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Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 6:24 pm
by Remie Richards

Bottom post of the previous page:

Loonikus wrote:I think we are all forgetting the most important questions:

1. When is Metastation going to be remapped for this?

2. Where is Ians sprite?

3. Will there be ERP verbs? (ERP animations?)

4. Is the clown going to be in 4k resolution? If no, why not?

5. Fat sprites when?
1. Never, Worst map

2. No dog yet

3. No

4. technically with 3D models --> 2D sprites any resolution could be supported

5. Not unless we have a good way of scaling up normal animations/sprites.

Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 6:29 pm
by MMMiracles
Remie Richards wrote: 1. Never, Worst map
such heresy, spouting such haram things about the glorious map, filthy infidel.

Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 8:49 pm
by DemonFiren
Once you have found a way of scaling up, does that mean we'll get lizards?

Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 8:57 pm
by Remie Richards
DemonFiren wrote:Once you have found a way of scaling up, does that mean we'll get lizards?
that's not even funny. get out.

Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 9:17 pm
by Malkevin
Pls borgs yes but no all seeing a-eye

Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 9:23 pm
by Remie Richards
yes borgs yes AI is what I want.

Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 9:29 pm
by DemonFiren
Remie Richards wrote:
DemonFiren wrote:Once you have found a way of scaling up, does that mean we'll get lizards?
that's not even funny. get out.
Being unfunny is half my job.

Re: SS13 Remake Source

Posted: Sun Feb 08, 2015 10:02 pm
by Cuboos
HURRY UP WITH THE SOUND ENGINE

Re: SS13 Remake Source

Posted: Tue Feb 10, 2015 4:47 am
by DanielRatherman
Image

Tried to make an Autolathe, or Circuit Printer or somethin.

Re: SS13 Remake Source

Posted: Tue Feb 10, 2015 9:52 pm
by EndgamerAzari
Goddamn, dude, that's impressive.

Re: SS13 Remake Source

Posted: Wed Feb 11, 2015 5:02 am
by DanielRatherman
Image

Destructive Analyzer.

Seems like the spritebus has slowed down a bit- any particular reason?

Re: SS13 Remake Source

Posted: Wed Feb 11, 2015 5:25 am
by DanielRatherman
Could pretty easily be changed, if it looks that disagreeable. I figured the crappy beige plastic of 1970s-80s era computers was part of the retrofuture mandate- but it can be adjusted if need be.

What machine should I try to make next? Guessing we'll need hydroponics, kitchen, and RnD tech no matter how things are arranged?

Re: SS13 Remake Source

Posted: Wed Feb 11, 2015 10:44 am
by DemonFiren
Do you guys have a basic computer frame yet? If not, perhaps one is needed.
If so, display time, maybe.

Re: SS13 Remake Source

Posted: Fri Apr 03, 2015 3:00 pm
by Prophoem
Silvertorch had saved us! Now that the graphics engine is changed it is now cross platform and we can start working on the graphics. basically we aren't dead yet.

Re: SS13 Remake Source

Posted: Fri Apr 03, 2015 11:34 pm
by DanielRatherman
Oh? What discussion and asset submitting sites are still active? The artists chat and piratepad went unupdated for ages.

Re: SS13 Remake Source

Posted: Sat Apr 04, 2015 11:26 am
by Jalleo
Artists are waiting or doing their own thing for now much of the main content is not there yet its near a beta stage now really.

Re: SS13 Remake Source

Posted: Sat Apr 04, 2015 11:27 am
by Malkevin
Oh, so its feature complete already?

Re: SS13 Remake Source

Posted: Sat Apr 04, 2015 4:46 pm
by Phiphler
I'm having mixed feelings about this project.

On one hand, moving to a new engine and fixing many of the underlying problems with BYOND is a dream for SS13. On the other hand, the choice of perspective, detail and language all irk me.

The imprecision of the BYOND version is what made me slowly, slooowllyyy lose interest in SS13, but my love for 2D spessmen has never died. In fact, I started to make a design document for an open source remake, with heavy emphasis on moddability, same perspective but many more degrees of freedom in movement, new types of UI objects to simplify and enhance immerssion etc. That project is obviously far from being playable as of now.

This remake seems to have one too many things that just don't work with it. To start with, perspective. As has been pointed out in this thread, the northside of wall objects are inaccessible. There is just no way to put anything there, as it is obscured by perspective. The characters are also taller in the Y dimension than in the X dimension (is the hitbox also rectangular? could have implications for combat). The animations look at bit awkward, but that is not a problem per se. The real problem is that every article of clothing, held object etc. needs to have animation frames to fit the chosen style, which means a ton more effort and many oppertunities for bugs. C# is also a non-free language, controlled by a monolithic corporation, with tools and documentation not freely available, which will narrow down code contributions to either those who already know C#, or study the code enough to be able to make limited contributions.

I'm trying to be enthustiastic, but at this point I don't know whether to hope or despair, and thus my own project is kind of frozen as well (will it be a colossal waste of time, or 2D spessmen as we want it?).

Re: SS13 Remake Source

Posted: Sat Apr 04, 2015 6:00 pm
by fartman
Phiphler wrote:C# is also a non-free language, controlled by a monolithic corporation, with tools and documentation not freely available
:lol:

Re: SS13 Remake Source

Posted: Sat Apr 04, 2015 7:34 pm
by Remie Richards
I got Visual Studio 2010 AND 2013 complete from this Monolithic corporation because they're nice enough to do deals with colleges.
Got a shit load more from them too.

You can get Visual Studio express for working in C#.

Microsoft's website has almost endless pages on C# and there now defunct XNA stuff.

Re: SS13 Remake Source

Posted: Thu Apr 09, 2015 12:49 am
by Fayrik
Remie Richards wrote:You can get Visual Studio express for working in C#.
Or you could get Monodevelop. And have it work. For free. And opensourced.
Probably a good idea to do that, since the project's aiming for cross compatibility anyway, Monodevelop and Visual Studio don't see eye to eye on everything, so using the linux compatible one will probably help out in the long run.

Re: SS13 Remake Source

Posted: Thu Apr 09, 2015 12:55 am
by Remie Richards
While true, but C# is only windows dependant if you write it that way.

You CAN make decisions such as using Mono Vs. Xna to have better multi platform support yes.
But the official tool for C# development is Visual studio.

Re: SS13 Remake Source

Posted: Thu Apr 09, 2015 10:22 pm
by Nienhaus
I would like to call back all the spriters to #spacebus, stuff is happening.

Re: SS13 Remake Source

Posted: Fri Apr 10, 2015 11:31 am
by Jalleo
Its nice to see how everything is developing smoothly. There is also a community version of visual studio 2013 i believe.

Re: SS13 Remake Source

Posted: Fri Apr 10, 2015 11:34 am
by Ricotez
I was sceptical at first but you guys seem to have this thing under control, mind if I hang out in #spacebus some time?

Re: SS13 Remake Source

Posted: Sat Apr 11, 2015 7:38 pm
by Nienhaus
Ricotez wrote:I was sceptical at first but you guys seem to have this thing under control, mind if I hang out in #spacebus some time?
Anyone is free to join.