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Re: Baycode

Posted: Wed Sep 03, 2014 11:30 pm
by Rumia29

Bottom post of the previous page:

Cipher3 wrote:
Rumia29 wrote: No one's forcing you to play on Arytom.
A fact which is unfortunately clearly in evidence.
Touché.

Re: Baycode

Posted: Thu Sep 04, 2014 1:08 am
by Skorvold
I've talked to Scaredy a bit and it's kind of a "maybe" I want this to happen really bad, but I don't want to push on him too much. It would help a lot of other admins/coders/players would express their wishes too.

Re: Baycode

Posted: Thu Sep 04, 2014 1:43 am
by Nienhaus
I don't see why it shouldn't be done. It'd be neat to try it.

Re: Baycode

Posted: Thu Sep 04, 2014 4:38 am
by Antonkr
Yes please.

Baycode would probably suit artyom more, and could potentially get a bunch of folk who are now at bay back to us. It's missing some stuff, but overall has a lot of improvements and functionality over /tg/ code. Also m-muh admin tools ;_;

Re: Baycode

Posted: Thu Sep 04, 2014 9:27 am
by peoplearestrange
I''d enjoy it, I think it be an interesting mix up for a little bit. Though personally I do like a lot of things NT code has implemented (such as directly being able to click your intent and not having to cycle through).

Re: Baycode

Posted: Thu Sep 04, 2014 12:35 pm
by Remie Richards
peoplearestrange wrote: (such as directly being able to click your intent and not having to cycle through).
iirc, Bay actually have this too.

Re: Baycode

Posted: Thu Sep 04, 2014 12:42 pm
by Steelpoint
Goon has that as well.

Re: Baycode

Posted: Thu Sep 04, 2014 2:36 pm
by MrStonedOne
peoplearestrange wrote:Though personally I do like a lot of things NT code has implemented (such as directly being able to click your intent and not having to cycle through).

tg has this now.

You can turn it on in the pref tab.

(also, control+1-4 and or hotkey mode for 1-4)

Re: Baycode

Posted: Thu Sep 04, 2014 2:55 pm
by peoplearestrange
MrStonedOne wrote:
peoplearestrange wrote:Though personally I do like a lot of things NT code has implemented (such as directly being able to click your intent and not having to cycle through).

tg has this now.

You can turn it on in the pref tab.

(also, control+1-4 and or hotkey mode for 1-4)
Sweet! Thanks!

Re: Baycode

Posted: Thu Sep 04, 2014 4:16 pm
by Ikarrus
MrStonedOne wrote:
peoplearestrange wrote:Though personally I do like a lot of things NT code has implemented (such as directly being able to click your intent and not having to cycle through).

tg has this now.

You can turn it on in the pref tab.

(also, control+1-4 and or hotkey mode for 1-4)
Literally game changing.

Re: Baycode

Posted: Fri Sep 05, 2014 3:32 am
by Spacemanspark
Why not run Paracode instead, it has everything Baycode has and more.

Re: Baycode

Posted: Fri Sep 05, 2014 3:40 am
by Remie Richards
I guess because it was forgotten?

It's not really a unique codebase, more so a collection of stuff from every codebase.

Re: Baycode

Posted: Fri Sep 05, 2014 11:08 am
by Spacemanspark
Remie Richards wrote:I guess because it was forgotten?

It's not really a unique codebase, more so a collection of stuff from every codebase.
It's still pretty neat, though. And the map that comes with it is great too, even though it's a variant of box.

Re: Baycode

Posted: Sun Sep 07, 2014 8:40 pm
by Kuraudo
Do it. Why ? Because i want to respawn as a mouse and incite a mouse-tide: Invade virology, catch a disease while annoying the fuck out of the virologist, spread it. PROFIT.

Re: Baycode

Posted: Mon Sep 08, 2014 1:20 am
by Spacemanspark
Kuraudo wrote:Do it. Why ? Because i want to respawn as a mouse and incite a mouse-tide: Invade virology, catch a disease while annoying the fuck out of the virologist, spread it. PROFIT.
Why not just respawn as Ian.
And be Ian.
Because Ian.

Re: Baycode

Posted: Mon Sep 08, 2014 8:55 am
by Kuraudo
Spacemanspark wrote:
Kuraudo wrote:Do it. Why ? Because i want to respawn as a mouse and incite a mouse-tide: Invade virology, catch a disease while annoying the fuck out of the virologist, spread it. PROFIT.
Why not just respawn as Ian.
And be Ian.
Because Ian.
Already did. I wanna be hunted and insulted, not cuddled.

Re: Baycode

Posted: Mon Sep 08, 2014 11:03 am
by Spacemanspark
Kuraudo wrote:
Spacemanspark wrote:
Kuraudo wrote:Do it. Why ? Because i want to respawn as a mouse and incite a mouse-tide: Invade virology, catch a disease while annoying the fuck out of the virologist, spread it. PROFIT.
Why not just respawn as Ian.
And be Ian.
Because Ian.
Already did. I wanna be hunted and insulted, not cuddled.
Then become E-N or Runtime.

Re: [POLL] Baycode

Posted: Thu Sep 11, 2014 11:01 am
by Antonkr
Violaceus wrote:fuck baycode
Fuck you.
What issue do you have with baycode anyway?

Re: [POLL] Baycode

Posted: Thu Sep 11, 2014 12:56 pm
by MMMiracles
Violaceus wrote:It's from baystation.
10/10 feedback, perfect reasoning.

Re: [POLL] Baycode

Posted: Fri Sep 12, 2014 4:23 am
by Konork
Violaceus wrote:It's from baystation.
Ok, do you have any reasons that actually matter or mean anything?

Re: [POLL] Baycode

Posted: Fri Sep 19, 2014 12:26 pm
by Kraso
Violaceus wrote:It's from baystation.
Image

Re: [POLL] Baycode

Posted: Fri Sep 19, 2014 12:55 pm
by tedward1337
Please, this would be an interesting switch for artyom!

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 12:20 pm
by MrStonedOne
Just a note:

Even thou arty was taken off line, the nt section is prepping to be locked and archived, and the game banner for arty removed from the home page.

This idea is still in the works. SoS said he plans to keep the game insistence around because of the plans to run bay code on it. (ie: this thread)

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 1:20 pm
by Munchlax
Just put bay on basil then?

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 1:30 pm
by Steelpoint
I still don't think having one server adopt Baycode is a good idea.

If you want to play on a heavy RP server, go here. At the time of writing there are 30+ people playing, so you will have plenty to do.

/tg/ is meant to be the middle ground. Lets be frank, we can barely support two servers that do the same thing, let alone attempt to support two servers of which one is hardcore RP, or at least more heavily emphasized on RP and the mechanics therein.

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 3:35 pm
by Rumia29
Steelpoint, are you talking about from a long-term standpoint?
Because from my current understanding, this would be just a temporary thing if it goes through, to give it a try.

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 5:13 pm
by Miauw
Steelpoint wrote:I still don't think having one server adopt Baycode is a good idea.

If you want to play on a heavy RP server, go here. At the time of writing there are 30+ people playing, so you will have plenty to do.

/tg/ is meant to be the middle ground. Lets be frank, we can barely support two servers that do the same thing, let alone attempt to support two servers of which one is hardcore RP, or at least more heavily emphasized on RP and the mechanics therein.
you seem to be confusing baycode with bay rules.
please go smash your head into the wall until you stop being a dumbass

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 5:21 pm
by Steelpoint
Then let me rephrase my statement. Would swapping Basil's code to Baycode be sufficient in of itself to revive that server?

I think the prerogative right now is to work on getting Basil back to where it was before the whole forum event began. However the question is, is Baycode the 'thing' to help bring people back to Basil?

Another reason why I'm hesitent in the server code swap is that if it becomes permanent, it will result in a big divide in balancing issues between the two servers. Considering that historically on the forums Basil players tended to be more heavily represented than Sybil players, it raises the concern of conflict over balancing for two distinctly different servers operating under the same flag. NT and /tg/ did not really have this problem due to the code similarities between the two. However Baycode and /tg/ code is different.

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 7:42 pm
by Kraso
Image

rest in fucking pieces

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 8:09 pm
by Cipher3
>Basil has a population again.

So somebody explain to me, because I've brought this up before, how the very existence of Artyom precluded Basil's population from going to Basil and caused both servers to have 0 players. As soon as Artyom is removed, Basil has players again? It makes literally zero sense - nothing stopped people who liked Basil from going to Basil when Artyom was consistently at 0 population.

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 8:37 pm
by Saegrimr
Basil got changed to metastation.
I'm disappointed because I like ministation.

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 8:43 pm
by Cipher3
I'm on it right now and it's Ministation

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 9:20 pm
by Saegrimr
Wait what? It was meta last night.

Re: [POLL] Baycode

Posted: Sun Sep 21, 2014 9:36 pm
by oranges
Steelpoint wrote:Another reason why I'm hesitent in the server code swap is that if it becomes permanent, it will result in a big divide in balancing issues between the two servers. Considering that historically on the forums Basil players tended to be more heavily represented than Sybil players, it raises the concern of conflict over balancing for two distinctly different servers operating under the same flag. NT and /tg/ did not really have this problem due to the code similarities between the two. However Baycode and /tg/ code is different.
Coderbus wouldn't balance or modify the bay code, although it's possible community members might contribute to bay. But baycodes balance is entirely up to the bay coders.

Unless I've misunderstood what you were talking about there.

Re: [POLL] Baycode

Posted: Tue Sep 23, 2014 7:32 am
by Psyentific
oranges wrote:
Steelpoint wrote:Another reason why I'm hesitent in the server code swap is that if it becomes permanent, it will result in a big divide in balancing issues between the two servers. Considering that historically on the forums Basil players tended to be more heavily represented than Sybil players, it raises the concern of conflict over balancing for two distinctly different servers operating under the same flag. NT and /tg/ did not really have this problem due to the code similarities between the two. However Baycode and /tg/ code is different.
Coderbus wouldn't balance or modify the bay code, although it's possible community members might contribute to bay. But baycodes balance is entirely up to the bay coders.

Unless I've misunderstood what you were talking about there.
Baycoders and Baystation has always favored fluff over mechanics; It comes from their outlook, as a community, that RP is the primary driver and resolution of any conflict as well as the primary reason to play the game. That is, on bay, it doesn't matter that Diona have natural armor and weapons, heal in light and are immune to space, because the implications of that never come into play and the mechanics of it are never exploited to powergame. Because it's Bayrules, they banned robustness.

That said, having played on a variety of bayservers for a fair length of time, I can say that, despite Bay being a den of autism, despite bayrules being terrible-by-intent, the underlying code is excellent. It's noticably more laggy than /tg/-derived code, but in return most areas of the game have depth and balance. The ever-vaunted baymed means that hits in combat actually mean something more than a healthbar and may have lasting effects, while ZAS atmos makes emergency shutters, hull breaches, air canisters and the like actually mean something. It is entirely possible for the atmos system to inadvertently kill you. Stun-dominant combat is gone, in favor of ranged stuns doing holodamage. Most gunfights are lightshows, rather than taselases.

In general, Bay is a more lethal and less forgiving codebase, sometimes hilariously so. Your SS13 experience just isn't complete until you experience robusting on baycode, either on hub or private servers.

Glowing praise of Baycode over with, there's a fair number of servers that run baycode without bayrules, or even without a lot of RP. Baycode is the most distributed fork of SS13; Of the top servers on the hub, about half of them run a baycode derivative. There's no shortage of medium/low RP servers to pull a bay fork off of, each with their own knicks and knacks. The question would really be one of whose code we're going to ape. Personally, /vg/station would be my fork of choice - They've got a community playstyle similar to /tg/ (Robust first, RP maybe), and baycode works fairly well for them.

Bayrules on the other hand...Fuck bayrules.

Re: [POLL] Baycode

Posted: Tue Sep 23, 2014 11:57 am
by Malkevin
Diona are balanced by the fact they are slow, incredibly incredibly slow.
And they have the same problem as plantmen, namely that in the light they'll turn into fat fucks and become even slower

Re: [POLL] Baycode

Posted: Tue Sep 23, 2014 2:38 pm
by Spacemanspark
This is why I suggested Paracode. They've balanced a few things, and made some other things on top of that.

Re: [POLL] Baycode

Posted: Tue Sep 23, 2014 9:16 pm
by Psyentific
Spacemanspark wrote:This is why I suggested Paracode. They've balanced a few things, and made some other things on top of that.
Paracode is...eh. At first it was gud, karmashop was A+, blueshield was fun. Certain issues popped up, and the coder's solutions to those issues really soured me on the whole thing. For example, certain people were mass-producing Doctors Delight; His solution to that was to nerf Doctors Delight into tea-tier antitoxin-only healing. Nevermind that Mediborg hyposprays use it, and that DD works on a 'Sum of the parts' method from its component ingredients healing.

As another example, it was discovered that Paracode's Telesci was a simple offset formula; Xout=Xin + A, Yout = Yin + B. So every round, Telescientists would steal the space-ripley, the armory, space-gloves, et cetera. His solution to Telesci stealing everything with criminally easy formulas was to remove the spacemech, and make certain on-station areas (Armory, Captain notably) Telesci-proof. That is, any telescience within this area will make the machine fizzle and fail.

I believe in another case, he made the escape shuttle walls and windows indestructable. Which means that a bomb or plasma canister inside would turn the entire shuttle into a pressure cooker, while simoltaneously foiling one of better, more subtle, less murderbone ways to escape alone.

If we fork Paracode, we ought to cherrypick merges and we don't want zomgponies at the helm.

Re: [POLL] Baycode

Posted: Tue Sep 23, 2014 10:24 pm
by Spacemanspark
Psyentific wrote:
Spacemanspark wrote:This is why I suggested Paracode. They've balanced a few things, and made some other things on top of that.
Paracode is...eh. At first it was gud, karmashop was A+, blueshield was fun. Certain issues popped up, and the coder's solutions to those issues really soured me on the whole thing. For example, certain people were mass-producing Doctors Delight; His solution to that was to nerf Doctors Delight into tea-tier antitoxin-only healing. Nevermind that Mediborg hyposprays use it, and that DD works on a 'Sum of the parts' method from its component ingredients healing.

As another example, it was discovered that Paracode's Telesci was a simple offset formula; Xout=Xin + A, Yout = Yin + B. So every round, Telescientists would steal the space-ripley, the armory, space-gloves, et cetera. His solution to Telesci stealing everything with criminally easy formulas was to remove the spacemech, and make certain on-station areas (Armory, Captain notably) Telesci-proof. That is, any telescience within this area will make the machine fizzle and fail.

I believe in another case, he made the escape shuttle walls and windows indestructable. Which means that a bomb or plasma canister inside would turn the entire shuttle into a pressure cooker, while simoltaneously foiling one of better, more subtle, less murderbone ways to escape alone.

If we fork Paracode, we ought to cherrypick merges and we don't want zomgponies at the helm.
-Doctors Delight Nerf.
What you didn't know was that Tricord was buffed tenfold. It's basically Doctor's Delight with a different name now. Mediborgs and Hyposprays use Tricord now as well.
-Telescience is too simple
They fixed this as well, armoury CAN be looted using it, I believe. Formula might be more difficult as well.
-Escape shuttle is invincible
I was a Nuke Op yesterday, and blew out a window in the cockpit, causing people to fly around everywhere due to ZAS atmos. Doors opened, and they did it again. The walls MIGHT be invincible, but an easy way to get around that is to either blow out a window or hack one of the doors open, which has around the same effect, as everyone will be sucked out or take a lot of damage.

Re: [POLL] Baycode

Posted: Wed Sep 24, 2014 12:06 am
by Psyentific
SpacemanSpark wrote:-Doctors Delight Nerf.
What you didn't know was that Tricord was buffed tenfold. It's basically Doctor's Delight with a different name now. Mediborgs and Hyposprays use Tricord now as well.
-Telescience is too simple
They fixed this as well, armoury CAN be looted using it, I believe. Formula might be more difficult as well.
-Escape shuttle is invincible
I was a Nuke Op yesterday, and blew out a window in the cockpit, causing people to fly around everywhere due to ZAS atmos. Doors opened, and they did it again. The walls MIGHT be invincible, but an easy way to get around that is to either blow out a window or hack one of the doors open, which has around the same effect, as everyone will be sucked out or take a lot of damage.
I admit that my impressions of the code are at least two months out of date; I can't play on Paradise because they permabanned me for calling Necaladun an idiot, twice. That said, Paracode is one of the better forks of bay, especially in a robust environment. That, or /vg/ would be my go-to for starting a light RP server on baycode.

Re: [POLL] Baycode

Posted: Wed Sep 24, 2014 1:01 am
by Spacemanspark
Paradise added pods (The ones from Goonstation).
Paradise has slime people, which can do many hilarious things.
Paradise has Vox available for general crew (Bird people, which are hilarious to watch play.).
Paradise allows you to play as an NPC animal, such as Ian, E-N, Runtime, a mouse, SyndiCat, etc..
Paradise has the armory set so it can only be accessed during code Red, which I can't remember if that was on Baycode or not.
Paradise has Gamma armoury (Can't remember if that's a Baycode feature either.).
Paradise has brig medic.
Paradise has Blueshield.
Paradise has NanoTrasen Representative.
Paradise has NPC factions (NPC's that aren't from the same 'faction' [Syndicate NPC's or Alien NPC's, for example.] will attack each other. I think this was suggested here as well.)
Paradise has a built in Nations mode... but it's capture the flag, so just call it that.
And many other features.

Re: [POLL] Baycode

Posted: Wed Sep 24, 2014 5:49 am
by Munchlax
Yeah okay that's cool, but this is about baycode

Re: [POLL] Baycode

Posted: Wed Sep 24, 2014 6:21 am
by Psyentific
geilebeer wrote:Yeah okay that's cool, but this is about baycode
Para is a fork of bay.

Re: [POLL] Baycode

Posted: Wed Sep 24, 2014 12:52 pm
by Remie Richards
Spacemanspark wrote: Paradise has NPC factions (NPC's that aren't from the same 'faction' [Syndicate NPC's or Alien NPC's, for example.] will attack each other. I think this was suggested here as well.)
You talk like this hasn't been in our codebase for AGES.

Re: [POLL] Baycode

Posted: Wed Sep 24, 2014 1:41 pm
by Spacemanspark
Remie Richards wrote:
Spacemanspark wrote: Paradise has NPC factions (NPC's that aren't from the same 'faction' [Syndicate NPC's or Alien NPC's, for example.] will attack each other. I think this was suggested here as well.)
You talk like this hasn't been in our codebase for AGES.
Oh, I wasn't aware it was.
Scratch that, then.

Re: [POLL] Baycode

Posted: Wed Sep 24, 2014 2:20 pm
by Munchlax
Psyentific wrote:
geilebeer wrote:Yeah okay that's cool, but this is about baycode
Para is a fork of bay.
ok

Re: [POLL] Baycode

Posted: Sat Sep 27, 2014 11:25 am
by Miauw
this started about "one week" and now it's permanent.
I don't want permanent baycode on Basil. It's just starting to maybe recover a little bit from the codebase split, I don't want to goddamn lose it again.

the reason people play on basil over sybil is it's generally smaller population and more laid-back attitude, and I hate having to make compromises just so I can play on a server with a good attitude. If I wanted to play baycode with Basil-like attitude, I'd just play on Urist McStation.

Re: [POLL] Baycode

Posted: Sun Sep 28, 2014 3:53 am
by paprika
Metastation and /tg/code on basil please, that was the best medium imo.

Re: [POLL] Baycode

Posted: Sun Sep 28, 2014 5:14 am
by Psyentific
paprika wrote:Metastation and /tg/code on basil please, that was the best medium imo.
Bring back Sibyl 2

Re: [POLL] Baycode

Posted: Wed Oct 01, 2014 1:32 am
by Mandurrrh
Steelpoint wrote:I still don't think having one server adopt Baycode is a good idea.

If you want to play on a heavy RP server, go here. At the time of writing there are 30+ people playing, so you will have plenty to do.

/tg/ is meant to be the middle ground. Lets be frank, we can barely support two servers that do the same thing, let alone attempt to support two servers of which one is hardcore RP, or at least more heavily emphasized on RP and the mechanics therein.


/vg/ runs baycode... would you call them 'heavy rp'? How about medium rp?

Mostly it just gives a different version of the game. Both major gamestyles on /tg/ which means when you get bored of one version you have the option to switch over and play a different game with the same playerbase. It could also help even out the population problems for both and maybe even get rid of that 'secondserver' elite mentality split. You don't have to go full bay rp to run the more in depth department jobs, /vg/ has been a great example of this. But there is just no room on sybil and providing a different map with different codebase gives all of our community some fresh playing options keeping our interest and a bit of balance.

Keeping my fingers crossed and waiting to have a server to play on again with the community I enjoy...

Re: [POLL] Baycode

Posted: Wed Oct 01, 2014 10:56 am
by paprika
It's not only just baycode

Baycode's map is fucking awful

Everything just reeks of lazy

I'm too autistic to handle baycode