• GMOD: Sourcecraft
    97 replies, posted
[IMG]https://dl.dropboxusercontent.com/u/54867795/SC_banner.png[/IMG] [B]Introduction:[/B] Originally I wanted to call this g-craft but the name has been taken by several other attempts so I went for the second most original name: Sourcecraft. The plan for this project so far is to create a block world in Garry's mod with the intention of an open world PvP/PvE experience. [B]Some details[/B] Sourcecraft is an infinite randomly generated world of 16x16x16 chunks, most of the world generation and storage is handled by a C++ module with a modified simplex being used to generate the heightmap, biomes, caves and tunnels. The chunks are created using the build from triangles function and physics meshes are built around players as they move. This has been a hugely fun project to work on, especially with a friend and I can't wait to finish and release it to see what everyone makes it. [B]Features[/B] Infinite Map - Done Caves - Done Chunk Handling - Done Snow Biome - Done Forest Biome - Done Desert Biome - Done Grassland Biome - Done Ocean Biome / Water - Not yet started Lava - Not yet started Mountain Biome - WIP Lighting - WIP Inventory - Done Crafting - WIP Block Removal / Placement - Done AI and Mobs - Not yet started New texture pack - Not yet started Railcarts / railtracks - Not yet started Day / Night cycle - Almost Finished Torches - WIP Weapons and Tools - WIP [IMG]http://cloud-2.steampowered.com/ugc/612789213485784651/A38ABA2EE686F5662E1EAAC09C99F36C681AAF49/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/612789213485784395/6B32D64C09D84B7EAA9501396CC3C63A06CE45BA/[/IMG] [IMG]http://cloud-3.steampowered.com/ugc/612789213485783959/CD2AC4808953AEFBCB0A57F77D317DBEA24144A7/[/IMG] [B]Credits:[/B] Fudsine and RaZoR Sphax for temporarily using their textures ( We intend to create our own textures, with support for texture packs ) [B]Source Code:[/B] The common question I expect to see is will we release the source for this, the answer is: most likely yes but we wont include any of the gameplay logic only the framework for world generation this way we hope to see a bit more innovation and different gamemodes spawn from this. [B]FAQ:[/B] How do you overcome the limitations presented by the map size limit We use what I can only really describe as instancing where we have split the world up into sectors and each chunk is offset from the sector, when you cross into the next sector everything is then calculated from the origin of the new sector you are in. ( Including physics and meshes ) How is the performance? There is a slight performance hit but it should go completely unnoticed. How many players can it support? We are guessing about 16-20 at the moment but we hope to speed up the physics calculations to allow 26-32 players. Will there be sandbox features? Unlikely, due to the speed the physics from mesh runs at creating collisions for each object will slow down the server significantly. Hopefully garry will optimise this function but I doubt it. Is there an issue with entity limits? No, because the only custom entity being used is one for the player physics and an additional one to render the map. [B]Notes:[/B] I will add info to this thread based on the questions people ask, I didn't really know what to talk about :downs:[HR][/HR] [B]Update:[/B] Hey Guys. I have a first and final release for you. We didn't manage to finish this project but there's easily enough here for anyone with a little bit of know how to get finished. As much as me and RaZoR have enjoyed working on this, we have other commitments, primarily to our game on steam greenlight. Thank you for everyone who has helped test this along the way and to those who donated to keep it going. I have included some instructions in the folder on how to setup the gamemode with a few tips for anyone who wants to carry this project on. But if you have any further questions I'l try to answer them here. Without further ado the link: [url]http://www.mediafire.com/download/p7.../minecraft.rar[/url] And for those who are wondering this is our Greenlight project: [url]http://steamcommunity.com/sharedfile.../?id=276596261[/url] if you feel like voting we'd appreciate it. ;) ( Remember its a WIP be gentle ) Have fun guys!
neat
How do you deal with map constraints?
What's the framerate like, lower, negligible? How many players can it support?
Very interesting. I am gonna check it out soon. Really excited!
[QUOTE=TylerB;43697083]What's the framerate like, lower, negligible? How many players can it support?[/QUOTE] I get roughly 150-200fps with a view distance of about 13 chunks in each direction (26x26x8 Chunks) with a GTX 560ti, we haven't tested how many players it supports but we approximate with the physics mesh build times around 16 but we may try to calculate this in the module aswell to see if we can speed it up a bit. [QUOTE=zerothefallen;43694293]How do you deal with map constraints?[/QUOTE] We use what I can only really describe as instancing where we have split the world up into sectors and each chunk is offset from the sector, when you cross into the next sector everything is then calculated from the origin of the new sector you are in.
You should keep the sandbox freedom. I would love to have all the sandbox features in this gamemode (if its a gamemode ofc)
And what about the Entity limit ?
[QUOTE=ExtReMLapin;43699626]And what about the Entity limit ?[/QUOTE] The only entity on the map apart from the standard ones like players and SWEPS is the one that renders the map.
Are you going to make it possible to change skin of the models to the original mc skin And not some skinpack or it least make it optional to choose between skins?
What a fresh and original idea.
Fix the textures
[QUOTE=James0roll;43703687]Fix the textures[/QUOTE] to what? it's not minecraft
[QUOTE=conezone;43703075]What a fresh and original idea.[/QUOTE] not original, but it looks well done... for once
Some of the textures are nice for a change but equally it makes it look bad. Other than that I like how it has the version number in the corner like minecraft used to :)
Guys calm the fuck down about the textures, read the first post. Holy shit.. Good job man, I think releasing just the framework is a great idea. Good things can come out of this.
In my opinion the textures look great, don't know what the fuss is about really...
[QUOTE=SIRIUS;43703950]to what? it's not minecraft[/QUOTE] Oh, sorry, it contains elements exact to Minecraft, but the textures are different, so it mustn't be Minecraft. Yes, this is how copyrighting works!
This can go places. Love it.
just wondering, why are you using a C++ module to handle that?
[QUOTE=James0roll;43705311]Oh, sorry, it contains elements exact to Minecraft, but the textures are different, so it mustn't be Minecraft. Yes, this is how copyrighting works![/QUOTE] Did he say he was making a complete Minecraft replica? Why should he make the textures exactly like minecraft?
[QUOTE=James0roll;43705311]Oh, sorry, it contains elements exact to Minecraft, but the textures are different, so it mustn't be Minecraft. Yes, this is how copyrighting works![/QUOTE] And most of Minecraft's 'elements' are exact to other games that inspired it. Big woop; you're just an ass hole. I think that it's great you're trying to bring different styles in, but instead of doing what a few others have already done; you should try to make it generate a landscape instead. One that is built of larger 512x512 regions that are similar to displacements. That'd be something I'd like to see.
[QUOTE=Ylsid;43708395]just wondering, why are you using a C++ module to handle that?[/QUOTE] To improve performance and memory management on the server
How did you manage the lighting with it? does the darkness apply to entities inside it?
Look all i want to know that if it is possible to change the textures to the origineel mc textures
[QUOTE=mvr;43713143]Look all i want to know that if it is possible to change the textures to the origineel mc textures[/QUOTE] [QUOTE=Fudsine;43690302][B]Introduction:[/B] Sphax for temporarily using their textures ( We intend to create our own textures, [B]with support for texture packs[/B] ) [/QUOTE] How it looks with Minecraft textures (This will not be released its just to show that you can easily change the block materials to ones of your choosing) [IMG]https://dl.dropboxusercontent.com/u/54867795/MC_texpack.png[/IMG]
[QUOTE=Fudsine;43713444]How it looks with Minecraft textures (This will not be released its just to show that you can easily change the block materials to ones of your choosing) [IMG]https://dl.dropboxusercontent.com/u/54867795/MC_texpack.png[/IMG][/QUOTE] Ah oke,Looks great by way
Gamemodes are in minecraft. Gamemodes in a gamemode for garry's mod. Gamemode-ception.
[QUOTE=anman20;43713794]Gamemodes are in minecraft. Gamemodes in a gamemode for garry's mod. Gamemode-ception.[/QUOTE] Thank you for clarifying that...not. Down to business; okay it has texture pack support but can we have a feature list?
this may be impossible entirely, but when the map generates, does it create AI nodes with it? it would be an amazing feature for when (or if) you add mobs or other npc's
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