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.
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
)
- 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.