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;_;7

PostPosted: Tue Sep 23, 2014 5:23 pm
by ColonicAcid
Rip in peace /nt/station.

you will be missed.

Re: ;_;7

PostPosted: Tue Sep 23, 2014 9:26 pm
by peoplearestrange
Indeed, a great testing ground and brought a lot of really interesting ideas to the code. Hopefully the coders will apply some NT stuff to the TG code. (I guess a lot of things have started already, e.g. Drones)

Re: ;_;7

PostPosted: Tue Sep 23, 2014 11:06 pm
by Jalleo
peoplearestrange wrote:Indeed, a great testing ground and brought a lot of really interesting ideas to the code. Hopefully the coders will apply some NT stuff to the TG code. (I guess a lot of things have started already, e.g. Drones)



The final solution to the glazing over of not enough additions almost break a community in two and create a second codebase. How many more things could of gone wrong. Let us allcnow focus on making the game code far better and faster. The new features are the biggest push for this.

Re: ;_;7

PostPosted: Thu Sep 25, 2014 12:37 am
by MrSnapwalk
Hey folks. I'd like to express my gratitude to all the folks in #nanobus, all the contributors on GitHub, and of course the Artyom playerbase for making /NT/station and Artyom a great project. It's sad to see this codebase go, but I hope that the innovations we made here serve the rest of the Space Station 13 community well. Also, don't forget - if you ever want to have a quick chat with the Nanofriends, stop by #nanobus on Rizon. We're still hanging out there!

Image
~~2014 - 2014~~

Re: ;_;7

PostPosted: Thu Sep 25, 2014 3:19 am
by Jordie0608
I feel I should point out that Artyom closing down doesn't mean the code project is dead, you can still develop it and find another server to host it from.

Re: ;_;7

PostPosted: Thu Sep 25, 2014 3:42 am
by Lovecraft
This project created one server and by the time it ended killed two.

Re: ;_;7

PostPosted: Thu Sep 25, 2014 3:58 am
by Nienhaus
Jordie0608 wrote:I feel I should point out that Artyom closing down doesn't mean the code project is dead, you can still develop it and find another server to host it from.

Considering we don't actually have a maintainer besides Remie who is now doing it for Coderbus, no it's dead. This is me calling it.

Re: ;_;7

PostPosted: Thu Sep 25, 2014 4:06 am
by Psyentific
When can we bring back Sibyl2?

Re: ;_;7

PostPosted: Thu Sep 25, 2014 4:10 am
by oranges
Lovecraft wrote:This project created one server and by the time it ended killed two.

No, thats dishonest, the forum split and a drop in players killed basil. Don't make this a place to take out your anger on basils death.

Lets just focus on this
MrSnapwalk wrote:Hey folks. I'd like to express my gratitude to all the folks in #nanobus, all the contributors on GitHub, and of course the Artyom playerbase for making /NT/station and Artyom a great project. It's sad to see this codebase go, but I hope that the innovations we made here serve the rest of the Space Station 13 community well. Also, don't forget - if you ever want to have a quick chat with the Nanofriends, stop by #nanobus on Rizon. We're still hanging out there!

:+1:

Re: ;_;7

PostPosted: Fri Sep 26, 2014 8:38 am
by Incomptinence
Thanks for making chef more fun with custom food and freeing botonists to grow whatever they want and not be griefing the poor chef. Screw the recipe system, 5 different growns to make a generic looking stew no one outside service would get excited about.

Re: ;_;7

PostPosted: Fri Sep 26, 2014 8:46 am
by Psyentific
Psyentific wrote:When can we bring back Sibyl2?

>Midday, thursday, late september
>~60 people on Sibyl
>Evening, friday/saturday
>70-80 people on Sibyl

We actually do have enough people for Sibyl2. Just take down Basil, toss up Sibyl2 on Ye Grande Olde Metastation. Or Box. The biggest reason basil isn't getting players is because Basil's ded and also Mini is awful. Push it past 15 on off-hours and 20-25 on primetime and I'll be satisfied.

Re: ;_;7

PostPosted: Fri Sep 26, 2014 4:02 pm
by miggles
i still never understood the hate but hey oh well
this was gonna happen anyway, sibyl is just too overpopulated for there to be any sustainable playerbase

Re: ;_;7

PostPosted: Sat Sep 27, 2014 1:32 am
by paprika
Fuck you all you never appreciated me

socks will be on /tg/ code by the end of the year mark my words

Re: ;_;7

PostPosted: Sat Sep 27, 2014 3:50 am
by Nienhaus
paprika wrote:Fuck you all you never appreciated me

socks will be on /tg/ code by the end of the year mark my words

Who said I didn't appreciated you? You annoyed me sometimes(aka like most people) but you were normally pretty nice to me.

Re: ;_;7

PostPosted: Sat Sep 27, 2014 8:44 am
by miggles
paprika you did a shit load of work for NT and i really appreciated that

Re: ;_;7

PostPosted: Sat Sep 27, 2014 1:47 pm
by ColonicAcid
#2 will be reborn in a flurry of flames and it'll shine in the sky like a phoenix.

if only we changed the map from ministation to metastation.

Re: ;_;7

PostPosted: Sat Sep 27, 2014 3:08 pm
by paprika
I actually did all the work on NT so HBL wouldn't ban me for trolling OOC every time I played

It was all pretty half-assed anyway but I do plan on porting a lot of the shit I put on NT to /tg/ once I clean up the code significantly. Like the manifest for example, it's going to need a lot of work before /tg/ can use it because of how bay handles their jobs.

Re: ;_;7

PostPosted: Sat Sep 27, 2014 7:45 pm
by miggles
i kind of abandoned the project over the summer in case anyone couldnt tell, but i never said anything because i really hoped i would have a reason to come back
whether or not that contributed to the death of artyom, i dont know, though i didnt really do much aside from merge things
remie did a much better job of that
earlier in the year if you had told me artyom would die in like 7 months i would be like "no im going to prevent that from happening" but now i just dont really care

Re: ;_;7

PostPosted: Sun Sep 28, 2014 3:16 am
by paprika
Remie should have always been a /tg/ maintainer and I'm glad remie being brought on as a maintainer made giacom fuck off too this is pretty much the best of both worlds. Also, this might not come as a surprise, but pretty much everyone knew that NT would die pretty quickly. It was a great way to test out code for /tg/ especially with highly experimental projects though and teach new people like me to get into coding. All the bugs I caused like invisible stechkin mags really taught me to triplecheck shit for the good of the server and being active in changing shit that people complained about was fun as hell and really rewarding even if it meant i played less.

NT was born out of erro drama and associated with him and some kind of 'rebellion' which wasn't really what it was. But it was always gonna be like that anyway.

If Metacide ever comes back and updates metastation on /tg/ code for basil I'm sure the sybil 2 regulars will gravitate towards it again, no worries. /tg/ is getting progressively less popular with the drama but I think it's going through kind of a painful transitional period where the admin policies are being looked at again and new administration is being brought on to help shape it. There's a lot of evidence for that with the grey tide, murderbone, and character naming policy discussions going on right now.

Re: ;_;7

PostPosted: Sun Sep 28, 2014 5:28 am
by Psyentific
And honestly, I'm pretty happy with the direction /tg/ is going. I've always been a proponent of "back to the roots", in its various forms and my various ways. The closer we, as a community, can get and stay to /tg/, the better.

Re: ;_;7

PostPosted: Sun Sep 28, 2014 8:49 am
by miggles
i dont really think tg is getting any closer to its roots but thats not relevant

also, giacom left? i didnt know. and because of remie? win/win

Re: ;_;7

PostPosted: Sun Sep 28, 2014 9:09 am
by Nienhaus
I kinda want to know the story of Giacom leaving.

Re: ;_;7

PostPosted: Sun Sep 28, 2014 2:34 pm
by Remie Richards
From what cheri told me, and this quote is going to be slightly wrong because I can't remember it well:

IRC+FaultyMemory wrote:Cheridan: Giacom threw a shitfit and said "he wasn't going to be maintaing your shit anymore"


It was me who asked a question before this so I assume "Your" refers to myself.

Re: ;_;7

PostPosted: Mon Sep 29, 2014 12:15 pm
by Tokiko2
The whole drama associated with this was a real shame. Rip NT.

But more importantly: Rip Basil.

Re: ;_;7

PostPosted: Tue Sep 30, 2014 5:48 am
by paprika
It'll be back.

Re: ;_;7

PostPosted: Tue Sep 30, 2014 1:15 pm
by Lovecraft
How'll Basil be back?
Will it be the same?

Re: ;_;7

PostPosted: Wed Oct 01, 2014 10:44 am
by paprika
>get a new active map maker
>get a group of people who like playing on a fresh map instead of box
>circlejerk on lowpop and erp a lot
>???
>profit

Re: ;_;7

PostPosted: Wed Oct 01, 2014 8:50 pm
by miggles
ban erp

Re: ;_;7

PostPosted: Sun Oct 05, 2014 12:14 pm
by Mat13295
>Implying that would do anything aside removing players who have a spessmen fucking fetish
MIggles pls

Re: ;_;7

PostPosted: Sun Oct 05, 2014 5:08 pm
by Cipher3
It's funny because right now people are complaining that Coderbus doesn't merge any player suggestions and I'm like, We had something for that guys.

Re: ;_;7

PostPosted: Sun Oct 05, 2014 7:06 pm
by miggles
Mat13295 wrote:>Implying that would do anything aside removing players who have a spessmen fucking fetish
MIggles pls

um yeah thats the point

Re: ;_;7

PostPosted: Sun Oct 05, 2014 8:26 pm
by Mat13295
Which is what? 2 or 3 players tops? Really Miggles plz, you aren't going to get anything out of it besides losing the hilarity that is admin fuckery with erpers.

Re: ;_;7

PostPosted: Thu Oct 09, 2014 7:08 pm
by ColonicAcid
which gets old after the the second time said admin spawns pie splashes/corgis/bears/crabs/whatever.

Re: ;_;7

PostPosted: Thu Oct 09, 2014 8:54 pm
by paprika
computer, load up celery man please