spooky russian codebase

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Re: spooky russian codebase

Post by Remie Richards » #269019

Bottom post of the previous page:

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

Post by Remie Richards » #269604

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.
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Re: spooky russian codebase

Post by Jazaen » #269605

Yay.
Are plasma fires going to spread through Z levels?
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Re: spooky russian codebase

Post by Reece » #269608

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
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Re: spooky russian codebase

Post by Remie Richards » #269630

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.
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Re: spooky russian codebase

Post by ShadowDimentio » #269633

>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
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Re: spooky russian codebase

Post by onleavedontatme » #269634

Remie Richards wrote: Yes, if someone makes a map that supports that.
What a coincidence
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Re: spooky russian codebase

Post by Remie Richards » #269638

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.
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Re: spooky russian codebase

Post by Bluespace » #269662

Multiple Z-levels really helps add to the whole "spacestation" feel that you get in some games.
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Re: spooky russian codebase

Post by Armhulen » #269720

There should be a heavily toxic and acidic gas that always flows down and never up
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Re: spooky russian codebase

Post by DemonFiren » #269740

I don't know about acidic, but what the fuck is carbon dioxide?
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Re: spooky russian codebase

Post by Reece » #269980

> 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.
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Re: spooky russian codebase

Post by DemonFiren » #269997

Convection.
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Re: spooky russian codebase

Post by Reece » #270006

DemonFiren wrote:Convection.
Not a problem, plasma can be solid at room temp,should be a heavier than air gas.
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Re: spooky russian codebase

Post by Ricotez » #270008

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.
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Re: spooky russian codebase

Post by Reece » #270009

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.
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Re: spooky russian codebase

Post by Anonmare » #270034

Re-work atmos to be aerosolised chems when?
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Re: spooky russian codebase

Post by iamgoofball » #270040

Anonmare wrote:Re-work atmos to be aerosolised chems when?
I've tried this
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Re: spooky russian codebase

Post by DemonFiren » #270066

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.
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Re: spooky russian codebase

Post by Reece » #270079

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.
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Re: spooky russian codebase

Post by Remie Richards » #271749

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.
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Re: spooky russian codebase

Post by J_Madison » #271751

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.
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Re: spooky russian codebase

Post by Remie Richards » #271754

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.
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Re: spooky russian codebase

Post by PKPenguin321 » #271755

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.
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Re: spooky russian codebase

Post by Steelpoint » #271831

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.
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Re: spooky russian codebase

Post by PKPenguin321 » #271832

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.
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Re: spooky russian codebase

Post by Steelpoint » #271833

Meaning?

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

Post by PKPenguin321 » #271834

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.
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Re: spooky russian codebase

Post by Steelpoint » #271844

Well, we'll see.
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Re: spooky russian codebase

Post by Haevacht » #271857

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.
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Re: spooky russian codebase

Post by PKPenguin321 » #271865

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.
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Re: spooky russian codebase

Post by MercuryArrow » #272014

Huh, this is pretty neat actually. Will be interested in seeing what, if anything, comes of tinkering with it. Good find!
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Re: spooky russian codebase

Post by Ricotez » #272364

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
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.
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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.
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Re: spooky russian codebase

Post by XDTM » #272383

Underfloor maint, then stitch departments closer together
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Re: spooky russian codebase

Post by cedarbridge » #272477

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.
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Re: spooky russian codebase

Post by iamgoofball » #272480

CHEMISTRY Z-LEVEL
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Re: spooky russian codebase

Post by Steelpoint » #272482

I think the Russian Station will help showcase to everyone the benefits, but also possibilities, of multi z-levels.
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Re: spooky russian codebase

Post by cedarbridge » #272493

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?
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Re: spooky russian codebase

Post by TrustyGun » #272512

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
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Re: spooky russian codebase

Post by Steelpoint » #272521

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.
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Re: spooky russian codebase

Post by TrustyGun » #272547

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
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Re: spooky russian codebase

Post by WJohnston » #272657

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.
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Re: spooky russian codebase

Post by onleavedontatme » #272658

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
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Re: spooky russian codebase

Post by Armhulen » #272660

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
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Re: spooky russian codebase

Post by Tokiko2 » #275046

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.
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Re: spooky russian codebase

Post by PKPenguin321 » #282522

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
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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Remie Richards
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Re: spooky russian codebase

Post by Remie Richards » #282551

It's both.
私は完璧
Scott
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Re: spooky russian codebase

Post by Scott » #282651

Donate some shekels to remie's patreon for russian multi z.
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Remie Richards
Joined: Thu Apr 17, 2014 7:11 pm
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Re: spooky russian codebase

Post by Remie Richards » #282728

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!
私は完璧
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stoovan
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Re: spooky russian codebase

Post by stoovan » #333086

You call this a "Spooky Russian Codebase"
This is fallout13 standards

Look at lifeweb
Slignerd
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Re: spooky russian codebase

Post by Slignerd » #333244

PKPenguin321 wrote:and... LATE-2014-LEVEL RESPONSIVENESS WITH 2012-LEVEL FRAMERATE
PKPenguin321 wrote:[youtube]LrPnY6p--2Y[/youtube]
dropped
It would appear that I'm a high RP weeb who hates roleplay and anime.
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