A Baystyle Map.
- Durkel
- Joined: Wed Apr 23, 2014 5:14 pm
- Byond Username: Durkel
A Baystyle Map.
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?
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?
- D&B
- Joined: Mon Jun 13, 2016 2:23 am
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Re: A Baystyle Map.
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.
If that's done before the ship migration that'll be grand.
Spoiler:
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: A Baystyle Map.
Multi z level maps are great. Go for it if you think you can make players accept that.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: A Baystyle Map.
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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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: A Baystyle Map.
I can do 'high quality mapping', but how does a multi z-level map function in term of power/disposals/etc?
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: A Baystyle Map.
You'll have to write new things to handle those.lumipharon wrote:I can do 'high quality mapping', but how does a multi z-level map function in term of power/disposals/etc?
- Alipheese
- Joined: Sun May 01, 2016 12:56 pm
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Re: A Baystyle Map.
Bug Remie for the multi z level code. He done did all the work already.
- Armhulen
- Global Moderator
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- Durkel
- Joined: Wed Apr 23, 2014 5:14 pm
- Byond Username: Durkel
Re: A Baystyle Map.
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.
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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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: A Baystyle Map.
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.
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.
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: A Baystyle Map.
Do you mean, code FTL13 or port it? Cause FTL13 is already a thing, I've mentioned it before a few times.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.
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: A Baystyle Map.
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.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: A Baystyle Map.
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.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.
Spoiler:
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: A Baystyle Map.
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.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.
Spoiler:
- Remie Richards
- Joined: Thu Apr 17, 2014 7:11 pm
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- Location: England, UK, Earth, Sol, Milky Way, Local Group, Virgo Supercluster, Known Universe
- Contact:
Re: A Baystyle Map.
No maploader modifications are required, I have my multiz stuff I just need to finish it (pipes/powernets is about all that's left)
私は完璧
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
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- Github Username: BeeSting12
- Location: 'Murica
Re: A Baystyle Map.
id be willing to try my hand at mapping if remie teaches me how to use the multiz stuff she did
- Remie Richards
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Re: A Baystyle Map.
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.
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.
私は完璧
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
- Byond Username: BeeSting12
- Github Username: BeeSting12
- Location: 'Murica
Re: A Baystyle Map.
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.
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.
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
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- Github Username: BeeSting12
- Location: 'Murica
Re: A Baystyle Map.
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
- Remie Richards
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Re: A Baystyle Map.
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)
私は完璧
- Remie Richards
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Re: A Baystyle Map.
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.
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.
私は完璧
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: A Baystyle Map.
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?
- Remie Richards
- Joined: Thu Apr 17, 2014 7:11 pm
- Byond Username: CrimsonVision
- Location: England, UK, Earth, Sol, Milky Way, Local Group, Virgo Supercluster, Known Universe
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Re: A Baystyle Map.
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.
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.
私は完璧
- Aloraydrel
- Joined: Thu Mar 19, 2015 4:14 pm
- Byond Username: Aloraydrel
- Github Username: Aloraydrel
Re: A Baystyle Map.
"""Idea""" GuysKor 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.
- darkpaladin109
- Joined: Wed Apr 15, 2015 6:48 pm
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- Location: MM8BDM, MM5NAP
Re: A Baystyle Map.
Just change the shuttle to a bunch of cryopods.Durkel wrote: That's not even including the problems we'd have to address such as a arrival shuttle not making much sense
- Qbopper
- Joined: Fri Jul 10, 2015 6:34 pm
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Re: A Baystyle Map.
you mean half of /tg/ the majority of every human being on earthAloraydrel wrote:"""Idea""" GuysKor 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.
Limey wrote:its too late.
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