Gloom general stuff. (tg's gooncode server) (Gloom is RIP)

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Would you like gooncode to be temporarily ran on basil?

Poll ended at Tue Mar 08, 2016 6:08 pm

Yes
44
70%
No
15
24%
Abstain
4
6%
 
Total votes: 63

Shadowlight213
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Re: Running gooncode on basil for a while.

Post by Shadowlight213 » #161830

Bottom post of the previous page:

Steelpoint wrote:I've heard a rumour that MSO is going to set up a third server to permanently run Gooncode.
Huh. Mso told me he was only going to run gooncode for a day or so.
If we are going to be running gooncode for longer, then I need to fully setup the config txt, and if it's gonna be a semi permanent thing, then I need to move it from a fork to its own repo. As well as try to make it run on 510 and stuff.
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Re: Running gooncode on basil for a while.

Post by Anonmare » #161833

After playing Gooncode Bagil I have come to the conclusion that I overall dislike it. There are some good points but it is ultimately too different from TG to be playable for veterans.

Also playing AI is suffering on Goon; the camera scroll is way too fucking janky and fast, the hotkeys are back to front (shift-click bolts and ctrl-click opens) and you have a kill switch right outside your front door.
The computer terminals, while neat, are a pain in the ass to use and the lighting causes a fair bit of eye strain (for me at least).

Good points:- A fair bit of variety in what you can do, Genetics is interesting and you can't make yourself a demigod with all the powers (not without taking some downsides). Traits I'm on the fence over - might be interesting, might be abused.

That's my feedback to be honest.
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Re: Running gooncode on basil for a while.

Post by DemonFiren » #161837

Kill switch, what?
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Re: Running gooncode on basil for a while.

Post by TheWiznard » #161843

Anonmare wrote:After playing Gooncode Bagil I have come to the conclusion that I overall dislike it. There are some good points but it is ultimately too different from TG to be playable for veterans.

Also playing AI is suffering on Goon; the camera scroll is way too fucking janky and fast, the hotkeys are back to front (shift-click bolts and ctrl-click opens) and you have a kill switch right outside your front door.
The computer terminals, while neat, are a pain in the ass to use and the lighting causes a fair bit of eye strain (for me at least).

Good points:- A fair bit of variety in what you can do, Genetics is interesting and you can't make yourself a demigod with all the powers (not without taking some downsides). Traits I'm on the fence over - might be interesting, might be abused.

That's my feedback to be honest.
Yeah AI sucks, I played a round as AI and I agree the camera speed is just way way too touchy to do anything even remotely useful. On hotkeys, they aren't technically back to front, it's just goon doesn't use the same hotkeys as us. The only way to get anything done for other people is to use your remote drones because otherwise you sanic speed scroll over them when you blow on your movement keys. otherwise I've had a super blast so far playing as cyborg.

edit: I'm interested to see how a normal round plays out instead of the button mayhem
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Re: Running gooncode on basil for a while.

Post by iamgoofball » #161848

The whole point is the culture shock to throw off veterans. Adapt.
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Re: Running gooncode on basil for a while.

Post by TheWiznard » #161850

iamgoofball wrote:The whole point is the culture shock to throw off veterans. Adapt.
there is a difference in adapting and the camera speed being literally unplayable
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Re: Running gooncode on basil for a while.

Post by Malkevin » #161854

Is amazing the little things you take for granted, like exo suit slot and sec belts
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Re: Running gooncode on basil for a while.

Post by Saegrimr » #161875

Malkevin wrote:Is amazing the little things you take for granted, like exo suit slot and sec belts
Yeah theres a considerable amount of little quality of life things we have that I miss.
However this is really fucking interesting, i'm really enjoying the test.
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Re: Running gooncode on basil for a while.

Post by FranzKrake » #161897

While I can go along with the Gooncode and everything, I think that the station design is pure cancer. That would be the one reason why I dont enjoy playing it. Meta Station map layout is just way better than this garbage. Are there any alternative maps for goon?

Furthermore: The fucking Wikis from the stone age lads, have fun learning anything.
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Re: Running gooncode on basil for a while.

Post by Steelpoint » #161902

I wonder if its possible to adapt Box or Meta to using Gooncode.
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Re: Running gooncode on basil for a while.

Post by Remie Richards » #161903

of course it is.
you just have to remap it all with its goon-equivalent objects.
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Re: Running gooncode on basil for a while.

Post by Shadowlight213 » #161924

Yeah there are alternate maps. In tory we might be able to hook in a map rotation system for gooncode with server tools.
Also test on bagil is over. It's back to tg code, although mso did say something about a seperate server for gooncode. I've also upgraded the gooncode to the 510 version which should fix lag.
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Re: Running gooncode on basil for a while.

Post by DemonFiren » #161928

Wait, wait, wait, Terry still exists?
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Re: Running gooncode on basil for a while.

Post by Steelpoint » #161930

Well there appears to be a third server option on the /tg/ home page that links to a Gooncode server.
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Re: Running gooncode on basil for a while.

Post by Anonmare » #162027

DemonFiren wrote:Kill switch, what?
On the AI Upload console. I think it needs RD access though.
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Re: Running gooncode on basil for a while.

Post by oranges » #162110

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Re: Running gooncode on basil for a while.

Post by Steelpoint » #162136

Welcome to NTStation 2.0.
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Re: Running gooncode on basil for a while.

Post by Saegrimr » #162139

Steelpoint wrote:Welcome to NTStation 2.0.
I think people would just rather go play on Goon if they wanted a direct Goon port. I know I did for like hours last night. Its alright, different flavor, same space bullshit.
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Re: Running gooncode on basil for a while.

Post by Steelpoint » #162148

That too, if you want to play on Goon go to Goonstation.

Maybe if we offered a different map and some quality of life changes that we use on /tg/ (no balance, just the QOL things we do) then it might be enough.

Otherwise I doubt our Gooncode server will go far.
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Re: Running gooncode on basil for a while.

Post by Incomptinence » #162198

Things still seem to have the spirit of fun they used to before my goon ban station has piles of distractions for the bored low rank crew other than you know the dull tiding we get here.

Fuck these airlock sprites though so ugly.
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Re: Running gooncode on basil for a while.

Post by Venticular » #162223

Here are my opinions on things if gooncode ever gets permanently gets added to the server(s):


Things that should be added but changed:
-lighting engine
The smooth lighting engine is nice to look at, but my god is it dark as fuck. The hallways and departments are so dark. The lighting engine should be made brighter.
-most/some sprites
Most of the sprites are nice. Really, I don't care about which ones get added but a few - I'll get back to that
-mechanics
Mechanics such as the artifact research and pods and dismemberment are nice, but could also be changed to fit our theme more. Also mechanics
-maps
MY GOD COG IS ABSOLUTE CANCER
REFIT META TO GOONCODE PLEASE

Things that could be added as is:
-animations
The gibbing animations are beautiful. Also other animations
-Sounds
Scream/battle sounds are amazing. Airlock sounds are good too. I have the same stance on these as sprites

THINGS THAT SHOULD NOT BE ADDED AT ALL:
-wall/airlock sprites
These things hurt my eyes so much, please leave our structures sprites as is
-Cogmap
You saw my thing above
-UI
The lobby UI is fucking ugly as shit.
Our nanoUI is much better, please port


This is an imcomplete list, I haven't played on gooncode too much.
Last edited by Venticular on Wed Mar 16, 2016 6:45 pm, edited 1 time in total.
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Re: Running gooncode on basil for a while.

Post by killerx09 » #162249

I petition we port Cluwns from Goonstation.
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Re: Running gooncode on basil for a while.

Post by Wyzack » #162265

I like the lighting, the consoles and extra crew stuff. I do miss a lot of the tg aesthetic stuff though, like our selection of hairstyles and our clothesmate vendors with a greater selection of cosmetic outfits. Also are their human sprites different than ours? The heads seem a little flatter
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Re: Running gooncode on basil for a while.

Post by Venticular » #162269

Wyzack wrote:I like the lighting, the consoles and extra crew stuff. I do miss a lot of the tg aesthetic stuff though, like our selection of hairstyles and our clothesmate vendors with a greater selection of cosmetic outfits. Also are their human sprites different than ours? The heads seem a little flatter
Their character sprites are a little different, and their ghost sprites are basically a character sprite, with the character's hair color and style, but all white, and the bottom torso faded off.

Also, I like the lighting too, but I think it needs to be brightened up a bit. It's WAY too dark for me.
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Re: Running gooncode on basil for a while.

Post by Shadowlight213 » #162270

Don't worry. I've already changed the map setting to Destiny on the fork.
As for QOL stuff, I'm actively working on those. (As actively as I can with balancing RL.) I've already swapped the examine and throw keys and added the O and ctrl+O keys for OOC. Server hasn't updated yet though.
Gonna work on making the lighting a bit brighter.

If people want to contribute, I've cloned the fork into a new repo. Server is still set to update from the fork for now, but people are free to make PRs and stuff to it.
https://github.com/Shadowlight213/TGoonstation

As for hairstyles, I think goon's hair can have 3 layers to it actually.
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Re: Running gooncode on basil for a while.

Post by iamgoofball » #162276

palpatine213 wrote:Don't worry. I've already changed the map setting to Destiny on the fork.
As for QOL stuff, I'm actively working on those. (As actively as I can with balancing RL.) I've already swapped the examine and throw keys and added the O and ctrl+O keys for OOC. Server hasn't updated yet though.
Gonna work on making the lighting a bit brighter.

If people want to contribute, I've cloned the fork into a new repo. Server is still set to update from the fork for now, but people are free to make PRs and stuff to it.
https://github.com/Shadowlight213/TGoonstation

As for hairstyles, I think goon's hair can have 3 layers to it actually.
You should realy set it to cogmap 1.

Cogmap 1 has a way better design compared to cogmap 2(which we were running) and destiny.
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Re: Running gooncode on basil for a while.

Post by Isratosh » #162298

iamgoofball wrote: You should realy set it to cogmap 1.

Cogmap 1 has a way better design compared to cogmap 2(which we were running) and destiny.
Cogmap 1 is way better than 2. It's a lot more linear, with one main hallway going through the entire station and connecting every department. Escape is on the opposite side of the station from arrivals, which makes sense. 1 also uses the original wall and airlock sprites that we use, which makes it feel a lot less alien than Cogmap 2. If anybody wants to compare the two, Cogmap 1 is here and Cogmap 2 is here.
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Re: Running gooncode on basil for a while.

Post by Incomptinence » #162381

Anyone have a clue how to fix or avoid tape tearing itself in databases and becoming useless after a while?

I honestly can't find a way to continue artifact research.
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Re: Running gooncode on basil for a while.

Post by Shadowlight213 » #162490

I thought that cogmap1 needed some changes to work with current code?
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Re: Running gooncode on basil for a while.

Post by iamgoofball » #162505

palpatine213 wrote:I thought that cogmap1 needed some changes to work with current code?
It shouldn't, the old walls and stuff are still in code
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Re: Running gooncode on basil for a while.

Post by Incomptinence » #162571

Oh figured it out they don't run off the databank anymore they run through... something else.

If you run off the databank directly the tap breaks or whatever to fuck with you for following old guides and connecting to it.

Edit: oh and according to my materials scanner our ore quality levels are doing jack shit.
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Re: Running gooncode on basil for a while.

Post by Remie Richards » #162632

Venticular wrote:their ghost sprites are basically a character sprite, with the character's hair color and style, but all white, and the bottom torso faded off.
it also displays whatever eye-wear you had on when you die too.
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Re: Running gooncode on basil for a while.

Post by iamgoofball » #162675

tried to port that actually, didn't work too well
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Re: Running gooncode on basil for a while.

Post by Shadowlight213 » #162797

Ok, so cogmap1 needed it's z2 redone because the shuttle faces south instead of North or east like the existing ones do. Got that fixed and cogmap1 is set for the next update.
Also added better support for the game ticker as well as pulling logs.
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Re: Gloom general stuff. (tg's gooncode server)

Post by Shadowlight213 » #164196

Gloom now has MAP ROTATION!!!
It's admin only currently. no voting for maps. I set gloom to the construction gamemode.
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Re: Gloom general stuff. (tg's gooncode server)

Post by Steelpoint » #164201

Dead server is dead.

I don't think there's much that can be done to revive it unless it gets a massive overhaul to get many of /tg/'s quality of life changes (not balance changes).
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Re: Gloom general stuff. (tg's gooncode server)

Post by oranges » #164221

Lets give it time, I don't think it costs much in terms of server resources on top of our existing vm's

I would like to see the codebase graduate to the tgstation organisation though.
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Re: Gloom general stuff. (tg's gooncode server)

Post by Shadowlight213 » #164260

oranges wrote:Lets give it time, I don't think it costs much in terms of server resources on top of our existing vm's

I would like to see the codebase graduate to the tgstation organisation though.
I'm perfectly fine with that honestly. Not sure how I would go about doing it though.
Help from other coders on the code would be a godsend.
I also need to figure out how to setup travis for gooncode.
Steelpoint wrote:Dead server is dead.

I don't think there's much that can be done to revive it unless it gets a massive overhaul to get many of /tg/'s quality of life changes (not balance changes).
There's 5 people on right now. :P
QOL stuff takes time. I've already made great progress with my changes already. A lot of them so far haven't been super obvious to the players, such as server and runtime log access, unhooking some stuff that called goon external rescources, swapping examine and throw keys, making the shuttle not autocall on someone dying on lowpop, etc.. Also haven't been making a changelog.
It's also unfortunately complicated by licensing memes which require me to put tg code in its own separate folder which is absolutely terrible for organizing code.

A list of stuff that I have planned to change
- Change lighting invisibility levels so night vision is actually possible/not broken (I can do this, but I keep putting it off due to having to redo a lot of stuff that messes with invisibility levels such as cloakers)
- Rework paths to not be relative anymore (Probably going to take a while)
- Change the AI eye to be like the tg version (going to take a very long time as I'm not sure where to start on it. Also I'd like to leave the old version in as a toggle or config, as someone jokingly said that goon ai camera prevents ai validhunts :P)
- probably add follow links to stuff for admins
- Rework the admin system to work off of flags rather than ranks
- UI stuff
- unhook from goon's cdn
- smooth walls/windows

If people could list qol features they would want that would be nice.
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Re: Gloom general stuff. (tg's gooncode server)

Post by lzimann » #164263

What bothers me the most are the hotkeys and the fact that when you turn hotkey mode on, it keeps the chat focused, so you keep typing(not like here when you press tab it doesn't allow you to type anymore). And admin-wise, there is no follow button in player panel(I like this a lot, really helpful)
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Re: Gloom general stuff. (tg's gooncode server)

Post by Screemonster » #164331

Calling it Gloom just made me think of the mid-90s amiga FPS, which actually has some relevant advice for SS13 on the loading screen: http://static.giantbomb.com/uploads/ori ... _1_003.png
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Re: Gloom general stuff. (tg's gooncode server)

Post by iamgoofball » #164345

- unhook from goon's cdn
Don't do this. We'll lose access to the chatbox and shit.
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Re: Gloom general stuff. (tg's gooncode server)

Post by Shadowlight213 » #164360

iamgoofball wrote:
- unhook from goon's cdn
Don't do this. We'll lose access to the chatbox and shit.
I know, but i feel bad using goon's cdn for our own server. Since they are the ones managing it and keeping it running.
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Re: Gloom general stuff. (tg's gooncode server)

Post by MrStonedOne » #164413

All we need to do is take that stuff, and put it on another server, I can put it on the website if need be.
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Re: Gloom general stuff. (tg's gooncode server)

Post by iamgoofball » #164429

palpatine213 wrote:
iamgoofball wrote:
- unhook from goon's cdn
Don't do this. We'll lose access to the chatbox and shit.
I know, but i feel bad using goon's cdn for our own server. Since they are the ones managing it and keeping it running.
Seeing as wire hasn't told us to stop using it, and seems fine with it, we might as well keep using it.
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Re: Gloom general stuff. (tg's gooncode server)

Post by oranges » #164716

Or we could not rely on a group of people who might arbitrarily change their mind at any time
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