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AquaStation Development Thread

Posted: Fri Jun 17, 2016 10:22 pm
by Xhuis
To put it simply, AquaStation is a work-in-progress underwater overhaul of SS13. I don't expect it to ever finish or even release, but it's something I'd like to do, so why not?

Rleveant links:
  • First, the GitHub repo for anyone to look at the code.
  • Here's a design document that I'll be working on as time passes and more progress is done.
  • I've set up a Trello so anyone can track where things are.
For the purposes of the BoxStation variant, the ocean around the station will count as deep water (~500 meters) and will only require a light dive suit to move through unaffected.

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 10:27 pm
by ShadowDimentio
Do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it do it

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 10:29 pm
by Wyzack
Are you going to use atmospherics code to make water? This alone seems like a massive undertaking

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 10:31 pm
by Xhuis
Wyzack wrote:Are you going to use atmospherics code to make water? This alone seems like a massive undertaking
Ocean tiles will likely not simulate atmospherics, counting for atmospherics purposes to simply have breathable air all the time that can't move from the tile. Water will be separate from atmospherics entirely.

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 10:32 pm
by Remie Richards
Wyzack wrote:Are you going to use atmospherics code to make water? This alone seems like a massive undertaking
Spoiler:
Image
Not a tough undertaking at all, this was 5 minutes of work like, 4 months ago.
Only didn't go forward with it as currently atmos speeds are for gases, water would move much faster.

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 10:41 pm
by Wyzack
So the station will be able to flood with water? I think that if you can pull this off it will be fucking amazing

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 10:52 pm
by Xhuis
I should note that, while I intend to do this, it will be a tremendous undertaking. This will take months.

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 11:10 pm
by Lumbermancer
Wyzack wrote:So the station will be able to flood with water? I think that if you can pull this off it will be fucking amazing
Considering people break outer windows for sport it will all end well.

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 11:18 pm
by ShadowDimentio
A vaccumed room is probably always going to be worse than a room filled with water, even at very high pressure

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 17, 2016 11:24 pm
by Xhuis
ShadowDimentio wrote:A vaccumed room is probably always going to be worse than a room filled with water, even at very high pressure
In the deepest reaches - say, over 1000 meters - that's quite untrue. Anything in the room will die instantly and the water will pour in at extreme speeds.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 12:01 am
by lzimann
that would be pretty cool, at the very least adding the underwater system so people could make a station with it(or even to admins fuck around with)

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 12:17 am
by ShadowDimentio
Nanotrasen Announces: I have no idea how we fucked up this badly but we flooded space

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 12:31 am
by Lumbermancer
ShadowDimentio wrote:A vaccumed room is probably always going to be worse than a room filled with water, even at very high pressure
Air can be replaced. And all you need is a bored antag with RCD to flood everything.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 12:57 am
by Xhuis
Lumbermancer wrote:
ShadowDimentio wrote:A vaccumed room is probably always going to be worse than a room filled with water, even at very high pressure
Air can be replaced. And all you need is a bored antag with RCD to flood everything.
There's going to be plenty of ways to get rid of excess water that's flooded everywhere. Difficulty, of course, depends on depth - at the deepest levels, it's going to be pretty much impossible, but only high-security areas are down that far.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 5:39 am
by ShadowDimentio
In addition to the two standard air vents for letting out air and filtering out bad stuff respectively, there could be water pumps lining the floor that activate to remove water when dampened, along with portable pumps for larger breaches.

Atmos could finally have something to do by making sure the pumps work and stuff.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 11:21 am
by John_Oxford
Syndicate:
Syndicate Shuttle is replaced with a Syndicate Submarine, instead of a drop pod they get a SDV
Image

All the syndicate weapons need a gasket and ring system attachment to work underwater (gunsmithing when)
The normal red hardsuit and elite hardsuit are replaced with tactical dive gear and combat dive gear.
TDG gets you >1000 meters
CDG gets you >1500 meters

CDG is more heavily armored, obviously, but when you arent in water, it slows you down a fuck ton.
TDG is not as armored, and suffers no movement decrease when out of water.
Shielded versions are optional for both of them

Along with C4, Minibombs, and Full Syndicate bombs, (none of which will work underwater) they will be given hydrothermal bombs, which will basically be C4 that only works in water, to allow them to punch breaches in the hull through the outside of the station.
Could just use these sprites: https://tgstation13.org/phpBB/viewtopic.php?f=9&t=5434

Energy swords and energy shields wont work under water (short circuting or water evaporating and tearing it out of your hand)



Engineering:
More logically, instead of a singularity engine, a nuclear engine would better suit being under water (or the fancy heat exchange ones)
The nuclear engine will run a electrolysis system, which will seperate O2 and Hydrogen from water, and will use the hydrogen to run the reactor, and the O2 to run atmos. (more traitor sabotage targets)
There will be MUCH MUCH smaller O2 tanks, and the electrolysis system will start operational at round start. It'll be in one of the secure areas for engineering.

Welders wont work underwater, and are replaced with thermal lances, that draw from your tank of O2

Engineering will be incharge of killing big ass fauna that will probally be in the ocean, so there will be a speargun dispenser in the engineering room. Along with a fancy net gun for the CE

In relevancy to station design, it'll be seperated into 3 zlevels, that being habitation (500m), science (1000m), and secure (1500m).
Habitation will be basically the entire station, minus science, the armory, toxins, the reactor and the electrosynthesis system.
Science will contain a very large science wing, equipped to study fish and coral and shit
Secure will contain the armory, reactor, water-o2 seperator, and a small security outpost (theres also one on the habitation level)
Mining
Mining will need to be done on the ocean floor (2000m) which will only be reachable by mechs fitted with dive hulls.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 12:26 pm
by Zilenan91
Some other server was already doing an Underwater map. They put a test server up on the hub and post about it on digg occasionally.


Though if I have to ask, what's the point of an underwater station if it doesn't allow any greater freedom of movement than what we have now? Water will functionally be space breaches but just spreading slightly faster.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 3:08 pm
by Nienhaus
Zilenan91 wrote:Some other server was already doing an Underwater map. They put a test server up on the hub and post about it on digg occasionally..
That is Europa. The main coder is on a break from Uni atm so we are about to start pushing out more updates.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 3:09 pm
by Xhuis
John_Oxford wrote:-snip-
Thanks for all the feedback! I plan to replace the Syndicate infiltrator with a submarine, yes, but I likely won't be doing any more changes in that regard besides a retheme, as the Box replacement is just a proof of concept. Mining will still be on lavaland. Fauna wan't be a problem unless you're at the extreme depths near Site Alpha, and each different area won't be separated by such a gigantic depth gap. Even if I wanted to, it's been made clear that multiple z-levels is bad and I'm not really allowed to do them.
Zilenan91 wrote:-snip-
I feel that an underwater setting allows for more freedom and creativity mechanically. It would make the game more interesting without completely changing its fundamentals, and that's why I want to do it.
As for the other server, I believe that's Europa, and it's pretty much dead as far as I know. Nonetheless, they're a Bay fork, and their code is likely different from ours regardless.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 3:23 pm
by lzimann
You said that that high-security areas are going to flood faster, how do you plan implenting this so the "deeper" area doesn't affect the less deep areas?

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 3:24 pm
by DemonFiren
Is there anything John_Shillford can't insert gunsmithing into?

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 4:18 pm
by Xhuis
lzimann wrote:You said that that high-security areas are going to flood faster, how do you plan implenting this so the "deeper" area doesn't affect the less deep areas?
Deep-sea water is simulated to be of lower depth, and this is the stuff that surrounds high-security areas (only in the new map, BoxStation revamp will just have slightly deep water everywhere). You can't move deep-sea water higher up due to to the way ocean tiles will work.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 9:25 pm
by InsaneHyena
[youtube]sBjmtEpGl1Y[/youtube]

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 9:31 pm
by Nienhaus
Xhuis wrote:
Zilenan91 wrote:-snip-
I believe that's Europa, and it's pretty much dead as far as I know. Nonetheless, they're a Bay fork, and their code is likely different from ours regardless.
But Europa isn't dead. I just said in the post above you what's going on.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 10:31 pm
by Xhuis
Nienhaus wrote:
Xhuis wrote:
Zilenan91 wrote:-snip-
I believe that's Europa, and it's pretty much dead as far as I know. Nonetheless, they're a Bay fork, and their code is likely different from ours regardless.
But Europa isn't dead. I just said in the post above you what's going on.
Didn't see your post, don't need to get hissy about it. If Europa isn't dead and there's actually some updates instead of silence for months, I'd be more than happy to leave it to you.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 18, 2016 11:42 pm
by Screemonster
Are explosions in water gonna have colossal fuckin' wreck-your-shit pressure waves but not affect people not-in-water 'cause if so that is the tightest shit ever

Re: AquaStation: A brighter station, underwater

Posted: Sun Jun 19, 2016 12:17 am
by Xhuis
Screemonster wrote:Are explosions in water gonna have colossal fuckin' wreck-your-shit pressure waves but not affect people not-in-water 'cause if so that is the tightest shit ever
I don't know how explosions work underwater - probably not.

Re: AquaStation: A brighter station, underwater

Posted: Sun Jun 19, 2016 2:11 am
by paprika
I coded water a while ago, see: remie richard's example. The difference is I made water non-transparent (until it floods a tile) and added overlays (using the fire mob overlay layer) to show that people were submerged: feet deep, waist deep, and finally flooded. It adds a lot of immersion if you're not drowning until there's enough water on the tile and the tile is hidden until you're actually UNDER the water.

Good luck.

Re: AquaStation: A brighter station, underwater

Posted: Sun Jun 19, 2016 1:57 pm
by John_Oxford
DemonFiren wrote:Is there anything John_Shillford can't insert gunsmithing into?
if you can find it, i'll adjust the gunsmithing concept to fit it

penlights getting a new sprite?
penlights now shoot customizable bullets

i dont always shill, but when i do, it sure is hell is going to involve gunsmithing.
stay murican my friends.

Re: AquaStation: A brighter station, underwater

Posted: Sun Jun 19, 2016 2:17 pm
by Wyzack
In spite of it all I still really think the ability to modify firearms should be a thing

Re: AquaStation: A brighter station, underwater

Posted: Sun Jun 19, 2016 3:22 pm
by DemonFiren
paprika wrote:I coded water a while ago, see: remie richard's example. The difference is I made water non-transparent (until it floods a tile) and added overlays (using the fire mob overlay layer) to show that people were submerged: feet deep, waist deep, and finally flooded. It adds a lot of immersion if you're not drowning until there's enough water on the tile and the tile is hidden until you're actually UNDER the water.

Good luck.
Damn straight, being immersed in water adds immersion.

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 24, 2016 5:50 pm
by MrEousTranger
How would one remove water from a filled room.
and would water flood in from a tile breach??




what ever the answer DO THIS SHIT

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 24, 2016 9:34 pm
by Saegrimr
Are there gonna be escort missions?
MrEousTranger wrote:How would one remove water from a filled room.
and would water flood in from a tile breach??
Floor scrubbers could pull double duty on that.

The hilarious part would be people running in to try and stop a flood and slipping everywhere then drowning.

Re: AquaStation: A brighter station, underwater

Posted: Fri Jun 24, 2016 9:38 pm
by DemonFiren
You shouldn't slip once the water reaches a certain depth in a room. You should be slowed down, of course, but not necessarily slip.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 25, 2016 3:06 am
by Xhuis
MrEousTranger wrote:How would one remove water from a filled room.
and would water flood in from a tile breach??
Metal foam will nullify water it comes in contact with, and R&D would be able to develop tools for easy water manipulation.
If a part of the station that's exposed to the ocean is breached, everything exposed to it would eventually be flooded. Once the breach is sealed off, the water would spread out evenly around whatever space it can.

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 25, 2016 8:35 am
by Alex Crimson
Sounds very interesting. could a station like this even be part of the rotation? Or would it require a completely separate server with different... code? I dont know.

Seems like a massive project. Not only would you need to redesign the station to a more underwater theme, but you would need to mess with a lot of the items/departments. Even Airlocks would need to work differently to be "realistic", right?

Re: AquaStation: A brighter station, underwater

Posted: Sat Jun 25, 2016 3:24 pm
by Xhuis
Alex Crimson wrote:Sounds very interesting. could a station like this even be part of the rotation? Or would it require a completely separate server with different... code? I dont know.

Seems like a massive project. Not only would you need to redesign the station to a more underwater theme, but you would need to mess with a lot of the items/departments. Even Airlocks would need to work differently to be "realistic", right?
The basic functionalities wouldn't be all that hard to accomplish with what we have right now. I already have water coded (although not spreading), as well as floodlocks replacing firelocks and fire alarms having the added functionality of sensing water. I'm working on a BoxStation variant that's situated underwater, mainly to test if the concept has any merit among the players. On it, the entire station is surrounded by moderately deep water (500 meters) and EVA's space suits have been replaced with dive suits. I'm still working on underwater content that won't just make it a barren seabed, but I should have a proof-of-concept playable by early July.

Re: AquaStation: A brighter station, underwater

Posted: Sun Jun 26, 2016 10:12 pm
by MrEousTranger
you deserve a medal :)
from what i'm hearing this might be my new favorite station
but it might be good to also have it when your out in the water you suffer from
High pressure damage and cold damage
and will require a pressurized suit (like a space suit????)
to keep you from dying. though you could probobly skip that
saying as I wouldn't know how hard that could be to code.

unless this station is like in the Bahamas and 7 feet below the surface.
and how about solars? thx, love the map

ps. keep up the fantastic work ;)
pps. shit I just thought of this but what about laaaavvaaa laaannnddd???
are you just going deeper into a trench that leads you
to a portal that teleports you to another dimension
pacific rim style??

Re: AquaStation: A brighter station, underwater

Posted: Sun Jun 26, 2016 11:19 pm
by Xhuis
MrEousTranger wrote:snip
Thanks for the praise. To answer your questions, the BoxStation variant is 500 meters deep. Standing outside will induce rapid death unless you're wearing a dive suit and have internals.

Re: AquaStation: A brighter station, underwater

Posted: Mon Jun 27, 2016 12:04 am
by MrEousTranger
Xhuis wrote:
MrEousTranger wrote:snip
Thanks for the praise. To answer your questions, the BoxStation variant is 500 meters deep. Standing outside will induce rapid death unless you're wearing a dive suit and have internals.
badass

Re: AquaStation: A brighter station, underwater

Posted: Tue Jul 26, 2016 5:17 pm
by Xhuis
Welp, Europa is dead. They've stopped work on it. That means that the reason I stopped working on AquaStation no longer exists, so I'll start some more work on this when I get the time.

Re: AquaStation: A brighter station, underwater

Posted: Tue Jul 26, 2016 6:02 pm
by MrEousTranger
Xhuis wrote:Welp, Europa is dead. They've stopped work on it. That means that the reason I stopped working on AquaStation no longer exists, so I'll start some more work on this when I get the time.
Glad to hear it can't wait to see some screenshots.

Re: AquaStation: A brighter station, underwater

Posted: Wed Jul 27, 2016 3:20 am
by PKPenguin321
So you've got custom weather events and such in this, right? I'd assume you also have custom "deep space" z-levels (which are now deep ocean or something)?

If you've actually got this kind of stuff down, then maybe some day if/when this is finished we can re-purpose a bunch of code for an on-planet station, too!

Super cool project, I'm really hype!

Re: AquaStation: A brighter station, underwater

Posted: Fri Jul 29, 2016 6:27 pm
by Not-Dorsidarf
How does the singuloth/tesla work with this?

Re: AquaStation: A brighter station, underwater

Posted: Thu Aug 18, 2016 5:01 am
by Supermichael777
i would assume our lord and savior would rapidly expand to enormous size and start a vortex of water that tears the station apart before the planet is ripped apart. The Goofball would probably just fizzle and kill all life within about a kilometer

Re: AquaStation: A brighter station, underwater

Posted: Thu Aug 18, 2016 5:40 am
by Armhulen
Supermichael777 wrote:i would assume our lord and savior would rapidly expand to enormous size and start a vortex of water that tears the station apart before the planet is ripped apart. The Goofball would probably just fizzle and kill all life within about a kilometer
finally the turbine can get the respect it DESERVES

Re: AquaStation: A brighter station, underwater

Posted: Tue Aug 23, 2016 9:09 pm
by Xhuis
Forgot all about this thread.

Kor expressed that he would rather have a separate codebase or server entirely and my PR was closed. Don't expect this now or ever.

Re: AquaStation: A brighter station, underwater

Posted: Tue Aug 23, 2016 9:11 pm
by Wyzack
Well if the sucess of the recent Fallout code branch is any indication people go batshit nuts over ss13 spinoffs

Re: AquaStation: A brighter station, underwater

Posted: Tue Aug 23, 2016 9:29 pm
by MrEousTranger
Aw... Man this had so much potential.

Re: AquaStation: A brighter station, underwater

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