A Baystyle Map.

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Durkel
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A Baystyle Map.

Post by Durkel » #292446

If you're unaware bay recently switched maps to a starship type map with multiple z-levels.

https://wiki.baystation12.net/SEV_Torch

It's a interesting style that they've choose to gone in and I'm curious to see if there would be any support in potentially moving towards something like it as well?

We could revamp some of our current mechanics to even fit a ship style game play. Having the round only end after X amounts of planets have been visited ,or ship reaches a certain integrity failure point. Even greentext seekers could be sated by having them just take a pod off to end their round or something.

How do you guys feel about this type of direction?
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Re: A Baystyle Map.

Post by D&B » #292447

You'll have to rework entire gamemodes around being based on the ship too.

If that's done before the ship migration that'll be grand.
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Re: A Baystyle Map.

Post by Tokiko2 » #292450

Multi z level maps are great. Go for it if you think you can make players accept that.
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Re: A Baystyle Map.

Post by onleavedontatme » #292455

I've wanted to do this for a while and people always seem excited when I mention FTL13 but not excited enough to actually help code or map it.
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Re: A Baystyle Map.

Post by lumipharon » #292465

I can do 'high quality mapping', but how does a multi z-level map function in term of power/disposals/etc?
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Re: A Baystyle Map.

Post by Tokiko2 » #292468

lumipharon wrote:I can do 'high quality mapping', but how does a multi z-level map function in term of power/disposals/etc?
You'll have to write new things to handle those.
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Re: A Baystyle Map.

Post by Alipheese » #292490

Bug Remie for the multi z level code. He done did all the work already.

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Re: A Baystyle Map.

Post by Armhulen » #292491

(she)
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Durkel
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Re: A Baystyle Map.

Post by Durkel » #292515

The mapping isn't as much as a issue as the code problems.

We'd have to tackle

Power net z-levels.
Atmos z-levels.
Explosion z-levels.
Better transitions between zlevels..
And finally getting the ship to "move".

That's not even including the problems we'd have to address such as a arrival shuttle not making much sense, mining not making sense in it's current form, most of our gamemodes being trash for this and so on.
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Re: A Baystyle Map.

Post by lumipharon » #292621

Lifts as primary method of z-level transport will be great.
Bonus points for lift music.
Double bonus points for crowbarring open the lift shaft and throwing people down it.
Triple bonus points for being able to emag/sabotage lift breaks to send the entire lift crashing down the shaft.
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Re: A Baystyle Map.

Post by Anonmare » #292622

Kor wrote:I've wanted to do this for a while and people always seem excited when I mention FTL13 but not excited enough to actually help code or map it.
Do you mean, code FTL13 or port it? Cause FTL13 is already a thing, I've mentioned it before a few times.
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Re: A Baystyle Map.

Post by Tokiko2 » #292660

A great way to start with the multi-z level things would be rewriting the maploader so people can actually load a multi-z test map easily.
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Re: A Baystyle Map.

Post by ShadowDimentio » #292664

D&B wrote:You'll have to rework entire gamemodes around being based on the ship too.

If that's done before the ship migration that'll be grand.
Not really. We can just have it as a map option and have everything else be as normal. If the antags take over (except blob, they lack the ability to do this) they can either keep playing with the ship (ghosts will be spawned in as event characters like boarders or whatever) or launch the escape pods and call it a round.
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Re: A Baystyle Map.

Post by ShadowDimentio » #292665

Durkel wrote:The mapping isn't as much as a issue as the code problems.

We'd have to tackle

Power net z-levels.
Atmos z-levels.
Explosion z-levels.
Better transitions between zlevels..
And finally getting the ship to "move".

That's not even including the problems we'd have to address such as a arrival shuttle not making much sense, mining not making sense in it's current form, most of our gamemodes being trash for this and so on.
Mining is now salvage op and get to go mine/salvage nearby debris in space. Modes stay the same with end-of-round triggers removed outside of blob which ends as normal. Arrivals is replaced with cryo storage.
Spoiler:
"Clowns are different you can't trust those shifty fucks you never know what they're doing or if they're willing to eat a dayban for some cheap yuks."
-Not-Dorsidarf

"The amount of people is the amount of times the sound is played... on top of itself. And with sybil populations on the shuttle..."
-Remie Richards

"I just spent all fucking day playing fallen london and sunless sea and obsessing over how creepy the fucking dawn machine is and only just clocked now that your avatar is the fucking dawn machine. Nobody vote for this disgusting new sequence blasphemer he wants to kill the gods"
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"Drank a cocktail of orange Gatorade and mint mouthwash on accident. Pretty sure I'm going to die, I am on the verge of vomit. It was nice knowing you guys"
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"You're too late, you will have to fetch them from the top of my tower, built by zombies, slaves, zombie slaves and garitho's will to live!"
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"Paul Blart mall cops if they all had ambitions of joining the Waffen-SS"
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"These logs could kill a dragon much less a man"
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">7 8 6
WHAT MADNESS IS THIS? POETIC ANARCHY!"
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"We didn't kick one goofball out only to have another one come in like a fucking revolving door"
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"There's a difference between fucking faggots and being a fucking faggot."
-Anonmare

"You guys splitting the 20 bucks cost to hire your ex again?"
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"Wew. Congrats. It's been actual years since anyone tried to make fun of me for being divorced. You caught me, I'm tilted. Here is your trophy."
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">Paying over a $1000 for a lump of silicon and plastic
Lol"
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"Then why did you get that boob job?"
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Re: A Baystyle Map.

Post by Remie Richards » #292673

No maploader modifications are required, I have my multiz stuff I just need to finish it (pipes/powernets is about all that's left)
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Re: A Baystyle Map.

Post by BeeSting12 » #292702

id be willing to try my hand at mapping if remie teaches me how to use the multiz stuff she did
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Re: A Baystyle Map.

Post by Remie Richards » #292703

It's ridiculously simple (kind of the point)
There's a turf that essentially acts as a "hole" to the z below (they can be mapped in, for example a warden office overlooking a brig, but things like explosions will create them in specific situations like multiz stations) and anything that is "below" that turf gets a shadow automatically added to the turf above, so all the visuals are automatic.

As for pipes and wires, they're the exact same just that they go up/down.

Stairs and ladders should be obvious how they work.

It shouldn't change mapping difficulty at all, but allows for more creativity.
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Re: A Baystyle Map.

Post by BeeSting12 » #292704

Okay, sweet. Is this already in the codebase or will I have to wait a bit? I'm thinking about sort of mimicking bay's shuttle design with some changes to account for the gameplay here. (probably won't have all those shuttles in the docking bay, just a ferry and mining transport with a port for white ship) in fact it would be interesting to have the entire ship work as the emergency shuttle with like five minutes of fueling up, then five minutes of preparing to launch. five minutes of actual flight and then docks at centcomm with pods launching three minutes into the flight.

edit: could also use kor's lifts with the stairs working as sort of a backup thing in emergencies and the ladders found in maintenance areas.
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OOC: Hunterh98: to be fair sloan is one of the, if not the, most robust folks on tg

DEAD: Schlomo Gaskin says, "sloan may be a faggot but he gets the job done"

DEAD: Rei Ayanami says, "YOU'RE EVERYWHERE WHERE BAD SHIT IS HAPPENING"
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Re: A Baystyle Map.

Post by BeeSting12 » #292731

hate to double post but how would going EVA work with multiz? would you stay on the zlevel you exitted the ship on or something? doesnt sound very realistic since you would be able to go up and down IRL, maybe have ladders on the outside or something
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OOC: Hunterh98: to be fair sloan is one of the, if not the, most robust folks on tg

DEAD: Schlomo Gaskin says, "sloan may be a faggot but he gets the job done"

DEAD: Rei Ayanami says, "YOU'RE EVERYWHERE WHERE BAD SHIT IS HAPPENING"
DEAD: Rei Ayanami says, "IT'S ALWAYS FUCKING EDWARD SLOAN"
oranges wrote:Bee sting is honestly the nicest admin, I look forward to seeing him as a headmin one day
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Re: A Baystyle Map.

Post by Remie Richards » #292798

Ready the "spooky russian codebase" thread in General, I explained a lot about my version of Multiz (it's in that thread because the spooky russian codebase has the ancient shit multiz code and someone was like "pls port" so I made a version that's actually not shit)
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Re: A Baystyle Map.

Post by Remie Richards » #292870

I'm going to murder coiax.

He renamed the /Cleanable folder to /cleanable and it's fucked up my branch royally.
You will pay for your crimes coiax.

Edit: seems good now, somebody bring me coiax's head.
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Re: A Baystyle Map.

Post by Tokiko2 » #292994

I'm glad you're working on this again Remie. Are those hole turfs expensive on the processing? I have somewhere between 10.000-100.000 hole turfs on my map, will that work?
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Re: A Baystyle Map.

Post by Remie Richards » #293113

They have no running cost (well, no more than a regular turf)
I must stress this is nothing like the old-style Multiz tiles.

For 1 my version supports 2 levels of "depth" (eg: you can see 2 levels down, if mapped right, it just gets really hard to see) and 2 the old version used 3 large processing lists, and was horrific, my version doesn't do any processing at all, it's reactive (eg: something happens -> do something, instead of what the old one did: "DID SOMETHING HAPPEN?" "DID SOMETHING HAPPEN?" "DID SOMETHING HAPPEN?" for infinity)

Making it reactive requires a bit more work (eg: fixing up the update_icons() chain so that it all correctly works, which is something that still needs work) so It's understandable why the old method was so jank and bad.

tl;dr no more costly that any other turf.
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Re: A Baystyle Map.

Post by Aloraydrel » #293115

Kor wrote:I've wanted to do this for a while and people always seem excited when I mention FTL13 but not excited enough to actually help code or map it.
"""Idea""" Guys
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Re: A Baystyle Map.

Post by darkpaladin109 » #293117

Durkel wrote: That's not even including the problems we'd have to address such as a arrival shuttle not making much sense
Just change the shuttle to a bunch of cryopods.
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Re: A Baystyle Map.

Post by Qbopper » #293164

Aloraydrel wrote:
Kor wrote:I've wanted to do this for a while and people always seem excited when I mention FTL13 but not excited enough to actually help code or map it.
"""Idea""" Guys
you mean half of /tg/ the majority of every human being on earth
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