GMStranded 2.2.1

[release]GMStranded Version: 2.2.1

Official Forum:
http://gmstranded.phphope.com/index.php

Join here and suggest stuff/talk and have fun[/release][release]New Features in V2.2.1:

• Improved Toolmenu:
http://i306.photobucket.com/albums/nn243/prop_dynamic/th_gm_construct0001.jpg
• Prop tags displaying resources:
http://i306.photobucket.com/albums/nn243/prop_dynamic/th_gm_construct0002.jpg
http://i306.photobucket.com/albums/nn243/prop_dynamic/th_gm_construct0003.jpg
• Players can now add resources by touching resourceboxes against buildsites.
• Players can salvage their spawned props.
• Further implemented and modified prop protection. Players can only use eachother resources, plants and structures if they are buddies (propprotection tab)
• Fixed planting, campfire, drinking, afk command and lots more.
• Numerous improvements to the gamemode.[/release][release]What is GMStranded?

• This gamemode is about surviving with your fellow Stranded. Work alone or from tribes to survive, hunt and share resources to live another day in the wilderness. As your survival skills increase you will get more tools and ways to survive. Have you got what it takes?[/release][release]Requirements:

• CS:S for models
• Simple Prop Protection 1.5 (which is included in the download with a modification) Read the install notes!

[/release][release]For Mappers:

by prop_dynamic:

  1. You will need to use textures which are plantable and forageable:

MAT_DIRT
MAT_GRASS
MAT_SAND
MAT_SNOW

This information is stored in the .vmt of the textures. This will not work underwater though.

  1. Use a prop_physics_override: http://developer.valvesoftware.com/w...ysics_override

Here are the current tree models and rock models that work:

Trees:


models/props/de_inferno/tree_large.mdl
models/props/de_inferno/tree_small.mdl
models/props_foliage/tree_deciduous_03a.mdl
models/props_foliage/tree_deciduous_01a.mdl
models/props_foliage/oak_tree01.mdl
models/props_foliage/tree_cliff_01a.mdl
models/props_foliage/tree_deciduous_01a-lod.mdl
models/props_foliage/tree_deciduous_02a.mdl

Rocks:


models/props_wasteland/rockgranite02a.mdl
models/props_wasteland/rockgranite02b.mdl
models/props_wasteland/rockgranite02c.mdl
models/props_wasteland/rockgranite03a.mdl
models/props_wasteland/rockgranite03b.mdl
models/props_wasteland/rockgranite03c.mdl
models/props_wasteland/rockcliff01b.mdl
models/props_wasteland/rockcliff01c.mdl
models/props_wasteland/rockcliff01e.mdl
models/props_wasteland/rockcliff01f.mdl
models/props_wasteland/rockcliff01g.mdl
models/props_wasteland/rockcliff01J.mdl
models/props_wasteland/rockcliff01k.mdl
models/props_wasteland/rockcliff05a.mdl
models/props_wasteland/rockcliff05b.mdl
models/props_wasteland/rockcliff05e.mdl
models/props_wasteland/rockcliff05f.mdl
models/props_wasteland/rockcliff06d.mdl
models/props_wasteland/rockcliff06i.mdl
models/props_canal/rock_riverbed01a.mdl
models/props_canal/rock_riverbed01b.mdl
models/props_canal/rock_riverbed01c.mdl
models/props_canal/rock_riverbed01d.mdl
models/props_canal/rock_riverbed02a.mdl
models/props_canal/rock_riverbed02b.mdl
models/props_canal/rock_riverbed02c.mdl
models/props_wasteland/rockcliff_cluster01b.mdl
models/props_wasteland/rockcliff_cluster02a.mdl
models/props_wasteland/rockcliff_cluster02b.mdl
models/props_wasteland/rockcliff_cluster02c.mdl
models/props_wasteland/rockcliff_cluster03a.mdl
models/props_wasteland/rockcliff_cluster03b.mdl
models/props_wasteland/rockcliff_cluster03c.mdl
models/props_wasteland/rockcliff05a.mdl

[/release][release]CREDITS:

• jA_c0p for original gamemode!
• MrPresident for fixing up/adding lots of stuff in the initial Stranded Release.
• Muobman for some combinations and structures.
• DarkSpider for help.
• Wokkel for coding some things to 2.1
• Chewgum for coding the 2.0 gamemode and helping with the 2.2.1.
• RaBBish for sharing his script.
• Everyone supporting us in the stranded 2.1/2.2 thread and offering us ideas and solutions.
• All the bug reports coming in.[/release][release]DOWNLOAD:
FIX3:
http://www.garrysmod.org/img/?t=dll&id=57519


Changelog:
- Enables people to disable the use protection on structures, plants, resourcedrops etc. through prop protection.
- fixed a minor bug that would allow people to create multiple buildsites on reconnect.
- fixed commands in the Admin Panel being useable in multiplayer.
- fixed plantlimit (hopefully for good now).
- fixed Drinking (finally :D).
- (Drinking bug came back to haunt me >:D) This will fix you bottling water through the floor when an entity is in between. Thanks to Mikrowelle Bannana Deluxe for showing how to create the bug.
- fixed players being able to salvage props they do not own or are not owned by their buddies.
- fixed prohibiting stools.

Newest Version
http://www.garrysmod.org/img/?t=dll&id=57195
http://bladey.info/gmstranded/gmstranded2.2.1.zip
Old Version
http://www.garrysmod.org/img/?t=dll&id=51974
http://www.bladey.info/gmstranded/GMStrandedv2.2.rar[/release][release]How can YOU contribute?

• We need models. The requests are in this thread:
http://forums.facepunchstudios.com/showthread.php?t=567943
• Please report any bugs/exploits you can find in this thread or mail to http://gmsbugs.tk/[/release]

Congrats on getting this released.
Might be a bit early to ask yet but do you have any ideas of whats going into 2.3?

If everything will work as it should I hope on adding more content to the gamemode. Furthermore the tribal system will be expanded and prop protection leaves much room for improvement. As I will undergo surgery tomorrow (nothing lifethreatening) I felt I should release it right now as it is so people don’t have to wait another week or so. That said I hope you enjoy the current release.

Nice one. We need to really nail down on ideas for the next version to beat this!

I’m going to ATTEMPT getting models working but I highly doubt I will.

Sweet! My new plant models got used! Also there are now copper fences to make use of all that extra copper.

Bug: Drinking water is now very difficult. You must now be standing in the water up above the water level and facing completely down to get a drink. Hitting E underwater no longer lets you drink. In maps like gms_desperation that contain steep shorelines, this bug makes drinking nearly impossible.

Very, very nice!

Can’t wait to try this out on a server, I’m looking for one now.

Thanks for releasing, I’ll have to give it a try soon. :slight_smile:

EDIT: Do I have to install the content pack and the bow fix or are their included this time?

Thanks.

It’s out, yay! Thanks for all your hard work guys!

Awesome job though I have one question how do you drink water? The pressing use thing while in the water doesn’t work anymore also is there going to be an svn?

You have to stand with your “feet” in the water look directly down and press use.

Also John Clark, SVN would be a very good idea. Because if this has plenty of bugs then they can be easily attainable by updating the SVN.

You had a small mess-up there, at lines 223 and 236 in gms_seed/init.lua

Replace
[lua]
plant:SetNWEntity(“plantowner”, owner)
[/lua]
with
[lua]
ent:SetNWEntity(“plantowner”, owner)
[/lua]

in those lines

Also, banana trees are messed up, banana spawns in the middle of the tree

Ok, thanks. And the bananas spawn so low because the model blocks the trace to eat em when you place them higher.

Just a bunch of the structures for you guys who can’t be bothered to start up single player. :stuck_out_tongue:

Hi,

I’d quite like to see an SVN repo as well. :slight_smile: Also, could you make it so we can move our construction sites with the physgun; currently only admins can do it.

Thanks.

but can’t the player just pick it off the tree with they’re physics gun ?

only a thought because it just doesn’t look right

I’d like to mention that you can still destroy or use the remover on fruit and the plant stays. In the future, can you fix this so the plant disappears? Although more rare now, there will still be bugged permanent plants on the map.

Also, when cleaning up someone’s props, it also cleans up a seemingly random second person’s props. I went to clean up my own fruit bush to test something, and this client’s huge fort was deleted from it.

Maybe ent.OnRemove()?

[lua]
function ENT:OnRemove( )
//Plant removal code here
end
[/lua]

Nice one! Good job on it.

I’d setup an SVN repo for you on bladey.info, if i knew how.

Please put the old drinking system back, lots of people are dying through unable to drink.