I posted in the gorge art thread too, but it should probably have been here... Any development in finding the wall normal (or the ghosthive y-axis)? I can't figure out if I've actually seen it when I was wrestling with the view rotation mod, I think what we used there was only wallwalkingnormal, and pretty sure that's to no use here. Would need to find it if I'm to actually make a gorge mod too, with bouncing belly-slide and super spits :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
No luck so far.
I haven't been searching too deeply. To be honest, I am feeling very nervous about reading all that skulk rotation stuff again. I might think I can solve the problem and waste another 100 hours of my life :P
I don't think the answer is in there either.
Sewlek gave me some advice with entity:GetCoords().yAxis * spawnheightoffset, but the self referred to in that aspect of the code doesn't seem to have any coords as it doesn't work. I used self: but it didn't recognise that command :P
Was so long ago now, so I can't remember the exact code... Should be able to find it early on in the view rotation thread I guess, or the lerk spike one... But you know how you can print a string of text in the console? It's really useful to find out exactly what different commands return and what parts of your code that's wrong. I used it really extensively to try to find out a way to solve the view rotation issues.
I would look it up, but my eyes have started to hurt, so I should sleep... Getting early here soon. I think you're right about the code we seek not being found in the view rotation directly either, but maybe we could find where wallwalkingnormal get the vector from, and get the actual wallnormal from there while not wallwalking. The code for hydra placements does that somehow, but I don't get how it works...
How hard would it be to give the Gorge the same flight ability as a Lerk and wall-climbing ability as a Skulk. The uber alien lifeform... for building ridiculously pointless structures.
<!--quoteo(post=1936627:date=May 17 2012, 12:32 AM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ May 17 2012, 12:32 AM) <a href="index.php?act=findpost&pid=1936627"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But you know how you can print a string of text in the console? It's really useful to find out exactly what different commands return and what parts of your code that's wrong. I used it really extensively to try to find out a way to solve the view rotation issues.<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Lua/Libraries/Shared/Message" target="_blank">Shared.Message</a>?
You'll get a line of text in your console each iteration that show the curent values of the variable. Thanks to Yuuki which taught it to me back in december :)
For example, if you put self:GetViewCoords() in there, you will get a string of text revealing your position (the origin of the vectors) and the x-, y- and z-vectors for your view.
<!--quoteo(post=1936657:date=May 17 2012, 12:51 PM:name=player)--><div class='quotetop'>QUOTE (player @ May 17 2012, 12:51 PM) <a href="index.php?act=findpost&pid=1936657"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Print is a wrapper for Shared.Message.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh... I'm not quite sure what that means... Never really read any programming :P Lua is quite easy to pick up though, but there's so much to learn and so much that I want to do... (Finally get skulk view rotation to work, creating a gorge mod)
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited May 2012
<!--quoteo(post=1936661:date=May 17 2012, 01:18 PM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ May 17 2012, 01:18 PM) <a href="index.php?act=findpost&pid=1936661"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh... I'm not quite sure what that means... Never really read any programming :P Lua is quite easy to pick up though, but there's so much to learn and so much that I want to do... (Finally get skulk view rotation to work, creating a gorge mod)<!--QuoteEnd--></div><!--QuoteEEnd--> <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Print(formatString, ...)
local result = string.format(formatString, ...)
local predictionString = " " if Shared.GetIsRunningPrediction() then predictionString = "*" end
if(Client) then Shared.Message(string.format("Client%s : %f : %s", predictionString, Shared.GetTime(), result)) else Shared.Message(string.format("Server : %f : %s", Shared.GetTime(), result)) end
end<!--c2--></div><!--ec2--> As you can see, the command actually sending the message to console (and log) is Shared.Message(). Print() is just "wrapping" around it, providing the timestamp and whether it is sent by the client, client prediction or server. There are a lot of useful functions in Shared.lua, if you have the endurance to read through it. E.g. the Log() function is a wrapper for the Print() function, which automatically wraps all arguments in ToString() before passing them on (lots of wrapping going on here!). ToString() itself is also a UWE custom function in Shared.lua that takes more different types of arguments than the tostring() function immanent to Lua (note Lua is case sensitive!).
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1936630:date=May 17 2012, 02:01 AM:name=ssjsonic1)--><div class='quotetop'>QUOTE (ssjsonic1 @ May 17 2012, 02:01 AM) <a href="index.php?act=findpost&pid=1936630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How hard would it be to give the Gorge the same flight ability as a Lerk and wall-climbing ability as a Skulk. The uber alien lifeform... for building ridiculously pointless structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was originally thinking of giving the gorge flight, but wall-walking would be a better option now I think about it. Thanks for that, expect an update soon :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I began work today on updating the mod, by merging files. Unfortunately so much of the underlying code in NS2 has changed in the last 8 builds, that the mods require re-writing from scratch.
GorgeCraft should not take too long, so bear with me while I get my programming head back on and get this geared up for a release. Proving Grounds is going to take a fair bit longer....
You can have a look at my python tool to update files, it might help a bit to maintain your mods, although a good diff soft would probably do the same job...
At least it forces you to write down things as : "I made this change in this file for this reason" and should help when you come back to it month later and don't remember anything :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
It's an idea, but I use winmerge normally, what benefit would this tool provide over that?
My main issue is UWE have changed so much, names, organisational structures, etc, that it is almost impossible to merge succesfully when you have a Mod that is 8 builds out of date :P
Merging to keep files up to date in the future will be easy, but once the mods slip a few builds, its a nightmare!!
<replace> // Set commander geometry visible Client.SetGroupIsVisible(kCommanderInvisibleGroupName, true)
Client.SetEnableFog(true) </replace> <by> // Set commander geometry visible Client.SetGroupIsVisible(kCommanderInvisibleGroupName, true)
Client.SetEnableFog(false) </by>
Only if one of those three lines (in the replace tag) have been changed then the change will fail to apply, and then you would need to do a diff and see what has been changed, otherwise the change will be applied without requiring any work. If all the change apply directly then updating require a single click. But yeah, if everything change (files, names, ...) it will not be very useful. It's also more suited for simple localized modifications of the original lua files than for big mod with a lot of new things.
I'm sure you can do the same with standard tools, for example SMF (a forum software) mods use a similar system, but I didn't find anything simple to use, so I just did one myself.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Progress Update:
GorgeCraft is running, if not working correctly....
I have the build menus working, although only getting ghost structures for first build menu. Deployment effects are occurring for all models, but no models at all are being placed. A few too many -1 on max structures code.
This code has changed quite considerably, and at the moment is confusing the hell out of me. Once I get my brain back in NS2 code mode there should be an update fairly soon. Most of the base work is completed, just fixing the model placement issues and mod will be working :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
OK, mod is almost ready to go......
All buildings can now be placed. There are just 2 big bugs I need to squash -
Bug 1
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits Script Error #1: lua/SoundEffect.lua:214: attempt to index fieldref 'soundEffectInstance' (a nil value) Call stack: #1: SharedUpdate lua/SoundEffect.lua:214 self = Entity{startTime=0,assetIndex=0,playing=false} #2: lua/SoundEffect.lua:240 self = Entity{startTime=0,assetIndex=0,playing=false} deltaTime = 0.058303833007813 Script Error #2: lua/SoundEffect.lua:231: attempt to index fieldref 'soundEffectInstance' (a nil value) Call stack: #1: SharedUpdate lua/SoundEffect.lua:231 self = Entity{startTime=0,assetIndex=0,playing=false} #2: lua/SoundEffect.lua:240 self = Entity{startTime=0,assetIndex=0,playing=false} deltaTime = 0.26593017578125 Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits ..................<!--c2--></div><!--ec2-->
This error goes on for ever, doesn't seem to have a valid cause, and yet, every now and again, completely fails to show up, then I make some more changes and it comes back. This caused a 239mb log file earlier :P The script error appears whenever a new hive is completed, at round start, and after countdown restart, but the Error appears constantly.
Bug 2
Ghost structures for placing only appear for the items in the first build menu, cyst, hydra, clog, crag and shade. For some reason on menu's 2 and 3 the ghost structures will not appear before placement, so you have to guess where you are placing them.
Any advice would be great as it is just these 2 things stopping me from releasing the mod.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
OK, scratch that!!!
Bug 1 only comes into effect on NS2_Mineshaft (which just happens to be my favorite GorgeCraft map!). So possibly something to do with the sound falloff error, sadly I cannot do anything about that! Just advise don't use Mineshaft for the mod, or just put up with console spamming errors!
Bug 2 persists, but I am definitely getting closer!
I have additionally sorted the Hive height placement, so the tail now sits slightly into the floor, as well as removing the error messages from Hives about not being attached and unable to create eggs.
I hope to release an update today, with everything working. Should I fail to get the Ghost structures to appear before tomorrow, I will release the mod as is, as it is still very playable...
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
Wow, Great test with Jibrail, thanks for all your help!!
Performance is amazing, but then, I have done a lot of work to remove server code for Hives, Whips, Hydra's etc, so good performance is not surprising....
We discovered a few things that need fixing on top of the ghost structures issue, namely clogs and hydras are still limited... I think I missed that line of code again, which was highlighted to me further back in the page... and one or two other issues and some interesting ideas too!!
Here is a gallery of photos from todays playtest, notice we were spamming, rather than building! But also note the number of entities on the map (all screenshots come from a single round of gorgecraft), particularly the crazy number of hives, hahaha
Better check the performance on my little i3 530, as there is all this stuff and two of us, and me running a listen server as well, how is it running...
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<b>GorgeCraft 1.4a Released</b>
Bigger and Better than Ever!!!
Release notes: All alien buildings are now placeable by the Gorge. All buildings can be consumed while still building.
Issues: Ghost structures not displaying for menus 2&3 Only Hydra, Clog and Egg can be consumed after building complete. NS2_Mineshaft spams sound based console errors, all other maps are ok.
In the latest build you have the ability to place any alien building, and can consume it before it has completed building, if you happen to place it incorrectly.
Have fun building and please post any Gorge Art to the forum.
<a href="http://www.duplexgaming.co.uk/downloads/mods/92/gorgecraft/" target="_blank">Download from Duplex Gaming site here</a>
<a href="http://www.moddb.com/mods/gorgecraft" target="_blank">Check the Mod on ModDB here</a>
<a href="http://modbeans.wikidot.com/start" target="_blank">The Mod Beans Wiki</a>
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Here is the current statistics for the Mod - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118164" target="_blank">GorgeCraft</a>:
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Things never go right first time when programming, at least not for me.....
I tried to add a new toy for the Gorge to Build. After editing 10 lua files, creating 2 new ones, and sorting the model files I fired up GorgeCraft to test.....
As you can see, I can place the model, I can get on the model, and I can even consume it once it has been built. The only drawback is I can't see the model!!!
I am sure it's a very simple oversight in all that editing, but it's funny none the less :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
First up is some news -
GorgeCraft Steam group is up and running. Join the group here - <a href="http://steamcommunity.com/groups/gorgecraft" target="_blank">http://steamcommunity.com/groups/gorgecraft</a>
Secondly, I have a little map challenge for you...
How well do you know NS2_Summit?
Below are 3 screenshots from GorgeCraft taken on the map Summit. There is something 'wrong' with each picture. Can you tell what it is?
I've selected 2 props to take up the last 2 slots on the 3rd Gorge build menu for now, as there are no more alien buildings. They are in their initial state at the moment, unable to be built upon. This will change soon!
Anyway here is a screenshot all all 15 buildings available to the Gorge in GorgeCraft v1.6.1a (not yet released)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
Glad you like it therake6..
Maybe you'd like to watch the video....
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Here is a little video I made for the in Development Version of GorgeCraft 1.4.1a. Expect further changes before the release version comes out. We have a B U S.
Please Note: I am a Mod Developer, not a filmmaker! There were text screens added to the video to explain, but for some reason they won't display properly when the video is output, the video just pauses where the screens should be. If anyone wants to help me make this video properly, I'd be most grateful!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
As expected 216 has massively broken GorgeCraft :)
For those of you who have watched the video I posted above, you'll know I've got a BUS. Well I have a huge code base change to incorporate, so I am moving my code to be as independent of NS2 as possible. This is still going to be fairly dependent I'm sure, but I aim to bring you several pieces of exciting news over the next few weeks :)
As a result, the update to GorgeCraft will be delayed until Sunday at the earliest. I will not be adding alot more new stuff than shown in the video, in the next build, but a lot of code changing will be happening.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Posted a topic in the mapping forum on the new GorgeCraft map - <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120011" target="_blank">gc_pits</a>.
It's a basic map, but a great starting point for the mod :)
I would take a look at using fsfod's ClassHo oker if you're planning on rewriting (it doesn't take too long to change over to it, but sometimes the approach needs to change a little as you can only hook into existing global functions). Touch wood, Combat has managed to survive 215 -> 216.
p.s. gotta love the language filter on here. 'Class######'
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I am deleting 70% of NS2 code. There will be virtually no existing Global Functions left to hook into by the time I have finished :) I am moving as far away from the NS2 code base as possible. If I have no reliance on NS2, then the mod shouldn't break with any ns2 updates..he says sceptically...
Comments
I haven't been searching too deeply. To be honest, I am feeling very nervous about reading all that skulk rotation stuff again. I might think I can solve the problem and waste another 100 hours of my life :P
I don't think the answer is in there either.
Sewlek gave me some advice with entity:GetCoords().yAxis * spawnheightoffset, but the self referred to in that aspect of the code doesn't seem to have any coords as it doesn't work. I used self: but it didn't recognise that command :P
I would look it up, but my eyes have started to hurt, so I should sleep... Getting early here soon. I think you're right about the code we seek not being found in the view rotation directly either, but maybe we could find where wallwalkingnormal get the vector from, and get the actual wallnormal from there while not wallwalking. The code for hydra placements does that somehow, but I don't get how it works...
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Lua/Libraries/Shared/Message" target="_blank">Shared.Message</a>?
No, not that one...
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Print(ToString(self.goalCameraRoll))<!--c2--></div><!--ec2-->
You'll get a line of text in your console each iteration that show the curent values of the variable. Thanks to Yuuki which taught it to me back in december :)
For example, if you put self:GetViewCoords() in there, you will get a string of text revealing your position (the origin of the vectors) and the x-, y- and z-vectors for your view.
Oh... I'm not quite sure what that means... Never really read any programming :P
Lua is quite easy to pick up though, but there's so much to learn and so much that I want to do... (Finally get skulk view rotation to work, creating a gorge mod)
Lua is quite easy to pick up though, but there's so much to learn and so much that I want to do... (Finally get skulk view rotation to work, creating a gorge mod)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Print(formatString, ...)
local result = string.format(formatString, ...)
local predictionString = " "
if Shared.GetIsRunningPrediction() then
predictionString = "*"
end
if(Client) then
Shared.Message(string.format("Client%s : %f : %s", predictionString, Shared.GetTime(), result))
else
Shared.Message(string.format("Server : %f : %s", Shared.GetTime(), result))
end
end<!--c2--></div><!--ec2-->
As you can see, the command actually sending the message to console (and log) is Shared.Message(). Print() is just "wrapping" around it, providing the timestamp and whether it is sent by the client, client prediction or server.
There are a lot of useful functions in Shared.lua, if you have the endurance to read through it. E.g. the Log() function is a wrapper for the Print() function, which automatically wraps all arguments in ToString() before passing them on (lots of wrapping going on here!). ToString() itself is also a UWE custom function in Shared.lua that takes more different types of arguments than the tostring() function immanent to Lua (note Lua is case sensitive!).
I was originally thinking of giving the gorge flight, but wall-walking would be a better option now I think about it. Thanks for that, expect an update soon :)
GorgeCraft should not take too long, so bear with me while I get my programming head back on and get this geared up for a release. Proving Grounds is going to take a fair bit longer....
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119630" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=119630</a>
At least it forces you to write down things as : "I made this change in this file for this reason" and should help when you come back to it month later and don't remember anything :)
My main issue is UWE have changed so much, names, organisational structures, etc, that it is almost impossible to merge succesfully when you have a Mod that is 8 builds out of date :P
Merging to keep files up to date in the future will be easy, but once the mods slip a few builds, its a nightmare!!
<replace>
// Set commander geometry visible
Client.SetGroupIsVisible(kCommanderInvisibleGroupName, true)
Client.SetEnableFog(true)
</replace>
<by>
// Set commander geometry visible
Client.SetGroupIsVisible(kCommanderInvisibleGroupName, true)
Client.SetEnableFog(false)
</by>
Only if one of those three lines (in the replace tag) have been changed then the change will fail to apply, and then you would need to do a diff and see what has been changed, otherwise the change will be applied without requiring any work. If all the change apply directly then updating require a single click. But yeah, if everything change (files, names, ...) it will not be very useful. It's also more suited for simple localized modifications of the original lua files than for big mod with a lot of new things.
I'm sure you can do the same with standard tools, for example SMF (a forum software) mods use a similar system, but I didn't find anything simple to use, so I just did one myself.
GorgeCraft is running, if not working correctly....
I have the build menus working, although only getting ghost structures for first build menu. Deployment effects are occurring for all models, but no models at all are being placed. A few too many -1 on max structures code.
This code has changed quite considerably, and at the moment is confusing the hell out of me. Once I get my brain back in NS2 code mode there should be an update fairly soon. Most of the base work is completed, just fixing the model placement issues and mod will be working :)
All buildings can now be placed. There are just 2 big bugs I need to squash -
Bug 1
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits
Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits
Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits
Script Error #1: lua/SoundEffect.lua:214: attempt to index fieldref 'soundEffectInstance' (a nil value)
Call stack:
#1: SharedUpdate lua/SoundEffect.lua:214
self = Entity{startTime=0,assetIndex=0,playing=false}
#2: lua/SoundEffect.lua:240
self = Entity{startTime=0,assetIndex=0,playing=false}
deltaTime = 0.058303833007813
Script Error #2: lua/SoundEffect.lua:231: attempt to index fieldref 'soundEffectInstance' (a nil value)
Call stack:
#1: SharedUpdate lua/SoundEffect.lua:231
self = Entity{startTime=0,assetIndex=0,playing=false}
#2: lua/SoundEffect.lua:240
self = Entity{startTime=0,assetIndex=0,playing=false}
deltaTime = 0.26593017578125
Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits
Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits
Error: Network variable 'assetIndex' of class 'SoundEffect' has value -1 which is outside the range that can be sent using 16 bits
..................<!--c2--></div><!--ec2-->
This error goes on for ever, doesn't seem to have a valid cause, and yet, every now and again, completely fails to show up, then I make some more changes and it comes back. This caused a 239mb log file earlier :P The script error appears whenever a new hive is completed, at round start, and after countdown restart, but the Error appears constantly.
Bug 2
Ghost structures for placing only appear for the items in the first build menu, cyst, hydra, clog, crag and shade. For some reason on menu's 2 and 3 the ghost structures will not appear before placement, so you have to guess where you are placing them.
Any advice would be great as it is just these 2 things stopping me from releasing the mod.
You can never have too many hives:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00003.jpg" border="0" class="linked-image" />
Bug 1 only comes into effect on NS2_Mineshaft (which just happens to be my favorite GorgeCraft map!). So possibly something to do with the sound falloff error, sadly I cannot do anything about that! Just advise don't use Mineshaft for the mod, or just put up with console spamming errors!
Bug 2 persists, but I am definitely getting closer!
I have additionally sorted the Hive height placement, so the tail now sits slightly into the floor, as well as removing the error messages from Hives about not being attached and unable to create eggs.
I hope to release an update today, with everything working. Should I fail to get the Ghost structures to appear before tomorrow, I will release the mod as is, as it is still very playable...
Screenshot:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00002.jpg" border="0" class="linked-image" />
Can you spot all 13 alien buildings?
Performance is amazing, but then, I have done a lot of work to remove server code for Hives, Whips, Hydra's etc, so good performance is not surprising....
We discovered a few things that need fixing on top of the ghost structures issue, namely clogs and hydras are still limited... I think I missed that line of code again, which was highlighted to me further back in the page... and one or two other issues and some interesting ideas too!!
Here is a gallery of photos from todays playtest, notice we were spamming, rather than building! But also note the number of entities on the map (all screenshots come from a single round of gorgecraft), particularly the crazy number of hives, hahaha
Anyway, on with the gallery....
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00003-1.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00004.jpg" border="0" class="linked-image" />
Really Jibrail, A hive cluster f***, well lets check it out :)......
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00005.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00006.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00007.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00009.jpg" border="0" class="linked-image" />
Better check the performance on my little i3 530, as there is all this stuff and two of us, and me running a listen server as well, how is it running...
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00010.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-04_00012.jpg" border="0" class="linked-image" />
Not bad.... :)
Bigger and Better than Ever!!!
Release notes:
All alien buildings are now placeable by the Gorge.
All buildings can be consumed while still building.
Issues:
Ghost structures not displaying for menus 2&3
Only Hydra, Clog and Egg can be consumed after building complete.
NS2_Mineshaft spams sound based console errors, all other maps are ok.
In the latest build you have the ability to place any alien building, and can consume it before it has completed building, if you happen to place it incorrectly.
Have fun building and please post any Gorge Art to the forum.
<a href="http://www.duplexgaming.co.uk/downloads/mods/92/gorgecraft/" target="_blank">Download from Duplex Gaming site here</a>
<a href="http://www.moddb.com/mods/gorgecraft" target="_blank">Check the Mod on ModDB here</a>
<a href="http://modbeans.wikidot.com/start" target="_blank">The Mod Beans Wiki</a>
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/GCRank.jpg" border="0" class="linked-image" />
Yes You Read that Right, My MOD is ranked 643rd of ALL mods on ModDB. I had 23 unique downloads alone yesterday!!
This is very positive promotion for NS2 and great encouragement for my own modding :)
Thank You all, whoever it is who is making this so popular :)
I tried to add a new toy for the Gorge to Build. After editing 10 lua files, creating 2 new ones, and sorting the model files I fired up GorgeCraft to test.....
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/NDlMhnkD3GY"></param><embed src="http://www.youtube.com/v/NDlMhnkD3GY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
As you can see, I can place the model, I can get on the model, and I can even consume it once it has been built. The only drawback is I can't see the model!!!
I am sure it's a very simple oversight in all that editing, but it's funny none the less :)
GorgeCraft Steam group is up and running. Join the group here - <a href="http://steamcommunity.com/groups/gorgecraft" target="_blank">http://steamcommunity.com/groups/gorgecraft</a>
Secondly, I have a little map challenge for you...
How well do you know NS2_Summit?
Below are 3 screenshots from GorgeCraft taken on the map Summit. There is something 'wrong' with each picture. Can you tell what it is?
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-08_00001.jpg" border="0" class="linked-image" />
Got it yet?
No, ok here's another for you...
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-08_00003.jpg" border="0" class="linked-image" />
If you are still struggling, here is the 3rd picture...
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-08_00002.jpg" border="0" class="linked-image" />
Post your answers below!!!
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-08_00004.jpg" border="0" class="linked-image" />
I've selected 2 props to take up the last 2 slots on the 3rd Gorge build menu for now, as there are no more alien buildings. They are in their initial state at the moment, unable to be built upon. This will change soon!
Anyway here is a screenshot all all 15 buildings available to the Gorge in GorgeCraft v1.6.1a (not yet released)
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-09_00004.jpg" border="0" class="linked-image" />
Maybe you'd like to watch the video....
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Here is a little video I made for the in Development Version of GorgeCraft 1.4.1a. Expect further changes before the release version comes out. We have a B U S.
Please Note: I am a Mod Developer, not a filmmaker! There were text screens added to the video to explain, but for some reason they won't display properly when the video is output, the video just pauses where the screens should be. If anyone wants to help me make this video properly, I'd be most grateful!!<!--QuoteEnd--></div><!--QuoteEEnd-->
<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>
Edit - Apparently I am the only one unable to see the screens I put onto the video, weird...
Updated first post!!
For those of you who have watched the video I posted above, you'll know I've got a BUS. Well I have a huge code base change to incorporate, so I am moving my code to be as independent of NS2 as possible. This is still going to be fairly dependent I'm sure, but I aim to bring you several pieces of exciting news over the next few weeks :)
As a result, the update to GorgeCraft will be delayed until Sunday at the earliest. I will not be adding alot more new stuff than shown in the video, in the next build, but a lot of code changing will be happening.
Development continues apace.... Still there will not be an update before Sunday at the earliest due to a special addition to the release calendar :)
It's a basic map, but a great starting point for the mod :)
p.s. gotta love the language filter on here. 'Class######'