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Re: spooky russian codebase

Posted: Fri Mar 17, 2017 1:39 pm
by Remie Richards

Bottom post of the previous page:

DemonFiren wrote: >slide out heads
Spoiler:
Image
Implement children when?
Amusingly, not far off.
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Re: spooky russian codebase

Posted: Sat Mar 18, 2017 1:48 pm
by Remie Richards
Update:
Gases spread between Zs now.
Next will be pipes + wires.
Then explosions (because it's like 2 lines).

And then I'll push an initial PR.
Timescale is probably for the end of the weekend.

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 1:52 pm
by Jazaen
Yay.
Are plasma fires going to spread through Z levels?

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 2:20 pm
by Reece
They should only spread upwards.

Also could this be used to go under the station? Nuke ops breaching from below, jetpacking up through the floor to messup the crew would be funny if balance destroying

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 3:43 pm
by Remie Richards
Jazaen wrote:Yay.
Are plasma fires going to spread through Z levels?
Yes, they should already, but if not it's only a one line change iirc.
Reece wrote:They should only spread upwards.
Smoke would only go up, I'm sure blazing infernos would go wherever there's flammable gases, so it'll spread both ways :P
Reece wrote: Also could this be used to go under the station? Nuke ops breaching from below, jetpacking up through the floor to messup the crew would be funny if balance destroying
Yes, if someone makes a map that supports that.

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 3:51 pm
by ShadowDimentio
>There's been an entire lower and upper maintinence that nobody, absolutely nobody has touched in all the years of SS13
>What horrifying things must lurk there

Fund this

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 3:52 pm
by onleavedontatme
Remie Richards wrote: Yes, if someone makes a map that supports that.
What a coincidence

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 3:59 pm
by Remie Richards
ShadowDimentio wrote:>There's been an entire lower and upper maintinence that nobody, absolutely nobody has touched in all the years of SS13
>What horrifying things must lurk there

Fund this
well the map proposed atm (by Rico) is mostly box, but multi-z.
You'd definitely spot that command is suddenly an entire floor up :P

But yeah.

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 5:33 pm
by Bluespace
Multiple Z-levels really helps add to the whole "spacestation" feel that you get in some games.

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 8:17 pm
by Armhulen
There should be a heavily toxic and acidic gas that always flows down and never up

Re: spooky russian codebase

Posted: Sat Mar 18, 2017 8:52 pm
by DemonFiren
I don't know about acidic, but what the fuck is carbon dioxide?

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 11:20 am
by Reece
> Be chasing tator tot down hallway.
> He jumps down a level.
> Toss a can of opened plasmaafter him.
> Drop lighter down there.
> Stay toasty scumbag.

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 1:38 pm
by DemonFiren
Convection.

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 2:13 pm
by Reece
DemonFiren wrote:Convection.
Not a problem, plasma can be solid at room temp,should be a heavier than air gas.

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 2:23 pm
by Ricotez
I always thought that plasma gas was not actually a gas but rather a kind of plasma smoke; solid plasma particles suspended in the air.

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 2:26 pm
by Reece
Ricotez wrote:I always thought that plasma gas was not actually a gas but rather a kind of plasma smoke; solid plasma particles suspended in the air.
Incidentally I was just thinking the same thing, and how I might give a hand at coding plasma to 'settle' if not disturbed into a powder on the floor. But then realised that would fuck atmos, the new engine and bomb making something chronic.

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 3:58 pm
by Anonmare
Re-work atmos to be aerosolised chems when?

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 4:22 pm
by iamgoofball
Anonmare wrote:Re-work atmos to be aerosolised chems when?
I've tried this

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 6:24 pm
by DemonFiren
Reece wrote:
DemonFiren wrote:Convection.
Not a problem, plasma can be solid at room temp,should be a heavier than air gas.
I was specifically referring to convective heat transfer.

Re: spooky russian codebase

Posted: Sun Mar 19, 2017 6:46 pm
by Reece
DemonFiren wrote:
Reece wrote:
DemonFiren wrote:Convection.
Not a problem, plasma can be solid at room temp,should be a heavier than air gas.
I was specifically referring to convective heat transfer.
I don't have to take this racist abuse from you!

Re: spooky russian codebase

Posted: Wed Mar 22, 2017 10:39 pm
by Remie Richards
Pipes suck, might have to skip them for the first PR and defer to MSO or some other atmos wizard to bang their head against a wall for a few hours instead of mine.
Weird side note: the ancient "zvent" object... well it works, technically, it'll transfer gases between floors, though it does it in huge chunks, can't be built and has no on/off!
but it works! people (including myself) have done a p.decent job of hauling some ancient unused shitcode along to the point where it still works modern day, that's not too shabby.

Re: spooky russian codebase

Posted: Wed Mar 22, 2017 10:44 pm
by J_Madison
Remie Richards wrote:Pipes suck, might have to skip them for the first PR and defer to MSO or some other atmos wizard to bang their head against a wall for a few hours instead of mine.
Weird side note: the ancient "zvent" object... well it works, technically, it'll transfer gases between floors, though it does it in huge chunks, can't be built and has no on/off!
but it works! people (including myself) have done a p.decent job of hauling some ancient unused shitcode along to the point where it still works modern day, that's not too shabby.
That's great to hear Remie.
I look forward to trying out multi-zlevels. I appreciate the porting; very few codesplits have this kind of feature. It'll be the first for the biggest codebase.

I think gases and pipes should be skipped for now, unless it's absolutely vital.

Re: spooky russian codebase

Posted: Wed Mar 22, 2017 10:46 pm
by Remie Richards
well, gases on their own work fine going up/down levels, being scrubbed up and down levels, etc.
as far as atmos goes it's literally just pipes left.

I want to atleast attempt cross level power, and then explosions (two lines really for explosions) and then get a first pass PR out.

Re: spooky russian codebase

Posted: Wed Mar 22, 2017 10:47 pm
by PKPenguin321
Remie Richards wrote:well, gases on their own work fine going up/down levels, being scrubbed up and down levels, etc.
as far as atmos goes it's literally just pipes left.

I want to atleast attempt cross level power, and then explosions (two lines really for explosions) and then get a first pass PR out.
ITS almost HAPPENING
AAAAAAAAAAAAAAA

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 1:44 am
by Steelpoint
While I said I would be willing to port over the Russian Station should we ever get this multi-z level feature, but if we're going all in with Planet Station then I don't see a reason to dedicate time to a station that likely won't get used.

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 1:46 am
by PKPenguin321
Steelpoint wrote:While I said I would be willing to port over the Russian Station should we ever get this multi-z level feature, but if we're going all in with Planet Station then I don't see a reason to dedicate time to a station that likely won't get used.
Planetstation will be a map.

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 1:50 am
by Steelpoint
Meaning?

The project aims seem to be utterly replacing the server maps with just planet station, last I checked.

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 1:51 am
by PKPenguin321
Steelpoint wrote:Meaning?

The project aims seem to be utterly replacing the server maps with just planet station, last I checked.
No, that's a "long term possibility" which I'm sure won't even happen.

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 2:38 am
by Steelpoint
Well, we'll see.

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 3:11 am
by Haevacht
PKPenguin321 wrote:
Steelpoint wrote:While I said I would be willing to port over the Russian Station should we ever get this multi-z level feature, but if we're going all in with Planet Station then I don't see a reason to dedicate time to a station that likely won't get used.
Planetstation will be a map.
You have no say or control over this.

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 3:24 am
by PKPenguin321
Haevacht wrote:
PKPenguin321 wrote:
Steelpoint wrote:While I said I would be willing to port over the Russian Station should we ever get this multi-z level feature, but if we're going all in with Planet Station then I don't see a reason to dedicate time to a station that likely won't get used.
Planetstation will be a map.
You have no say or control over this.
I'm repeating what Kor said

Re: spooky russian codebase

Posted: Thu Mar 23, 2017 3:38 pm
by MercuryArrow
Huh, this is pretty neat actually. Will be interested in seeing what, if anything, comes of tinkering with it. Good find!

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 11:50 am
by Ricotez
oh shit now I actually have to finish porting boxstation to multiple Z-levels

uhh

any ideas beyond lifting Command up a floor? I suppose I could put a few Medical or Science rooms on a higher or lower floor

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 12:31 pm
by XDTM
Underfloor maint, then stitch departments closer together

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 5:01 pm
by cedarbridge
Ricotez wrote:oh shit now I actually have to finish porting boxstation to multiple Z-levels

uhh

any ideas beyond lifting Command up a floor? I suppose I could put a few Medical or Science rooms on a higher or lower floor
Move interdepartmental maint into underfloor paths We won't need the maint between departments anymore so we can move it under the floor and divide the departments with walls (R walls maybe) instead of using maint hallways.

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 5:05 pm
by iamgoofball
CHEMISTRY Z-LEVEL

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 5:07 pm
by Steelpoint
I think the Russian Station will help showcase to everyone the benefits, but also possibilities, of multi z-levels.

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 5:19 pm
by cedarbridge
Something being underestimated about new z-levels is it opens up space for more of certain job slots and also more rooms for new jobs. Instead of just bloating current departments, are there jobs that have been sidelined for lack of space that can now be accomodated with the extra space up and down that z-levels allow?

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 5:39 pm
by TrustyGun
Make the bar 2 floors and put an arcade or something on top

Add a new construction area next to escape, but a floor higher so you get a cool view

Add a balcony that wraps around the library and move the library down

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 5:51 pm
by Steelpoint
Just because you can does not mean you should.

I don't think we should use too much Multi-Z Level trickery with Boxstation at the very least.

If other mappers want to make their maps multi level then more power to them, but Box is the baseline as far as I'm concerned.

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 6:12 pm
by TrustyGun
Steelpoint wrote:...
Well he asked for some ideas so I decided to shoot

I would love at least the construction area, it would allow for some crazy projects

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 8:15 pm
by WJohnston
yeah realistically just putting random chunks of box above/below where they are right now with no changes whatsoever is... a complete waste of time. it'd be a gimmick that doesn't serve any purpose whatsoever. if we're doing 3d, it'll need a unique dedicated map for it that takes full advantage of such a revolutionary change.

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 8:16 pm
by onleavedontatme
if we're doing 3d, it'll need a unique dedicated map for it that takes full advantage of such a revolutionary change.
remember to pre-order planetstation

Re: spooky russian codebase

Posted: Fri Mar 24, 2017 8:18 pm
by Armhulen
Kor wrote:
if we're doing 3d, it'll need a unique dedicated map for it that takes full advantage of such a revolutionary change.
remember to pre-order planetstation
okay i've pm'd four hundred dollars to make this happen

make sure to follow my tweeter and like my youtube thanks :P :P :P :P :)

Re: spooky russian codebase

Posted: Sat Apr 01, 2017 12:32 am
by Tokiko2
This is an amazing feature. I hope you manage to finish this, I'd love to branch off /tg/code with multiple z-levels for my own silly project.

Re: spooky russian codebase

Posted: Wed Apr 19, 2017 4:34 am
by PKPenguin321
is the multi z PR held up by the freeze please be the freeze and not lack of motivation i need this in my life remie please im begging you

Re: spooky russian codebase

Posted: Wed Apr 19, 2017 8:00 am
by Remie Richards
It's both.

Re: spooky russian codebase

Posted: Wed Apr 19, 2017 3:29 pm
by Scott
Donate some shekels to remie's patreon for russian multi z.

Re: spooky russian codebase

Posted: Wed Apr 19, 2017 5:42 pm
by Remie Richards
Scott wrote:Donate some shekels to remie's patreon for russian multi z.
unlock the motivation DLC it's only £[your kidney's value] or $[the price of love]! what a bargain!

Re: spooky russian codebase

Posted: Fri Sep 01, 2017 10:09 pm
by stoovan
You call this a "Spooky Russian Codebase"
This is fallout13 standards

Look at lifeweb

Re: spooky russian codebase

Posted: Sat Sep 02, 2017 12:04 pm
by Slignerd
PKPenguin321 wrote:and... LATE-2014-LEVEL RESPONSIVENESS WITH 2012-LEVEL FRAMERATE
PKPenguin321 wrote:[youtube]LrPnY6p--2Y[/youtube]
dropped