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Re: AquaStation: A brighter station, underwater

Posted: Thu Aug 25, 2016 2:01 am
by Xhuis

Bottom post of the previous page:

I might continue it on its own repository. I just can't host a server with it. Maybe I could work out getting the test server to run the code or something if everyone agreed.

Re: AquaStation: A brighter station, underwater

Posted: Thu Aug 25, 2016 2:50 pm
by FantasticFwoosh
Xhuis wrote:I might continue it on its own repository. I just can't host a server with it. Maybe I could work out getting the test server to run the code or something if everyone agreed.
That'd be great as a proof of concept to convince Kor otherwise. Part of me thinks he might just be little bit jelly about not getting there first.

Beside the obvious HUGE HARM in xenobio flooding the station/becoming space worthy fish men or expansion/alternation for a 'shallow water' lavaland swapout replacement/exile/away mission rendezvous i really can't see the issue with why kor is so against it. If it was merged piece by piece with the kind of partnership basil has in comparison to sybil (in basil being slightly behind spoonfed development, wheras 'aquareeeium' *best nickname i could come up with for a hypothetical 3rd slot sever* slowly feeds basil in its systems like 'dense water' in conjunction to royal blue slime mutations after a contact with sea water generated from another slime extract etc.)

My only gripe is with a fixation with SOMA repair fluid being inside rocks, if it was inside lets say a ruin and could be replicated on the station as a femto beyond product mixed in with a random chance roboburger/malf/animation effect then yeah, all for it. XCOM-terror from the deep memes with 1000+ depth alien base ruins that may or may not have entities and ghost roles within etc. wew.

disassemble pool ladders to murder people is my closing statement.

Re: AquaStation: A brighter station, underwater

Posted: Thu Aug 25, 2016 8:17 pm
by Xhuis
I think Kor is against it because it'd be adding massive and sweeping changes just for one map. Talking more when I get home.

Re: AquaStation: A brighter station, underwater

Posted: Thu Aug 25, 2016 11:23 pm
by MrEousTranger
I think people would be fans of it, don't you agree?
people agree right.PNG

Re: AquaStation: A brighter station, underwater

Posted: Thu Aug 25, 2016 11:56 pm
by Xhuis
Just a little bit lmao. I'll start back on it this weekend!

Re: AquaStation: A brighter station, underwater

Posted: Wed Oct 05, 2016 12:21 am
by paprika
Why not just make a mod of /tg/ code and host your own server, this is such a big change to the game that there's no reason you should worry about merge conflicts and stuff with /tg/, just do it yourself and rebase as necessary.

I'm sure MSO would be more than happy to host a third server running this.

Re: AquaStation: A brighter station, underwater

Posted: Wed Dec 07, 2016 9:40 pm
by FantasticFwoosh
Image

Oranges recently in IRC had a mini-meltdown about space content, so better go necromance what's left of this thread now while the topic is hot.

The Europa server also recently started stirring again as they are redesigning a aqua map, its got a pulse, albeit a faint one.
Spoiler:

Re: AquaStation: A brighter station, underwater

Posted: Wed Dec 07, 2016 11:47 pm
by oranges
Europa is vapourware, ironically

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 9:20 pm
by Xhuis
Europa has officially gone dark, so I'm thinking about picking this back up. If support is still around it, then I'll work on it again, this time from a separate repository. What are your thoughts? I've got a poll in the OP again, so vote there.
Anyone at all interested in any contribution can find the repository here. https://github.com/Xhuis/AquaStation

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 9:58 pm
by Bluespace
Continue it

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 10:46 pm
by Xhuis
The colored lighting really makes the water pretty beautiful.
Image

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 11:16 pm
by DemonFiren
why not just a yes/no?

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 11:25 pm
by Nienhaus
I can't tell if 5 is good or 1 is good.

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 11:39 pm
by kevinz000
This should be its own folder in which you define something to include it's files because nothing should take out the space from the name of the game we love so much.

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 11:44 pm
by FantasticFwoosh
Shove all the water into a mining z level, work out how to make little fans pump away water and you've got airlocks. (A LOT of murky dark water)

Take off mining suit and you drown.

Re: AquaStation: A brighter station, underwater

Posted: Sun Mar 12, 2017 11:45 pm
by Qbopper
shitty poll tbh

anyways I mean what kinda question is "do you want [thing I'm working on]"? We don't know if it's any good yet, you've gotta make it before we can decide if it's worth having or not (imo)

Re: AquaStation: A brighter station, underwater

Posted: Mon Mar 13, 2017 12:27 am
by Xhuis
kevinz000 wrote:This should be its own folder in which you define something to include it's files because nothing should take out the space from the name of the game we love so much.
I'm currently working on it on a separate repository from the main code.
Nienhaus wrote:I can't tell if 5 is good or 1 is good.
5 is highest, 1 is lowest.
Qbopper wrote:shitty poll tbh

anyways I mean what kinda question is "do you want [thing I'm working on]"? We don't know if it's any good yet, you've gotta make it before we can decide if it's worth having or not (imo)
Yeah, I'll change that.

Re: AquaStation: A brighter station, underwater

Posted: Mon Mar 13, 2017 12:39 am
by IcePacks
this something i've wanted to say since i was a young child playing spess a decade ago

i feel fucking terrible writing that, by the way

Re: AquaStation: A brighter station, underwater

Posted: Fri Mar 17, 2017 2:43 am
by Lombardo2
This idea inspired me to draw the syndicate diving power suit

Here's out of water

Image

Re: AquaStation: A brighter station, underwater

Posted: Fri Mar 17, 2017 2:34 pm
by Xhuis
Not bad. It seems kind of like underwater camouflage to me, with how it blends in so well with the deeper climes. If you want I might end up using it.

Re: AquaStation: A brighter station, underwater

Posted: Fri Mar 17, 2017 3:21 pm
by Wyzack
Makes me think of that Black Manta aquaman villian, which is pretty cool he evil as fuck

Re: AquaStation: A brighter station, underwater

Posted: Fri Mar 17, 2017 3:24 pm
by FantasticFwoosh
Ooh ooh, why don't you do the aesthetic wyzack suggested and add rings around the eyes, reason that they are NVG scopes for underwater or something. Could also discolour the top & bottom half to be different shades of blue to work with the black and make the breathalyser (three dots underneath) more visible.

Re: AquaStation: A brighter station, underwater

Posted: Fri Mar 17, 2017 4:38 pm
by D&B
This would be more enticing if more coders worked on it.

But as it is now it leaves me wary.

Re: AquaStation: A brighter station, underwater

Posted: Sat Mar 18, 2017 1:15 am
by John_Oxford
more oxford concepts coming your way for tactical underwater espionage action™

Re: AquaStation: A brighter station, underwater

Posted: Sat Mar 18, 2017 2:26 am
by Xhuis
I've set up a Trello board for anyone to keep track of my progress and where things stand. If you know for a fact that you'd like to help, let me know and I can put you on the team.

Re: AquaStation: A brighter station, underwater

Posted: Sat Mar 18, 2017 3:27 pm
by Qbopper
Xhuis wrote:I've set up a Trello board for anyone to keep track of my progress and where things stand. If you know for a fact that you'd like to help, let me know and I can put you on the team.
is this going to be a separate thing from the main /tg/ branch? I haven't really been following too closely

Re: AquaStation: A brighter station, underwater

Posted: Sat Mar 18, 2017 4:17 pm
by Xhuis
Qbopper wrote:
Xhuis wrote:I've set up a Trello board for anyone to keep track of my progress and where things stand. If you know for a fact that you'd like to help, let me know and I can put you on the team.
is this going to be a separate thing from the main /tg/ branch? I haven't really been following too closely
Yes, it has its own repository and all that. I haven't bothered too much with determining how it's going to be hosted, as I've assumed that I will be able to have MSO host it on its own server. I'm not confident at all in my ability to own and administrate a server, so I figured I would just do the coding and let the logistics fall to smarter people than I.

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 4:34 am
by Xhuis
Since it seems like Planet Station has gained far more traction than this and I've agreed to help with coding it, progress on this will be slow at best and glacial at worst. Mainly just a little side project.

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 4:37 am
by PKPenguin321
are you making the entire map?
if so don't, literally just code water floods and things should take off from there

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 4:45 am
by Xhuis
PKPenguin321 wrote:are you making the entire map?
if so don't, literally just code water floods and things should take off from there
The first iteration is AquaBox, working name Crapture, and is just an underwater version of Box. Water physics are the thing I'm currently having trouble with, because most if not all objects in the game need to have interactions with water for obvious reasons; it's replacing space! Also, for things to happen how I'd like them to, the code isn't easy to work with, especially with BYOND, but I'm doing what I can.

For anyone who understands code better than I do, or has some idea of how to proceed, my current issue is finding and returning a list of "connected" objects. For instance, if you have nine walls in a line, it gets all nine and nothing else, but it also does the same thing if you have a 3x3 cube of walls.

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 4:59 am
by Xhuis
I do want to provide tangible updates and not leave people in the dark, so here's a few fancy screenshots.
Spoiler:
Image
Spoiler:
Image
Spoiler:
Image
Spoiler:
Image
Of course, it also isn't complete.
Spoiler:
Image

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 9:08 am
by Armhulen
I love it but watch out, if Kor is making planetstation then the map will be dumped. I would just make water work and add it to the Planetstation project

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 2:53 pm
by Xhuis
AquaStation is in a separate repository than /tg/, so it can't be shut down, although they can refuse to host it. As for adding it to Planetstation, I feel like having an in-depth water and flooding system would detract from the focus of the overall map when you have people leaping into the ocean at roundstart.

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 2:54 pm
by Qbopper
Maybe you could find a way to make water push objects like reverse spacewind

Also above post isn't a good reason to stop working on something you like imo

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 3:00 pm
by Xhuis
Qbopper wrote:Maybe you could find a way to make water push objects like reverse spacewind

Also above post isn't a good reason to stop working on something you like imo
I wouldn't stop working on this unless I lost motivation, don't worry.

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 3:43 pm
by FantasticFwoosh
Porting a more basic version of 'water' onto the main server would also be a good place to start.

How about dwarf fortress physics in which water disperses into 1/7th's spread out, but when stacked on the same tile becomes different depths of water (say about 50 reagent on a singular tile = one water tile until it drains away into 10 then it becomes a wet open tile)

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 6:50 pm
by Xhuis
My current goal is something like this. Forgive the formatting as the forum doesn't play nice with multiple spaces. Imagine you have a 5x5 space, where . represents an empty tile:

. . . . .
. . . . .
. . . . .
. . . . .
. . . . .

My aim with AquaStation water is for it to flood every tile in the room equally. However, beyond a certain point - let's say 10% full for the sake of the argument - water won't spread anymore, making dynamic puddles. Let's assume that we put a normal, 100% full water tile in the center of that space, and use numbers in each tile to represent how full of water it is:

. . . . .
. . . . .
. . 100 . .
. . . . .
. . . . .

Water spreads in the cardinal directions, evenly distributing its volume among every new tile, so it'll look like this:

. . . . .
. . 20 . .
. 20 20 20 .
. . 20 . .
. . . . .

Then, those new tiles spread, equalizing evenly - we'll round down for the sake of convenience:

. . 7 . .
. 7 7 7 .
7 7 7 7 7
. 7 7 7 .
. . 7 . .

Of course, this doesn't vouch for if the center tile is infinite, but you get the point.

And we have a moderately sized puddle! It won't spread any further because it's large enough as is. Unfortunately, I'm not exactly sure where this could fit on the main server, and it would require a fairly huge PR to include all the water interactions that I would want to include. I suppose we could do some sort of event, like the Centcom ferry being a portable aquarium that crashes into the station and just so happens to have its water generator on board. I suppose it could be a good way to drum up interest though, as people try to isolate flooded areas and find a way to walk through the condensed, intensely-pressurized water to turn off the generator.

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 8:00 pm
by PKPenguin321
Well that just looks a lot like how atmos works



What if you made water a gas code-wise

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 8:06 pm
by Qbopper
PKPenguin321 wrote:Well that just looks a lot like how atmos works



What if you made water a gas code-wise
might even be easier on the game performance wise

hell I dunno how indepth atmos is but you could check what % of "air" is water and use that to do different stuff

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 9:32 pm
by Xhuis
I've been very on-the-fence about using atmos to house water, mainly due to how gases will conflict and how I want to handle a lot of certain things. Admittedly, it would make things easier, but I might just go with the hard way for code readability and reliability.

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 10:34 pm
by FantasticFwoosh
Event idea that can transition into a map idea - Water on lavaland spout out of chasms, you can fall into the 'abyss' without a special dive suit to stop the inevitable problem of water falling into chasms or otherwise map generated water depleting entirely.

Either that or relocate the existing lava planet to be the underground, and then replace the abyss water spouts with slow low level gathering lava spouts for real procedural lava.

Hollowed out tiles gather water = Add water to a dug out tile to make a moat.

Ever played Dwarfs? or games of that genre where you have to redirect water/lava or seal it in? A bit like that i can imagine.
Xhuis wrote:I've been very on-the-fence about using atmos to house water, mainly due to how gases will conflict and how I want to handle a lot of certain things. Admittedly, it would make things easier, but I might just go with the hard way for code readability and reliability.
There is room in maint or engineering to have a simple setup, a pump/boiler room doesn't have to be fancy. Trash disposals isn't.

- A H2o fabricator printing off water at capacity held inside a water tank, also i think for the most part the water would block the flow of gas and then cause the pressure to rupture or atleast damage the pipe when the two collide. Im not a plumber.

*Plumbers given own ideas thread here*

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 10:52 pm
by John_Oxford
Also.

Steam engine?

Re: AquaStation Development Thread

Posted: Sun Mar 19, 2017 10:54 pm
by Xhuis
John_Oxford wrote:Also.

Steam engine?
Could work.

Re: AquaStation Development Thread

Posted: Mon Mar 20, 2017 3:33 pm
by Wyzack
Honestly Xhuis i know that Kor is trying really hard to not balloon the expectations of the planetstation project as much as possible but if you implement a working framework for water into the game code i think that thematically an underwater station as an alternate planetstation map would be entirely feasible. That is of course if the whole massive z-level and necropolis thing is not incompatible with your vision for this project

Re: AquaStation Development Thread

Posted: Mon Mar 20, 2017 3:58 pm
by Xhuis
I'm currently trying to work on making water an atmos gas when I'm not working on another, unannounced project. It'd be simple to add it to the game as-is, just very tedious.

Re: AquaStation Development Thread

Posted: Mon Mar 20, 2017 4:37 pm
by FantasticFwoosh
Wyzack wrote:Honestly Xhuis i know that Kor is trying really hard to not balloon the expectations of the planetstation project as much as possible
Doing a terrible job of not hyping it up.
FantasticFwoosh wrote:
Wyzack wrote:But if you implement a working framework for water into the game code i think that thematically an underwater station as an alternate planetstation map would be entirely feasible. That is of course if the whole massive z-level and necropolis thing is not incompatible with your vision for this project
Event idea that can transition into a map idea - Water on lavaland spout out of chasms, you can fall into the 'abyss' without a special dive suit to stop the inevitable problem of water falling into chasms or otherwise map generated water depleting entirely.
See enclosed subject above for how to keep the water sustainable, just a constantly filling & mitigating supply of water (in the place of space setting) working like a non-interfacable outward injector (i guess you could var edit it but its set to constantly generate water at a certain volume & pressure to self regulate) sub-cavernous sea caves could suffice aquastation's mining (after first navigating a ladder/passage to the lower level)

Re: AquaStation Development Thread

Posted: Sat Mar 25, 2017 7:46 pm
by Xhuis
just received some very bleak news. likely will not have time to work on this for the forseeable future.

Re: AquaStation Development Thread

Posted: Sat Mar 25, 2017 7:53 pm
by Qbopper
That's a shame, hope everything is ok

Re: AquaStation Development Thread

Posted: Sat Mar 25, 2017 8:03 pm
by Xhuis
thank you for the concern. i won't go into detail, but it is out of my control, so when I work on this is just up to chance.

Re: AquaStation Development Thread

Posted: Tue Jun 13, 2017 7:18 pm
by FantasticFwoosh
Hellooooo, still any interest in this project?
With remie's own project here, this could go very nicely for separating the depth layers by vertical levels.

Re: AquaStation Development Thread

Posted: Tue Jun 13, 2017 9:49 pm
by Xhuis
Not at the moment from me, no. The code is still on GitHub, and I know paprika forked it a week or so back, but other than that nope.