments:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-10_00002.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-10_00003.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-11_00001.jpg" border="0" class="linked-image" />
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/aUv0Z6-HDfw"></param><embed src="http://www.youtube.com/v/aUv0Z6-HDfw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Also I've fixed the issue with Hives spawning on available tech points before dropping at gorge selected spot. Now hives build at the correct spot. I do have a minor issue with the model adjustments of the hive. Will continue looking into this.
Just played the 1.3a release of GorgeCraft for the first time in ages, and was horrified to find I still haven't released the fix for the hive spawning on tech points first. I have got so used to not having to worry about this in the development version, I completely forgot the problem was still in the release version.
Here is the fix for that and a couple of other bits.
All gorge dropped hives now spawn where dropped with spawn offest raise.
Removed Hive not attached message for all gorge dropped hives.
Removed spitspray icon from hud, so centre of screen is clear.
Current issues:
Spawn offest raise for hives is currently on world Y axis, rather than hive Y axis, so hive always raised world vertically.
<a href="http://www.duplexgaming.co.uk/downloads/mods/92/gorgecraft/" target="_blank">GorgeCraft v1.3.2a Released</a>:
Fixed respawning as skulk instead of Gorge
Added Spur Model to 3rd Build Menu
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00010.jpg" border="0" class="linked-image" />
Oh, and don't forget to upload any pictures from GorgeCraft creations into this thread - I'm looking at you Floodinator :)