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Re: spooky russian codebase

Posted: Tue Mar 07, 2017 12:47 am
by Atticat

Bottom post of the previous page:

Looking down at the halls through the windows as captain sounds incredibly dope. This open up so many great possibilities for lavaland, too.



Are we gonna implement a jump button?

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 1:09 am
by cedarbridge
Atticat wrote:Looking down at the halls through the windows as captain sounds incredibly dope. This open up so many great possibilities for lavaland, too.
GHOST
TOWERS

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 6:37 am
by Steelpoint
Speaking of Lavaland, I had a idea for a partial remake of the Lavaland mining base if we get multi-z levels, create a sort of proper upper landing zone.
Spoiler:
Image
Spoiler:
Image

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 6:42 am
by iamgoofball
WE CAN MAKE A DWARF FORTRESS MAP

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 7:13 am
by Steelpoint
Alternative idea to have the mining base be in three levels. This includes a underground level, the ground floor and the upper level.
Spoiler:
Image

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 8:49 am
by Ricotez
I'm not really sure how much more stress every z-level is going to add, if you have a station with 3 levels and a mining base with 3 levels that's 4 new z-levels and 4*255 new turfs.

And atmos processing is going to become more complicated with inter-z-level interaction.

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 9:02 am
by Remie Richards
Ricotez wrote:I'm not really sure how much more stress every z-level is going to add, if you have a station with 3 levels and a mining base with 3 levels that's 4 new z-levels and 4*255 new turfs.

And atmos processing is going to become more complicated with inter-z-level interaction.
Not much more, atmos tiles move in 4 directions, this would up it to 6 (UP and DOWN are byond dirs)

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 10:55 am
by Steelpoint
Maps looks much nicer with the new vg lighting, here's a ingame image of the level 1 of RusStation.
Spoiler:
Image

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 10:56 am
by DemonFiren
isn't it absurd that it took years of development for an atmospheric toolboxing simulator to have atmosphere

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 10:57 am
by Remie Richards
DemonFiren wrote:isn't it absurd that it took years of development for an atmospheric toolboxing simulator to have atmosphere
You know that's not what that meeeeeaaaans!

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 4:09 pm
by Saul_Myers
Heard you need a cyka from vodkaland.
Native russian reporting in.
I know jack shit about programming, but I aspire to become a translator. Already translated at least a part of one game to russian, translating to english is usually much easier.
I'll be glad to help.
tbh english is my drug. I find myself thinking in english, sometimes speaking to myself in english and it brings great joy to me. I'll be really happy to offer any help I can.

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 4:14 pm
by DemonFiren
As German I know that feel, but when do we Germans ever get any crazy programmers?

Re: spooky russian codebase

Posted: Tue Mar 07, 2017 6:25 pm
by Remie Richards
Saul_Myers wrote:Heard you need a cyka from vodkaland.
Native russian reporting in.
I know jack shit about programming, but I aspire to become a translator. Already translated at least a part of one game to russian, translating to english is usually much easier.
I'll be glad to help.
tbh english is my drug. I find myself thinking in english, sometimes speaking to myself in english and it brings great joy to me. I'll be really happy to offer any help I can.
1. Thanks for the help, but I've rolled my own custom system for efficiency
2. This is very common for people who speak a second language, you tend to think in it more often and make better decisions in it (due to your brain having to work harder, it takes longer, and thus ends up thinking on decisions for longer tending to an overall improvement in judgement)

Re: spooky russian codebase

Posted: Wed Mar 08, 2017 12:03 pm
by Scott
It looks pretty good, it's only missing Remie's south 3D thing.

Re: spooky russian codebase

Posted: Wed Mar 08, 2017 12:35 pm
by Alipheese
The fact this is actually a possible thing and its being worked on is making me moist. Keep going.

Re: spooky russian codebase

Posted: Wed Mar 08, 2017 12:57 pm
by DemonFiren
One step closer to 3Dspessmen.

Re: spooky russian codebase

Posted: Sat Mar 11, 2017 7:13 pm
by WJohnston
Hey remie, just curious, would it be possible to give lower z levels a pixel offset? Like maybe 16 or 24 or even 32 pixels down. I think it'd be useful to see vertical stretches of walls to give the impression of verticality.

Also, how feasible would it be to see things above you? It'd really help if, when you're in an open room, you can see multiple z levels above you, like balconies. There's a severe disconnect when you can only look down that way.

Re: spooky russian codebase

Posted: Sat Mar 11, 2017 7:22 pm
by Remie Richards
WJohnston wrote:Hey remie, just curious, would it be possible to give lower z levels a pixel offset? Like maybe 16 or 24 or even 32 pixels down. I think it'd be useful to see vertical stretches of walls to give the impression of verticality.

Also, how feasible would it be to see things above you? It'd really help if, when you're in an open room, you can see multiple z levels above you, like balconies. There's a severe disconnect when you can only look down that way.
entirely possible to shift it, yes, I've considered it myself, but I won't test that until it's all done and ready.

There won't be any "seeing up", but you will be able to throw your client's eye up one z level (like lifeweb), allowing you to see the Z above as if you were on it (this means effectively seeing YOURSELF a z below), but only where there's holes, obviously.

Re: spooky russian codebase

Posted: Sat Mar 11, 2017 7:36 pm
by WJohnston
Hm, if I were to design a station around this, I'd have to make sure to include a pretty huge amount of 3d elements to really help with understanding your surroundings. Balconies and overpasses and whatnot are gonna be very common.

I think this'd be a lot of fun to work with.

Re: spooky russian codebase

Posted: Sat Mar 11, 2017 7:46 pm
by Okand37
This looks really pretty and would definitely be a great addition visually and gameplay wise. Now we can truly be agent 47 and snipe people from balconies!

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 11:47 am
by Remie Richards
Expect delays, I've just about lost all my goodwill for the SS13 community.

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 11:52 am
by Steelpoint
WJohnston wrote:Hm, if I were to design a station around this, I'd have to make sure to include a pretty huge amount of 3d elements to really help with understanding your surroundings. Balconies and overpasses and whatnot are gonna be very common.

I think this'd be a lot of fun to work with.
The Russian Station is a good showcase for this, it makes good usage of the added dimension.
Remie Richards wrote:Expect delays, I've just about lost all my goodwill for the SS13 community.
A shame, hope you'll regain your goodwill over time.

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 1:11 pm
by Doctor Pork
Remie Richards wrote:Expect delays, I've just about lost all my goodwill for the SS13 community.
:honkman: :revolver:

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 6:47 pm
by Ricotez
don't expect anything good ever from this community

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 7:23 pm
by TheColdTurtle
What happened remie?

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 8:45 pm
by PKPenguin321
>see a remie post in the thread
>excited as fuck
>read the post
>die inside

A bunch of cunts emerged from the woodworks to bully Remie on a github PR, a lot from outside our community but some from ours. Like it was a little disagreement but then a bunch of people just swooped in with straight up name calling and outright hostility.

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 8:47 pm
by Qbopper
PKPenguin321 wrote:>see a remie post in the thread
>excited as fuck
>read the post
>die inside

A bunch of cunts emerged from the woodworks to bully Remie on a github PR, a lot from outside our community but some from ours. Like it was a little disagreement but then a bunch of people just swooped in with straight up name calling and outright hostility.
ITT: genuine rage

what the fuck, that's ridiculous

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 9:19 pm
by Ricotez
ITT: Why coders don't trust the community and why we can't have nice things.

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 9:29 pm
by oranges
a thin skin won't get you very far in life

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 9:29 pm
by Remie Richards
oranges wrote:a thin skin won't get you very far in life
Neither does needlessly shitting on people, but you wouldn't know that would you?

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 9:30 pm
by oranges
I dunno I've got pretty far so far.

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 9:32 pm
by oranges
It would be a shame if some childish bigots stopped you contributing to something you enjoy doing Remie, I just dont' want to see them win is all.

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 9:34 pm
by Remie Richards
Nice save fruit man.

Keyword was "delays", not cancellation.
I have lost a lot of my goodwill for some people at this point, but I also don't want the people I do still care about to miss out just because of some pathetic individuals.

Re: spooky russian codebase

Posted: Sun Mar 12, 2017 11:35 pm
by Qbopper
your avatar is hot so you must be a good person

seriously though, hope it didn't get to you too badly

Re: spooky russian codebase

Posted: Mon Mar 13, 2017 9:47 am
by Ricotez
I'll fight them

Re: spooky russian codebase

Posted: Tue Mar 14, 2017 5:16 pm
by Doctor Pork
heck those people

HECK THEM RIGHT IN THEIR HECKIN BUTTS

Re: spooky russian codebase

Posted: Wed Mar 15, 2017 3:47 pm
by TrustyGun
I hope you didnt give up on this project, it seemed legitimately cool and interesting

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 3:37 am
by JStheguy
PKPenguin321 wrote:>see a remie post in the thread
>excited as fuck
>read the post
>die inside

A bunch of cunts emerged from the woodworks to bully Remie on a github PR, a lot from outside our community but some from ours. Like it was a little disagreement but then a bunch of people just swooped in with straight up name calling and outright hostility.
Spacemen will never be able to into depth. :sad:

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 5:05 am
by iamgoofball
hey listen

Sorry about getting angry over the statue

It was just a shitty sprite

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 5:05 am
by iamgoofball
Also if you're quitting and or delaying drop the source

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 5:09 am
by D&B
I mean you did turn what was supposed to be a memorial based on someone's death into a gender issue for no reason since anyone could see that the sprite was androgynous.

Not that I condone what happened, but you opened that can of worms on your own.

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 6:43 am
by WJohnston
cat's out of the bag abort ABORT

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 9:05 am
by Remie Richards
D&B wrote:I mean you did turn what was supposed to be a memorial based on someone's death into a gender issue for no reason since anyone could see that the sprite was androgynous.

Not that I condone what happened, but you opened that can of worms on your own.
No disrespect was meant, in fact, that was the whole point.
It was expanded from a memorial to Arc, to a memorial for everyone, it was about being inclusive and respectful
So GOD forbid I suggest we go a tiny bit further to make sure it's doing what it should, and I'm shat all over? Totally fair right guys, totally.
WJohnston wrote:cat's out of the bag abort ABORT
?

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 1:16 pm
by MMMiracles
I want to live in a world where I can elbow-drop the HoS from the third story as a clown.

Don't take this away from me. please.

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 2:31 pm
by Remie Richards
It's not over, just delayed.
I need time to actually work on it, so it'll probably be the weekend.

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 4:40 pm
by ShadowDimentio
Changing zlevels or looking on different zlevels is definitely going to require some new hotkeys and HUD buttons.

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 5:28 pm
by Atticat
For anybody interested, the IP for the spooky russian server is byond://ss13.ru:2511


We should really host it sometime on the third server.
Space Station 13 2017-03-16 134950.png

Re: spooky russian codebase

Posted: Thu Mar 16, 2017 6:32 pm
by Remie Richards
ShadowDimentio wrote:Changing zlevels or looking on different zlevels is definitely going to require some new hotkeys and HUD buttons.
this is correct, yes.
My plan is for a little head looking up to slide out onto your UI when you can look up, and slide off again when you can't, when it's enabled it'll instead look straight forward, to indicate you can look back at your normal Z.

Going up and down with items (jetpacks) or abilities (xenos?) will just be action buttons.

Re: spooky russian codebase

Posted: Fri Mar 17, 2017 12:51 pm
by confused rock
Ctrl pgup/down for flight would be fuckin sick tho

Re: spooky russian codebase

Posted: Fri Mar 17, 2017 12:55 pm
by DemonFiren
Remie Richards wrote:
ShadowDimentio wrote:Changing zlevels or looking on different zlevels is definitely going to require some new hotkeys and HUD buttons.
this is correct, yes.
My plan is for a little head looking up to slide out onto your UI when you can look up, and slide off again when you can't, when it's enabled it'll instead look straight forward, to indicate you can look back at your normal Z.

Going up and down with items (jetpacks) or abilities (xenos?) will just be action buttons.
>slide out heads
Spoiler:
Image
Implement children when?

Re: spooky russian codebase

Posted: Fri Mar 17, 2017 1:39 pm
by Remie Richards
DemonFiren wrote: >slide out heads
Spoiler:
Image
Implement children when?
Amusingly, not far off.
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