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Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 2:54 am
by MMMiracles
I got bored so I'm remapping openstation from OpenSS13.
(big images)
Source image:
https://farm8.staticflickr.com/7320/140 ... db86_o.png
Current progress:
http://i.imgur.com/XsCVXXX.png
Got stuck on the powernet a bit, had to do some changes to the original setup but now everything is properly charging and both engines work properly. The red windows in the turbine/TEG rooms are heat/pressure-proof windows to prevent them from breaking, you can still smash 'em if you feel like it. Using the mix chamber as lighting for the engine rooms is pretty cool looking.
Job Changes:
Uplink Changes:
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 6:20 am
by Anonmare
So are you re-makign it as is, warts and all?
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 6:25 am
by Steelpoint
Jesus christ.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 7:32 am
by Saegrimr
Holy shit. I never put it together that the current Derelict is just a beat-up version of the old Openstation
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 7:43 am
by Anonmare
Wait, people didn't know it was OpenStation? Well, the south solars are different in the derelict and there's other bits that are off too but I thought it was kind of obvious.
Does this make me a nerd?
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 8:07 am
by Saegrimr
Theres a couple of walkways leading to other parts that really don't look similar.
Basically the northernmost solars and medbay/chapel are the only parts I recognize. The rest is kinda too wrecked to identify well enough.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 8:13 am
by Steelpoint
Well here's what the derelict looks like in game, from my older PR that uplifed the derelict a bit.
https://cloud.githubusercontent.com/ass ... 06b735.png
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 8:06 pm
by MMMiracles
Update: Most departmental stuff is mapped in, still deciding between leaving departments the generic gray tiling or making them color-coded so its a little less painful when trying to navigate this maze of plasma canisters and no floor scrubbers.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue May 31, 2016 8:10 pm
by Armhulen
MMMiracles wrote:Update: Most departmental stuff is mapped in, still deciding between leaving departments the generic gray tiling or making them color-coded so its a little less painful when trying to navigate this maze of plasma canisters and no floor scrubbers.
gray or gay
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Jun 01, 2016 5:01 pm
by MMMiracles
updated main post with progress and some other stuff.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Jun 01, 2016 5:32 pm
by allura
Just make an exact 1:1 copy of the map for now and then change things up once its done. I can already see a lot of liberties youve taken with the map like adding wooden closets to dorms you shouldnt do that. Also fyi the access on openss13 is very weird so it might help if you understand it so you can make the doors accurately reflect what was required on the original station
Basically theres 4 digits that a doors permission is defined by. Each different number equates to a different type of access, the exact order of which i forget, but the first one is the general 'station access' which means basically the prestige of your card you could call it? The higher the number the higher priority your job. The other three numbers are for science medical and engine and the digits can range from 0-5 to indicate how high your access for that department is. So for example an engineering door would have a permission level of 2500. That means your station access is 2 and your engineering access is 5 which is the absolute highest
The station access digit is different from the others. While you need the exact number for the other three (which means a door of 2300 cant be entered with an id of 2500) the first digit simply defines a minimum. So a door with an access of 2000 can be entered with an id of 3000. Only this digit works like that
This system created some abnormalities on openss13 but they shouldnt be a problem anymore. For example escape cannot be entered by technical or medical assistants since the door i think was 2000 and their station access levels are both set to 1. Those were the only jobs that couldnt enter escape and since tg doesnt have those anymore there isnt a problem anymore
Hopefully this helps. It might be annoying to decrypt some of the access levels and chances are some combinations may not have an exact equivalent to the system tg uses now. So basically just figure out what your door is asking for (If it asks for a station access of 2 and a medical access of 5 then only doctors can enter for example) and go through the list in access.dm to find what looks to be the modern day equivalent. Good luck
EDIT: Other weird things to watch out for that your map should accurately translate:
- Windows didnt have plating under them just normal floors
- Almost all windows on station are normal ones instead of reinforced. I think only windows protecting the station from space are reinforced. Your chapel windows look pretty wonky in that respect
- Air alarms fire alarms and apcs werent pixel shifted on the wall. They were just on the floor
- Windoors used to protect regular airlocks and were used more often that full doors. Nowadays they wont serve the same function since they were made destructible but theyll still serve an aesthetic purpose
- That air bridge isnt in code anymore so good luck with making something similar
- There was no atmospherics room or pipes on originalstation. Instead there were regulatory pumps and vents that simply did what the current ones do without the aid of pipes. They just produced and removed air with code magic. So removed air was just deleted and new air was just created instead of being sourced from an entire room. Its not going to be fun to have to tack on something as large as an atmos room onto the station but if you want an idea of what was functional on openss13 code look at the map image for donut station 1 on the goon wiki. Its to the extreme left. Theres basically no room for modification and it operates incredibly different from today but hypothetically it will work.
- I dont know if youre just using the reference image or if youre actually looking at openss13 in dm but i would recommend accurately recreating the wiring instead of doing it yourself
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Jun 01, 2016 6:36 pm
by tedward1337
>cloaker
Fuck YEAH
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Jun 01, 2016 6:51 pm
by MMMiracles
Most of the liberties I've taken were pixel-shifting APCs, intercoms, airalarms, and extinguishers on the wall due to just looking better than sitting on the ground. The actual positions of them didn't change, I'm just trying to tidy things up a bit to look nicer in general.
Any interior windows you see that are(nt) reinforced are directly copied from the reference image in the OP, as the 500-compilable version of OpenSS13 I found crashes when I try to open the map itself.
If I do tack on a functional atmos after I'm done with everything else, it'll probably replace the exterior TEG (why does this exist anyway?) Wiring is visible on the reference map so keeping faithful to that should be extremely easy.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Thu Jun 02, 2016 4:30 am
by PKPenguin321
give nukies special revolvers that do way way way more pistolwhip damage while youre at it so its more accurate
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Fri Jun 03, 2016 5:32 pm
by MMMiracles
OP updated with progress. All I need to do at this point is finish wiring up the dorms, security, atmos storage, then adding a camera network.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Mon Sep 12, 2016 11:21 pm
by cocothegogo
is this still being worked on?
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue Sep 13, 2016 2:25 pm
by MMMiracles
cocothegogo wrote:is this still being worked on?
From waning interest, limited free time, and my HDD that held the work being bricked, I'd say probably not anytime soon.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Tue Sep 13, 2016 8:59 pm
by Luke Cox
MMMiracles wrote:cocothegogo wrote:is this still being worked on?
From waning interest
I am extremely interested
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Apr 19, 2017 3:28 am
by PKPenguin321
finish it!
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Apr 19, 2017 3:42 am
by Qbopper
PKPenguin321 wrote:finish it!
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Apr 19, 2017 10:13 am
by MMMiracles
I dug through my local branches after being reminded of it from this thread, couldn't find the map or any progress.
RIP.
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Wed Apr 19, 2017 10:36 pm
by PKPenguin321
in the arms
of
an angel
fly awaaaay
from here
Re: Openstation: when you need a mememap that isnt birdboat
Posted: Thu Apr 20, 2017 12:48 am
by Slignerd
Holy shit, couldn't you have actually tried to piece it together
properly?