spooky russian codebase

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spooky russian codebase

Post by PKPenguin321 » #260795

https://github.com/Endless-Horizon/CEV-Eris

it has... MULTIPLE Z-AXIS LEVELS!!!!!!!!! (look at the picture below)
where if you JUMP OFF OF THE RAILING YOU FALL ON YOUR FACE AND CAN SHATTER YOUR BONES OR WHATEVER
and... THE FORBIDDEN 3/4ths PERSPECTIVE OVERHAUL (mostly)
and... LATE-2014-LEVEL RESPONSIVENESS WITH 2012-LEVEL FRAMERATE
and... REALLY GOOD SOUND DESIGN (that maint ambiance hnnng) AND LIGHTING HOLY FUCK

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i explored it for a bit on a local hosted thingy for about a half hour. ITS REALLY COOL

[youtube]LrPnY6p--2Y[/youtube]
(watch at least a minute and a half in, you'll see the z-layer transition thing (when i walk up the stairs you can see the spooky cryo tubes downstairs) and hear the spooky maint ambiance and see the spooky maint lighting and the terrifying ladders and stuff) (also if yo ukeep watching you'll see stuff like botany which looks super cool i stumble into it at about 4:05)
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Re: spooky russian codebase

Post by imblyings » #260798

its a feast, visually and audio wise
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Re: spooky russian codebase

Post by Jordie0608 » #260801

It's a shame the fanciest things there are the most taxing.
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Re: spooky russian codebase

Post by oranges » #260805

It's a shame the russians are communists and we have to fight them
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Re: spooky russian codebase

Post by D&B » #260806

Looks nice but could it really handle our pop?
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Re: spooky russian codebase

Post by Owegno » #260808

Are multiple levels on the Z axis effected by bombs, and is atmos able to flow between them?
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Re: spooky russian codebase

Post by Lumbermancer » #260811

Remember when we had a ladder in arrivals shuttle leading to sleeping quarters? Voila, z level.
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Re: spooky russian codebase

Post by InsaneHyena » #260848

I am a russian and this thread offends me
Bring back papercult.

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Re: spooky russian codebase

Post by Steelpoint » #260849

Looks visually and audibly stunning, really well done, especially by byond standards.
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Re: spooky russian codebase

Post by imblyings » #260865

>when steelpoint misses what the boxes look like on the russian server

hehe
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Re: spooky russian codebase

Post by Wyzack » #260866

If the code is availible could we run it on server 3 for a while?
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Re: spooky russian codebase

Post by Xhuis » #260881

That's pretty great. Damn.
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Re: spooky russian codebase

Post by Kraso » #260885

Wyzack wrote:If the code is availible could we run it on server 3 for a while?
run this
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Re: spooky russian codebase

Post by PKPenguin321 » #260899

Owegno wrote:Are multiple levels on the Z axis effected by bombs, and is atmos able to flow between them?
i couldnt test this because i fucked up putting ymself in the admins.txt i'll see if i can try again now
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Re: spooky russian codebase

Post by Durkel » #260905

Looks and sounds great, too bad it plays like fucking molasses. I'd kill for the lighting system tho.
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Re: spooky russian codebase

Post by Doctor Pork » #261003

do want
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Re: spooky russian codebase

Post by danno » #261009

there is a lot to take from this
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Re: spooky russian codebase

Post by Qbopper » #261024

it's gorgeous but the framerate is pissing me off
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Re: spooky russian codebase

Post by iamgoofball » #261033

If we're compiling with 511 we can just put client.fps = 30/60 in the defines
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Re: spooky russian codebase

Post by WJohnston » #261058

I'd be totally onboard with this if there was a way to see things ABOVE you, currently looks like you can only look below.
Apparently I was an director or something.
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Re: spooky russian codebase

Post by Steelpoint » #261059

Perhaps if there was a button you can click that 'shifts' your view up one z-level so you can see what's above you.

If we had multiple z-levels I can easily see us reworking the station to move more of maintenance downstairs and to open up areas of the station to see the bottom floor, and have a few areas be elevated up.
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Re: spooky russian codebase

Post by danno » #261060

There's really not a good way to do looking up
lifeweb just had a "look up" button that shifted your view one level above you. Not great, but that's all you can really do
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Re: spooky russian codebase

Post by confused rock » #261061

I mean I don't look at the ceiling often, that makes sense.
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Re: spooky russian codebase

Post by PKPenguin321 » #261064

on todays episode of MYSTERIOUS RUSSIAN STATION EXPLORER:
- see if i got admin mode to work
- do some exploring in a not-powerless station so you can see some 3/4ths sprites in full lighting
- i wanna try stepping into their spooky orange space
- see how z-layers work with atmos
- drop some bombs and see how z-layers react

coming: maybe like in an hour! stay tuned
i play Lauser McMauligan. clown name is Cold-Ass Honkey
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Re: spooky russian codebase

Post by PKPenguin321 » #261067

PKPenguin321 wrote:on todays episode of MYSTERIOUS RUSSIAN STATION EXPLORER:
- see if i got admin mode to work
- do some exploring in a not-powerless station so you can see some 3/4ths sprites in full lighting
- i wanna try stepping into their spooky orange space
- see how z-layers work with atmos
- drop some bombs and see how z-layers react

coming: maybe like in an hour! stay tuned
nevermind it will be delayed baycode is too hard for me and i cant into admins.txt

EDIT: I GOT IT TO WORK NEW EPISODE IS VERY NEAR DONE
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Re: spooky russian codebase

Post by Jordie0608 » #261088

So what was wrong with it?
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Re: spooky russian codebase

Post by PKPenguin321 » #261092

Jordie0608 wrote:So what was wrong with it?
they have all the files that are supposed to be in config another folder down in config/example for some reason
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Re: spooky russian codebase

Post by Steelpoint » #261133

Wish I could get it to work, moved the configs to the right area but it can't connect to some database or something.
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Re: spooky russian codebase

Post by PKPenguin321 » #261136

[youtube]F6mDcePDxsM[/youtube]

what i gathered that you can observe in this video:
- not sure how z transitions work in space, despite my attempt. will maybe come back to try again later
- bombs appear to damage the upper/lower z-layers (much more minimal damage compared to the layer they're detonated on, though)
- air pressure appears to drain through z-layer holes left by bombs, but not through stairs or ladders
- bombs leave z-layer holes that you can fall through to the next lower z-layer. if you're at the bottom z-layer, then they act like normal, making breaches to space
- as i already said, atmos doesnt seem to transition through stairs, as seen when i ignite the plasma fire.

bonus:
- lasers and eswords are deadly af but that's probably just baycode memes
- the lobby music put a copyright claim on my video
- the lobby announcer ("welcome to space station 13") is different sounding and kinda neat
- codebase is pretty laggy, i was starting to seriously feel it around the second or third big bomb

notable timestamps:
- i enter space at 11:15
- i start a plasma leak at about 13:16
- i light the plasma on fire at about 15:05
- i start playing with bombs at about 20:05
- really cool bomb that sucks medkits across space and into a lower z-layer at 21:58
i kinda self narrate with in game chat and OOC throughout the video though so if you wanna just tag along and explore with me stick around for the half hour
Last edited by PKPenguin321 on Mon Feb 27, 2017 7:02 am, edited 1 time in total.
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tell the best admin how good he is
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Re: spooky russian codebase

Post by Steelpoint » #261137

On the weapons issue, bay code (and I think goon) make their weapons incredibly powerful but they have balancing mechanics to reduce the power of the weapons. Bay more on the roleplay and goon for armour being really bloody good for defence.

E: I like how many actions have unique sounds, such as opening exterior windows or withdrawing items from the SSU. Very well done, we should steal their sounds.
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Re: spooky russian codebase

Post by Steelpoint » #261139

One problem with the map is that it seems very confusing and convoluted, many departments are stretched accross three or even more z-levels and there's little sense of a 'primary' hallway, there's one that barely qualifies on third level but even then.
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Re: spooky russian codebase

Post by PKPenguin321 » #261140

Yeah I definitely got lost multiple times, I think either the map is just kinda not well thought out or I'm just not used to it

I look around as a ghost near the end and you can see a couple of really badass super secret maint areas that are made possible by cleverly placed rails and ladders so in that regard a complicated map is pretty cool
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Re: spooky russian codebase

Post by Steelpoint » #261142

Its pretty complex, just take a gander at the map in dreamseeker.

Makes me wonder how we would handle a multi-z level map. Perhaps the best way would be to keep the departments where they are but to move areas of the departments above and below each other.

Edit: I don't know if its just for this russian codebase or if its a bay thing, but man are all the weapon sounds sexy, from firing to reloading to removing a bullet from a magazine.
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Re: spooky russian codebase

Post by Ricotez » #261182

A multi-Z-level station would just look like Citadel Station or the Von Braun in System Shock 1 and 2. Every Z-level is a named deck containing one or more departments.
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Re: spooky russian codebase

Post by Jordie0608 » #261186

We even already have murderous robots, an insane AI and asshole monkeys; it'd be the perfect Von Braun.
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Re: spooky russian codebase

Post by Steelpoint » #261187

While its getting way ahead of ourselves, but a Citadel Station would be a interesting design.

While the actual real station has about ten levels to it, we would have to condense that into five levels. So if you want to remain mostly faithful to the original design, then the order would be...
  • Level 1 - Engine/Maintenance
  • Level 2 - Medical/Research
  • Level 3 - Cargo/Civilian Sector
  • Level 4 - Engineering/Atmo/Security
  • Level 5 - Security/Command
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Re: spooky russian codebase

Post by Remie Richards » #261189

I think 3 is the max we should go with, for the sake of our poor navigatory brains.

Two functional floors and a maint floor.
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Re: spooky russian codebase

Post by Ricotez » #261196

I could see that work, with the maint floor as the center floor.

Top Deck - Command, Security, Civilian
Maintenance Deck - Engineering, Atmospherics, Maintenance Tunnels
Bottom Deck - Medical, Science

Or the other way around. Although this way you can have a grand central hall where the higher floors look down on the lower floors, and you can put the Bridge at the very top of it.
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
Spoiler:
#coderbus wrote:<MrPerson> How many coders does it take to make a lightbulb? Three, one to make it, one to pull the pull request, and one to fix the bugs
Kor wrote:The lifeweb playerbase is primarily old server 2 players so technically its our cancer that invaded them
peoplearestrange wrote:Scared of shadows whispers in their final breath, "/tg/station... goes on the tabl..."
DemonFiren wrote:Please, an Engineer's first response to a problem is "throw it into the singulo".
tedward1337 wrote:Donald Trump is literally what /pol/ would look like as a person
CrunchyCHEEZIT wrote:why does everything on this server have to be a federal fucking issue.
Saegrimr wrote:One guy was running around popping hand tele portals down in the halls before OPs even showed up and got several stranded out on lavaland.
The HoP just toolboxes someone to death out of nowhere, then gets speared by a chemist who saw him murder a guy, then the chemist gets beaten to death because someone else saw him kill the HoP.
Tele-man somehow dies and gets its looted by an atmos tech who managed to use it to send two nuke ops to lavaland, who were then surrounded by several very angry people from earlier and some extra golems on top of it.
Captain dies, gets cloned/revived, lasers the guy holding the disk into crit to take it back.
Some idiot tries to welderbomb the AI hiding out at mining for no discernible reason.
Two permabans and a dayban, i'm expecting a snarky appeal from one of them soon. What the fuck.
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Re: spooky russian codebase

Post by confused rock » #261200

why tf would you put the paramedics all the way at the bottom lmao
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Re: spooky russian codebase

Post by Steelpoint » #261202

That's if your making a Citadel Station look alike.

But more logically you would invert it a bit so Engineering/Atmo/Maint is on the bottom, Med/Sci are in the middle and Sec/Command are on the top. Likely with some parts of the areas being on two levels. Such as having the prison wing on the second level so the Warden can sit in a chair overlooking the prison cells from above.
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Re: spooky russian codebase

Post by Remie Richards » #261204

Ricotez wrote:I could see that work, with the maint floor as the center floor.

Top Deck - Command, Security, Civilian
Maintenance Deck - Engineering, Atmospherics, Maintenance Tunnels
Bottom Deck - Medical, Science
I was thinking it'd be the bottom actually, with a smaller maintenance (connected to the main one) on the second floor (to service the top floor)
But middle, sprawling out like veins could work.
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Re: spooky russian codebase

Post by Steelpoint » #261206

Should host it on the third server, just to see how amusing it is when everyone gets lost on the station, and how fast it crashes.
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Atticat
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Re: spooky russian codebase

Post by Atticat » #261352

This is the coolest shit ever and I'm super happy you discovered it PK. For some reason russian developers are really good at creating atmosphere through sound effects, limb damage and pain, and multiple z-levels..



(how do I put images in my post properly? I forgot due to brain tumor)
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Re: spooky russian codebase

Post by DemonFiren » #261367

The Russian is an Asiatic, after all.
Doing crazy complex shit is in their blood.
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Re: spooky russian codebase

Post by MMMiracles » #261371

confused rock wrote:why tf would you put the paramedics all the way at the bottom lmao
Its SS13. If you get hurt on the top floor, get someone to throw you to the bottom floor and the medics can scrape your remains off the floor.
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Re: spooky russian codebase

Post by Doctor Pork » #261728

porting things when
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
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Re: spooky russian codebase

Post by cedarbridge » #261751

Doctor Pork wrote:porting things when
When we can find somebody who reads Russian code.
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Re: spooky russian codebase

Post by Lumbermancer » #261780

Don't forget fireman poles.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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Re: spooky russian codebase

Post by DemonFiren » #261785

Dammit, where did I put the poledancing raptor gif.
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Re: spooky russian codebase

Post by Remie Richards » #262067

Do we want Multi-z stations?
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