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OmegaStation Update

PostPosted: Fri Aug 07, 2020 11:21 pm
by sergeirocks100
One thing i have noticed is that /tg/ doesn't have any real lowpop maps.

The only "lowpop" map there is PubbyStation, and it's large enough that it's pretty much a regular map with a special name.

Over the past day or so, i have been working on trying to get OmegaStation up to date so we can have a real lowpop map.

Keep in mind, it's very early in development, and i'm not experienced at all with mapping, so there are some problems.

The link is here: https://www92.zippyshare.com/v/CLMkm66Y/file.html

Re: OmegaStation Update

PostPosted: Fri Aug 07, 2020 11:36 pm
by bobbahbrown
you should put it on github or some other form of version control instead of a random file link

Re: OmegaStation Update

PostPosted: Fri Aug 07, 2020 11:43 pm
by sergeirocks100
I went ahead and added it to my /tg/ copy: https://github.com/sergeirocks100/tgstation

It's in the _maps folder.

Re: OmegaStation Update

PostPosted: Sat Aug 08, 2020 12:11 am
by sergeirocks100
Here's a more direct link to the .dmm file, for anybody who wants it: https://raw.githubusercontent.com/serge ... tation.dmm

Re: OmegaStation Update

PostPosted: Sat Aug 08, 2020 9:50 am
by BrotherBeyond
Got a big giant fuckoff issue with this - the map selection effectively makes it so each map is chosen at least once so sometimes the lowpop map will get forced when theres like 60 players on. Correct me if I'm wrong, though.

Re: OmegaStation Update

PostPosted: Sat Aug 08, 2020 12:50 pm
by Flatulent
BrotherBeyond wrote:Got a big giant fuckoff issue with this - the map selection effectively makes it so each map is chosen at least once so sometimes the lowpop map will get forced when theres like 60 players on. Correct me if I'm wrong, though.

this is pretty much true

you won’t be able to force lowpop maps unless you make it so rounds never end

Re: OmegaStation Update

PostPosted: Sat Aug 08, 2020 1:46 pm
by trollbreeder
You can set it so there's a maximum player count for the map in config/maps.txt so that the map cannot be selected on non-lowpop. The problem is how much is lowpop?

Re: OmegaStation Update

PostPosted: Sat Aug 08, 2020 1:53 pm
by Flatulent
trollbreeder wrote:You can set it so there's a maximum player count for the map in config/maps.txt so that the map cannot be selected on non-lowpop. The problem is how much is lowpop?

up to 25 people should be it, 4-5 people for every department isn’t that much

Re: OmegaStation Update

PostPosted: Sat Aug 08, 2020 5:11 pm
by sergeirocks100
Here's a list of the changes i've made so far:

Code: Select all
Cloning has been replaced with a Psychologist's Office.
Medbay's sleepers have been replaced with stasis beds.
There is now a small solar array by Atmospherics.
There is a escape pod at Arrivals
All of the reinforced windows into restricted areas have been removed.
The southern Engineering windows have been made plasma glass.
There are now 2 MULEBots in Cargo.
There are motion sensitive cameras in the Armory, Vault, and the AI Sat.
Maybe some other things that i forgot to list.

Re: OmegaStation Update

PostPosted: Sun Aug 09, 2020 7:33 pm
by sergeirocks100
i made some more updates to the station, namely, adding a vegetable chute to Botany and removing all of the rusty walls.

Re: OmegaStation Update

PostPosted: Tue Aug 11, 2020 10:03 pm
by sergeirocks100
In case i didn't make it clear, i welcome any help with the map.

I am not experienced at all with /tg/ map creation, and there are things i simply don't know how to fix or may be doing incorrectly.

Re: OmegaStation Update

PostPosted: Thu Aug 13, 2020 11:10 pm
by Googles_Hands
I assume you will be restricting job slots akin to ministation where you only have Captain and HoP as heads, and less station staff/specialisations in general?

Re: OmegaStation Update

PostPosted: Fri Aug 14, 2020 3:58 am
by sergeirocks100
Googles_Hands wrote:I assume you will be restricting job slots akin to ministation where you only have Captain and HoP as heads, and less station staff/specialisations in general?


I'm using the original job changes, so yes, i will.

Re: OmegaStation Update

PostPosted: Mon Aug 24, 2020 12:05 pm
by sergeirocks100
Concerning the map, i have began work on adding in Virology, and i also made a special, tiny white ship for it.

Re: OmegaStation Update

PostPosted: Tue Sep 01, 2020 12:47 am
by Agux909
Can the author like, post an image of the map, please?

Re: OmegaStation Update

PostPosted: Tue Sep 01, 2020 2:22 am
by sergeirocks100
Agux909 wrote:Can the author like, post an image of the map, please?

Here's a screenshot of the map, as of right now:
Spoiler:
Image

Re: OmegaStation Update

PostPosted: Tue Sep 01, 2020 2:29 am
by RaveRadbury
Service is looking pretty slick.

Re: OmegaStation Update

PostPosted: Tue Sep 01, 2020 2:30 pm
by Agux909
I got things wrong. I forgot Omega was an already existing map that was removed, I immediately recognized the map as I had seen it before on the wiki.

That being said good work and good luck in your efforts to further improving/maintaining it

Re: OmegaStation Update

PostPosted: Thu Sep 10, 2020 12:16 pm
by sergeirocks100
For those who don't know, i actually PRd the map: https://github.com/tgstation/tgstation/pull/53495

Thanks for the support and help.

Re: OmegaStation Update

PostPosted: Sun Nov 22, 2020 6:46 am
by Okand37
epic