Blocky Stranded II Alpha 0.5 + VIDEOS
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39 votes cast
17.12.12 08:04:55 pm
HELLO!
I've hard work on this mod so be patient because it has a lot of bugs for now ;/
See *IMAGES* spoiler for new and fresh screens, video comming soon
DOWNLOAD:
Current released version: Alpha 0.5
Alpha 0.5 DOWNLOAD
Previous Versions:
Game Source Engine: Titanium by
Mc Leaf
Bug list:
CHANGELOG
Trivia:
To Do list:
Of course placing blocks is possible
If you want to help just write in comments or in PM
Current Crew:
Me
Hurri04 | General helper
SpyCrab | Idea giver
IMAGES
VIDEOS
Final Video of In-Dev 0.3
Final Video of In-Dev 0.2_2
Test Video of In-Dev 0.2
Images are from diffrent in-dev game states!
I've hard work on this mod so be patient because it has a lot of bugs for now ;/











Alpha 0.5 DOWNLOAD







Previous Versions:






Of course placing blocks is possible

If you want to help just write in comments or in PM

Current Crew:




























edited 50×, last 15.09.18 04:48:21 pm
Minecraft-like Stranded mod? That will be awesome! wait lemme read more about it...
EDIT (After reading the whole post):
Hmm, looks nice.. I wanted to help, but sorry i never tried to script anything for stranded. I may try later.
Good luck with the mod~
EDIT (After reading the whole post):
Hmm, looks nice.. I wanted to help, but sorry i never tried to script anything for stranded. I may try later.
Good luck with the mod~
I see. good luck with it..
And BTW will the worlds be infinity? i mean non-ending like minecraft? or just a chosen size?
I guess non-ending would be harder to make.
And BTW will the worlds be infinity? i mean non-ending like minecraft? or just a chosen size?
I guess non-ending would be harder to make.
Infinity worlds without changing Source Code will be extremal lags so for now it will be with an agility to chose size

edited 1×, last 05.07.13 07:17:32 pm
you could make a script that the game only load the world, can you? or you can ask mc leaf if he can add this in the sorce, because it laggs in lage maps too...
well I thought about a mod idea like this myself some years ago but as I already knew the performance issues of s2s I figured it wouldnt work and I feel confirmed now that you report that many lags and situations where the game stucks.
in order for this to work properly you'd have to write an extremely high performant script which only generates new cubes when needed and if possible with a little delay so the game wont spawn 2000 blocks at once but e.g. 100 blocks multiple times to prevent it from crashing right at the beginning. at the same time though, dont use timers TOO much as they also slow the game down very fast when used inefficiently.
better forget about that again right now. in my experience the
alpha command uses way to much time, even if you're using McLeaf's Titanium Mod where this command is fixed.
it's way easier and efficient to use the definition "autofade" instead.
in order to let leaves decay you could use and
areal_event when a log is destroyed, triggering an event inside the leafblocks surrounding it. upon this event the leaves use
count_inrange to check whether the amount of log-blocks within a certain radius is greater than 0. if that is not the case a
timer is started (with a
random duration) which triggers another event upon which the leaf block is deleted by
free.
also from the way you describe it, I interprete that you are also using "air"-blocks for places where no other block is placed?
you shouldnt do that - it's way more efficient to calculate the position where a "new" block has to be placed by simply using information such as the player's position, the angles of the camera, the position if the block onto which the new block is to be attached to and such.
it's a little more complicated but when done right this could make a huge difference!
in order for this to work properly you'd have to write an extremely high performant script which only generates new cubes when needed and if possible with a little delay so the game wont spawn 2000 blocks at once but e.g. 100 blocks multiple times to prevent it from crashing right at the beginning. at the same time though, dont use timers TOO much as they also slow the game down very fast when used inefficiently.
Quote:
Make distance script (when blocks are too far from player, then it will be set to "alpha 0")
better forget about that again right now. in my experience the

it's way easier and efficient to use the definition "autofade" instead.
in order to let leaves decay you could use and





also from the way you describe it, I interprete that you are also using "air"-blocks for places where no other block is placed?
you shouldnt do that - it's way more efficient to calculate the position where a "new" block has to be placed by simply using information such as the player's position, the angles of the camera, the position if the block onto which the new block is to be attached to and such.
it's a little more complicated but when done right this could make a huge difference!
edited 1×, last 17.12.12 09:28:38 pm
@
Hurri04: yes
but autofade var is "buggy" because when block is invisible game still render it ;/ If you could help me, you can edit some scripts when I release first version
EDIT: autofade can be checked in debug-times mode in "objects" section



EDIT: autofade can be checked in debug-times mode in "objects" section
then if the rendering is your concern, how about splitting each cube into its 6 surfaces?
if the algorithm for the terrain generaion is set up right, this could lead to some less polygons which would have to be rendered since 2 blocks that are directly to the side or above/beneath each other would only need 5 sides each instead of 6.
for this you could generate lots of infos (e.g. flags) and arrange them into a x*y*z shape, forming a giant block out of infos (which are invisible of course so they are not rendered, but you can get their positions!).
then using
loop to run through all these infos you could call an event at each one which then locally checks a
local variable which determines the block type as well as the block types of the infos to the 6 sides of it. in case the block type of a neighbor-block is not 0 you create an object of the type of the locally stored number in the center block, facing the respective side. if it is not the case, you dont create such an object since the neighbor-block will cover that "hole" when its other sides are created.
I advise to be careful with the loop and event call though, as this leads to lags unbelievably fast! the best thing would maybe be to run it in multiple, timed intervals, looping through each horizontal layer individually or something...
later this might lead to very high ID numbers but as far as I recall I already had some IDs around the number 35000 and it wasnt a big problem. note that this means that this number of objects have been created and deleted again over a long period of time, not that I actually had 35000 objects on a map at a single time!
if the algorithm for the terrain generaion is set up right, this could lead to some less polygons which would have to be rendered since 2 blocks that are directly to the side or above/beneath each other would only need 5 sides each instead of 6.
for this you could generate lots of infos (e.g. flags) and arrange them into a x*y*z shape, forming a giant block out of infos (which are invisible of course so they are not rendered, but you can get their positions!).
then using


I advise to be careful with the loop and event call though, as this leads to lags unbelievably fast! the best thing would maybe be to run it in multiple, timed intervals, looping through each horizontal layer individually or something...
later this might lead to very high ID numbers but as far as I recall I already had some IDs around the number 35000 and it wasnt a big problem. note that this means that this number of objects have been created and deleted again over a long period of time, not that I actually had 35000 objects on a map at a single time!
@
Hurri04: I'm not too good in scripts but thanks and I will try
if you can help me of course send me few scripts if you can



shouldnt this rather work the other way around, like you sending (or better posting) the code you already have and I (and other people) can see what you got and give you advice on certain points...?

Yes, but I prefer put here a test version
EDIT: If
users can, post here you graphic cards and how much you have FPS after load everything in map "test_FLAT v1.1"

EDIT: If


edited 1×, last 21.12.12 09:45:16 pm



But on the other hand that means, that I have to keep it updated...

Actually I hoped for doomsday so I don't have to do any work anymore... Damn.


I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.

Hey,
I tried your Mod and yes, its great for a Mod in development state. Keep it on!
I tried your Mod and yes, its great for a Mod in development state. Keep it on!
Good luck

BTW: Bug: you cant place blocks on normal ground (not grass block or any other block)
i think its already known
EDIT: Another bug:
When you break a block (Tree Log for example) it falls as an item normally. but when you hit it, it disappears (breaks) which causes the loss of the block
edited 1×, last 22.12.12 07:37:20 pm