Bottom post of the previous page:
Do we want Multi-z stations?spooky russian codebase
- Remie Richards
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- Steelpoint
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Re: spooky russian codebase
Why not?
It would open up many mapping possibilities.
Though if we did get multi-z stations its likely we won't see it used to its full potential unless someone designs a station with it in mind, or we port the russian station over.
It would open up many mapping possibilities.
Though if we did get multi-z stations its likely we won't see it used to its full potential unless someone designs a station with it in mind, or we port the russian station over.
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Re: spooky russian codebase
Just because my post seems a bit "this is dumb do we really want X" I'll clarify, the question is actually "do i spend my weekend making our own version?Steelpoint wrote:Why not?
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Re: spooky russian codebase
Only you can tell yourself what you'll spend your time on.
Personally, I think multi-z levels will be a net benefit feature for the game, though it does raise many questions on how it'll work, such as how space travel will work.
Personally, I think multi-z levels will be a net benefit feature for the game, though it does raise many questions on how it'll work, such as how space travel will work.
- Ricotez
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Re: spooky russian codebase
I'll gladly help you, I've designed a mult-z-level station before but I lost the map fileRemie Richards wrote:do i spend my weekend making our own version?
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:
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Re: spooky russian codebase
You will be my hands for this revolution rico.Ricotez wrote:I'll gladly help you, I've designed a mult-z-level station before but I lost the map fileRemie Richards wrote:do i spend my weekend making our own version?
(I have some ideas about how a Multi Z station would look, I'll run them past you somewhere between today-next monday (by when I should definitely have finished))
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- Lexorion
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Re: spooky russian codebase
Please do it! It's pretty neat and enables awesome station designs.Remie Richards wrote:Just because my post seems a bit "this is dumb do we really want X" I'll clarify, the question is actually "do i spend my weekend making our own version?Steelpoint wrote:Why not?
- MMMiracles
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Re: spooky russian codebase
Multi z-level stations would be pretty kick ass. Opens a lot of mapping opportunities.
Spoiler:
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Re: spooky russian codebase
Hell, I'd be willing to do a full 1:1 remap of the russian station onto /tg/station. Would be a nice break from my attempts to revive my old Steelstation design.
- Ricotez
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Re: spooky russian codebase
What I had in mind was a central primary hallway but oriented vertically, across all the floors, that all the departments can be accessed from. I made a quick mock-up using only six departments across three floors. The scale is probably a bit too small on this one, but it's just a mock-up after all:
Top Deck (Com-Sec)
Middle Deck (Med-Sci)
Bottom Deck (Eng-Car)
The hole in the center of the top and middle deck would look down onto the bottom deck, but I'm afraid that we would have to port that part of the code from the spooky russian codebase first. If that's not possible we could always just use that space to hold the stairs and elevators and a small lounge for each deck.
Top Deck (Com-Sec)
Spoiler:
Spoiler:
Spoiler:
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:
- Remie Richards
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Re: spooky russian codebase
That's very amusing because one of my main ideas was that exact same hole through the middle, except mine was overtop the engine so you could push people off the top and into the engine because ~safety regulations~
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Re: spooky russian codebase
Yes please doRemie Richards wrote:Do we want Multi-z stations?
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
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- cedarbridge
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Re: spooky russian codebase
If I can find some time this week I'll try out running an event with a mid-low pop event with some ladders between different "z-levels" to try to replicate this and see how players respond. It obviously won't be a port-test or anything since it won't require modifying any code, but it should give an idea how players feel about the concept in practice.
- Wyzack
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Re: spooky russian codebase
tfw Remie is saving tg with gud codes
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
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Re: spooky russian codebase
it won't be as good as you think it is
edit:multi z maps that is
edit:multi z maps that is
- Xhuis
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Re: spooky russian codebase
Are you ever optimistic?oranges wrote:it won't be as good as you think it is
edit:multi z maps that is
I'm an ex-coder for /tg/. I made the original versions of clockcult, shadowlings, revenants, His Grace, and other stuff.
I don't play, code, or participate in the community, but I occasionally post dumb stuff in the hut.
I don't play, code, or participate in the community, but I occasionally post dumb stuff in the hut.
Kraso wrote:hi gay
wubli wrote:xhuis you said you were feeling better but every thread you make makes me worry more about your sanity
ExcessiveUseOfCobblestone wrote:Sorry I was making fun of xhuis' """""compromise""""" who insisted that was the correct term to use.
CitrusGender wrote:We've ended up disabling clockcult on sybil and bagil now (terry is having some problems.) We will give Xhuis some time until he wishes to work upon it again. As of now, please use this thread for ideas and not for bickering.
wubli wrote:you are a cultist of the gay
IkeTG wrote:It's a reflection of humanity, like all of man's creation. You cannot divorce this act from yourself, in a way there's a big titty moth inside all of us.
wesoda25 wrote:yeah no one was curious what it was from. Imagine choosing being a degenerate as your forum gimmick, LOL
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Re: spooky russian codebase
he's a fruit he can barely think.Xhuis wrote:Are you ever optimistic?oranges wrote:it won't be as good as you think it is
edit:multi z maps that is
then again scientists grew an ear on an apple recently so maybe he'll change too.
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- DemonFiren
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Re: spooky russian codebase
apple ear?DemonFiren wrote:citation fucking needed
http://www.bbc.co.uk/news/world-us-canada-39108026
apple ear.
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- Qbopper
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Re: spooky russian codebase
>biohackingRemie Richards wrote:apple ear?DemonFiren wrote:citation fucking needed
http://www.bbc.co.uk/news/world-us-canada-39108026
apple ear.
sounds like some spooky canadian shit
Limey wrote:its too late.
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- PKPenguin321
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Re: spooky russian codebase
idk man I just found this really niche code base that had it and tried it out on a local server and it was actually about as cool as I thought it would be, I made a thread about it in general chat you should check it outoranges wrote:it won't be as good as you think it is
edit:multi z maps that is
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
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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Re: spooky russian codebase
i'm a russian programmer
thought i don't know byond at all lmao you'll have to teach me that if you want to get anything out of this
i am pretty good at other programming languages tho
thought i don't know byond at all lmao you'll have to teach me that if you want to get anything out of this
i am pretty good at other programming languages tho
- Remie Richards
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Re: spooky russian codebase
Still have turfs to sort out, and fixing the update_icon()/update_icons() chain, but it's a nice start.
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- John_Oxford
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Re: spooky russian codebase
-d-
Last edited by John_Oxford on Thu Mar 02, 2017 10:55 pm, edited 1 time in total.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
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- John_Oxford
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Re: spooky russian codebase
>be oxford
>get tired of tg
>delve into vague servers
>meet vague people who host edgy erp coil control snowflake rp servers
>say " i need experience with the community "
>meet these people
>play on their server
>they play on this code base
>travel the servers meeting edgy 10 person server erp fests where they speak three different languages
>engage in high-quality-role-play
>look on tg fourms one day
>pkp: "GUYS LOOK AT THIS NEW COOL THING"
pffft newfag doesn't even edgy server
(did you know 30% of my ideas are just modified suggestions from server's i have visited in the past, like gunsmithing, powder physics, modular armor, for honor combat system, ranged melee, deus-ex level augments, smart computers, advanced pdas, and exosuits)
the russians prospected tablets and computers
the brazilians prospected the 3/4th perspective (first to port all their sprites at once to the viewing direction)
the polish prospected advance grabs (mgs level cqc)
i'll go dig for the IP's to some of these fuckold servers if you guy's want to come fuck with some foreigners
>get tired of tg
>delve into vague servers
>meet vague people who host edgy erp coil control snowflake rp servers
>say " i need experience with the community "
>meet these people
>play on their server
>they play on this code base
>travel the servers meeting edgy 10 person server erp fests where they speak three different languages
>engage in high-quality-role-play
>look on tg fourms one day
>pkp: "GUYS LOOK AT THIS NEW COOL THING"
pffft newfag doesn't even edgy server
(did you know 30% of my ideas are just modified suggestions from server's i have visited in the past, like gunsmithing, powder physics, modular armor, for honor combat system, ranged melee, deus-ex level augments, smart computers, advanced pdas, and exosuits)
the russians prospected tablets and computers
the brazilians prospected the 3/4th perspective (first to port all their sprites at once to the viewing direction)
the polish prospected advance grabs (mgs level cqc)
i'll go dig for the IP's to some of these fuckold servers if you guy's want to come fuck with some foreigners
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
Signature Content:
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
Signature Content:
Spoiler:
- PKPenguin321
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Re: spooky russian codebase
ITSRemie Richards wrote:[img]HAPPENING[/img]
Still have turfs to sort out, and fixing the update_icon()/update_icons() chain, but it's a nice start.
HABBEDING
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
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- cedarbridge
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- Byond Username: Cedarbridge
Re: spooky russian codebase
Maybe it was just the gif loading but that framerate hurt to watchPKPenguin321 wrote:ITSRemie Richards wrote:[img]HAPPENING[/img]
Still have turfs to sort out, and fixing the update_icon()/update_icons() chain, but it's a nice start.
HABBEDING
- Remie Richards
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Re: spooky russian codebase
It's a combination.cedarbridge wrote:Maybe it was just the gif loading but that framerate hurt to watchPKPenguin321 wrote:ITSRemie Richards wrote:[img]HAPPENING[/img]
Still have turfs to sort out, and fixing the update_icon()/update_icons() chain, but it's a nice start.
HABBEDING
1. Sharex is running to capture it, obvi
2. I still have google chrome open with like, 8 tabs
3. I still have discord open
4. I'm hosting the server locally
These all add up to make the performance a bit poo for the gif (plus I think I only captured at 30)
All 4 of the above points aren't relevant to a player, and 1,2,3 probably won't be happening on the server machines.
Also I got turfs working, no gif yet though because It's at home and I'm not.
私は完璧
- PKPenguin321
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Re: spooky russian codebase
I'm checking back on this thread regularly in anticipation for remie's posts I am really excited
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
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- Remie Richards
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Re: spooky russian codebase
Started work on it again for today, goal is to clean up a "version 1" PR (no atmos, but perhaps have tested it locally, -maybe- explosions since that's not too complex)(that PR won't be merged in that state, it's just staging and to get opinion), and to make a recreation of the picture in your OP of the spooky russian codebase.PKPenguin321 wrote:I'm checking back on this thread regularly in anticipation for remie's posts I am really excited
Not too shabby! (The warning stripes and boxes being missing is due to turfs not updating their zshadows after they get decals, but that's being fixed)
Bonus!
Spoiler:
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- Anonmare
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Re: spooky russian codebase
The future is scary.
I'm wondering if we should expand department mechanics to make full use of multiple floors, like:
-Expanding cargo to have a factory-like area for creating things that autolathes can't make or converting otherwise unused minerals, like metal, into """"luxury""""" objects to sell to CentCom.
-Giving Science a computer lab to make/research software with (Telescience too? As soon as we find a way to counter the worst of the telesci memes).
-Letting Engineering have bigger and more Xbox-hueg engines &/or substations to let them mess with the power/air in a department. Maybe replace atmos's holding tanks with machines that generate gases from power.
-More nooks and crannies in maintenance areas for illicit activities and the formation of greytide tribes formed from lost assistants.
-Medical having an express elevator/tunnel/stairs to quickly ascend between the floors and more areas for medical research (Perhaps experimental surgery with different kinds of organs?).
-Command I don't know how to expand without going FTL 13 .
-Security is a difficult one, it's like command in that it doesn't have any form of progression. Maybe a big hazard training course that let them "simulate" different scenarios using holodecks and props.
-AI I also don't know how to expand upon. Maybe some sort of nebulous "AI research" area that generates points that can be used to give slight benefits to different things, like spending research to make lights less likely to blow out or make mining get one or two extra sheets per haul or making Science's lathes slightly more resource-efficient.
I'm wondering if we should expand department mechanics to make full use of multiple floors, like:
-Expanding cargo to have a factory-like area for creating things that autolathes can't make or converting otherwise unused minerals, like metal, into """"luxury""""" objects to sell to CentCom.
-Giving Science a computer lab to make/research software with (Telescience too? As soon as we find a way to counter the worst of the telesci memes).
-Letting Engineering have bigger and more Xbox-hueg engines &/or substations to let them mess with the power/air in a department. Maybe replace atmos's holding tanks with machines that generate gases from power.
-More nooks and crannies in maintenance areas for illicit activities and the formation of greytide tribes formed from lost assistants.
-Medical having an express elevator/tunnel/stairs to quickly ascend between the floors and more areas for medical research (Perhaps experimental surgery with different kinds of organs?).
-Command I don't know how to expand without going FTL 13 .
-Security is a difficult one, it's like command in that it doesn't have any form of progression. Maybe a big hazard training course that let them "simulate" different scenarios using holodecks and props.
-AI I also don't know how to expand upon. Maybe some sort of nebulous "AI research" area that generates points that can be used to give slight benefits to different things, like spending research to make lights less likely to blow out or make mining get one or two extra sheets per haul or making Science's lathes slightly more resource-efficient.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: spooky russian codebase
AI already has its hands full keeping track of shit on two or more z-levels of doorknob memesAnonmare wrote:The future is scary.
I'm wondering if we should expand department mechanics to make full use of multiple floors, like:
-Expanding cargo to have a factory-like area for creating things that autolathes can't make or converting otherwise unused minerals, like metal, into """"luxury""""" objects to sell to CentCom.
-Giving Science a computer lab to make/research software with (Telescience too? As soon as we find a way to counter the worst of the telesci memes).
-Letting Engineering have bigger and more Xbox-hueg engines &/or substations to let them mess with the power/air in a department. Maybe replace atmos's holding tanks with machines that generate gases from power.
-More nooks and crannies in maintenance areas for illicit activities and the formation of minor IC crime tribes formed from lost assistants.
-Medical having an express elevator/tunnel/stairs to quickly ascend between the floors and more areas for medical research (Perhaps experimental surgery with different kinds of organs?).
-Command I don't know how to expand without going FTL 13 .
-Security is a difficult one, it's like command in that it doesn't have any form of progression. Maybe a big hazard training course that let them "simulate" different scenarios using holodecks and props.
-AI I also don't know how to expand upon. Maybe some sort of nebulous "AI research" area that generates points that can be used to give slight benefits to different things, like spending research to make lights less likely to blow out or make mining get one or two extra sheets per haul or making Science's lathes slightly more resource-efficient.
- PKPenguin321
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Re: spooky russian codebase
holy shit this is so cool, i actually threw my hands up in excitement when i saw the pictureRemie Richards wrote:Started work on it again for today, goal is to clean up a "version 1" PR (no atmos, but perhaps have tested it locally, -maybe- explosions since that's not too complex)(that PR won't be merged in that state, it's just staging and to get opinion), and to make a recreation of the picture in your OP of the spooky russian codebase.PKPenguin321 wrote:I'm checking back on this thread regularly in anticipation for remie's posts I am really excited
Not too shabby! (The warning stripes and boxes being missing is due to turfs not updating their zshadows after they get decals, but that's being fixed)Spoiler:
Bonus!Spoiler:
i think the last time i was this hyped for a new thing was when dismemberment came out, you always make some of the most dope features goodness gracious icant wait for this
will it work for many structures or just the station? imagine if we had a spooky space ruin with a secret monster filled basement only accessible via a hidden ladder
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
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: spooky russian codebase
Adventure towersPKPenguin321 wrote:holy shit this is so cool, i actually threw my hands up in excitement when i saw the pictureRemie Richards wrote:Started work on it again for today, goal is to clean up a "version 1" PR (no atmos, but perhaps have tested it locally, -maybe- explosions since that's not too complex)(that PR won't be merged in that state, it's just staging and to get opinion), and to make a recreation of the picture in your OP of the spooky russian codebase.PKPenguin321 wrote:I'm checking back on this thread regularly in anticipation for remie's posts I am really excited
Not too shabby! (The warning stripes and boxes being missing is due to turfs not updating their zshadows after they get decals, but that's being fixed)Spoiler:
Bonus!Spoiler:
i think the last time i was this hyped for a new thing was when dismemberment came out, you always make some of the most dope features goodness gracious icant wait for this
will it work for many structures or just the station? imagine if we had a spooky space ruin with a secret monster filled basement only accessible via a hidden ladder
- Haevacht
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Re: spooky russian codebase
Fukken XENOOOOOOOOS.Remie Richards wrote: Bonus!Spoiler:
1% of a coder, 2% of a spriter, 97% >:3c
Random name on Bagel, usually assistant.
Random name on Bagel, usually assistant.
- iamgoofball
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Re: spooky russian codebase
MAINT ZLEVEL
- cedarbridge
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Re: spooky russian codebase
How do the z-level floors handle sound? Does sound just travel through floors or do we get a muffled version of the same sound? Does sound only travel between levels with exposed floor turfs?
- Armhulen
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Re: spooky russian codebase
DANK DEPTHSiamgoofball wrote:MAINT ZLEVEL
- cedarbridge
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Re: spooky russian codebase
If maint gets its own z-level, sec is getting Dredd buffs to deal with the underhive rabble.
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Re: spooky russian codebase
How would a multi z-level station handle power?
- Steelpoint
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Re: spooky russian codebase
The sing should affect the z level it's on as well as the one above and below it.
- Atticat
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Re: spooky russian codebase
Make the station into a space ship while you're at it. Maintenance underhive sounds fantastic though.
- Luke Cox
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- cedarbridge
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Re: spooky russian codebase
A lot of the floor tile transport systems (atmos, power, disposals) will require a lot of thinking.One Seven One wrote:How would a multi z-level station handle power?
- Steelpoint
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Re: spooky russian codebase
If we get this system I'll be more than happy to port/map the Russian Station onto our code base, it'll be significantly quicker than designing a station from scratch.
- Hamfam77
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Re: spooky russian codebase
Oh, I'm pretty sure this is Neekothing. It's come a long way since May 2015, those russians really know how to code spacemans
- Remie Richards
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Re: spooky russian codebase
The way the system works (it could be changed later, if -really- necessary, but this way is nice and simple) is that if the Zlevel numerically after the current one (2 -> 3) has a "z open turf" (any turf with z_open set on it) then they are technically treated as "two halves of the same thing", this has no actual meaning in the code however, if you walk under (z-under) a "z open turf", your "zshadow" will appear on that "z open turf" above you, correctly updating its loc, appearance and dir (dir is not part of appearance) as you do the same. Once I have z piping (we actually already have some weird "z-vent" that if you stack it on top (zs) of other ones will pass gas through, no idea if it's still functional however) and z wiring, these will also technically "connect" the levels, though neither of these would visibly show things below.PKPenguin321 wrote: will it work for many structures or just the station? imagine if we had a spooky space ruin with a secret monster filled basement only accessible via a hidden ladder
tl;dr, anywhere there's a hole down a z level, the levels "connect"
I'd be lying if I said I'd already done sound, I haven't, however sound works by checking how far every player mob (because this is a small list, generally) is away from the sound's source, it then compares that the two things (mob + sound source) are on the same Z, what I can simply do here is say "well if it's NOT on the same Z, but *IS* above or below, play a slightly modified sound" (quieter, maybe mess around with byond's weird semi-broken "environment" effects for sounds)cedarbridge wrote:How do the z-level floors handle sound? Does sound just travel through floors or do we get a muffled version of the same sound? Does sound only travel between levels with exposed floor turfs?
tl;dr not done, but super simple
Most probably just wires that go up/down, wherever engineering is would have wires across Zs that then eventually connect to each department's APC, as usual, nothing strictly new here beyond wires that go up/downOne Seven One wrote:How would a multi z-level station handle power?
Explosions, as nobody's asked, will require a more formal concept of "Are these two Zs connected?" other than just a hole exactly where the explosion starts (because an explosion would logically MAKE holes, not care about their prior existence), however this is as simple as tracking when a "z open turf" is made/destroy, and storing that It's Z and the one below are formally "connected"
As for atmos, gas turfs just share with their neighbours, it shouldn't be too difficult to validate (z_open) that UP/DOWN are valid neighbours (We use Byond's dirs for a lot of things, obviously, NORTH,EAST,SOUTH,WEST, their combined values NORTHEAST,NORTHWEST,SOUTHEAST,SOUTHWEST, but there's also UP/DOWN (for zs), and all their combinations to)
anymore questions?
私は完璧
- Steelpoint
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Re: spooky russian codebase
I have a question, though it might be getting ahead.
Will it be possible for someone, if there is no gravity, to move up or down a z-level on a open air tile?
I was thinking of the possibility of designing a brig where the Warden's office is on a z-level above the brig cells, so the Warden has a permanent view of all the cells below him. However I found the question of if the prisioners could float up and out of the cells to be one of concern.
(This will also affect space movement, hard enough to track someone in space let alone if they go up or down a z-level)
Also, do you intend to examine the idea of allowing someone to 'look up' and see a z-level up to a degree?
Will it be possible for someone, if there is no gravity, to move up or down a z-level on a open air tile?
I was thinking of the possibility of designing a brig where the Warden's office is on a z-level above the brig cells, so the Warden has a permanent view of all the cells below him. However I found the question of if the prisioners could float up and out of the cells to be one of concern.
(This will also affect space movement, hard enough to track someone in space let alone if they go up or down a z-level)
Also, do you intend to examine the idea of allowing someone to 'look up' and see a z-level up to a degree?
- Remie Richards
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Re: spooky russian codebase
There will be a hud button(s) for looking up/down (single Z only)
If you have no gravity, you'll get some method of moving up/down zs (no grav, jetpacks, super jump boots?) then a hud button/action button will pop out, one for up one for down, only appearing as necessary.
If you have no gravity, you'll get some method of moving up/down zs (no grav, jetpacks, super jump boots?) then a hud button/action button will pop out, one for up one for down, only appearing as necessary.
私は完璧
- Steelpoint
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Re: spooky russian codebase
Well I suppose in that case just placing grilles or a glass cealing would be sufficent to prevent 'floating prisoner syndrome' from occurring.
Final question I have, how many multi-z levels do you intend to support?
You mentioned earlier you envisioned that three multi-z levels would be the maximum you would want.
I'm asking since if we port over the Russian Station, then we would have to condense it down from five to three floors.
Also we need a new name for multi-level z-levels.
Final question I have, how many multi-z levels do you intend to support?
You mentioned earlier you envisioned that three multi-z levels would be the maximum you would want.
I'm asking since if we port over the Russian Station, then we would have to condense it down from five to three floors.
Also we need a new name for multi-level z-levels.
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