Facepunch code released

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Vekter
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Facepunch code released

Post by Vekter » #107284

Someone leaked some of their code so Mport and the others went "fuck it" and released the whole thing.

https://www.digg.com/r/SS13/comments/ ... e_release/
AliasTakuto wrote: Thu Jan 04, 2024 1:11 pm As for the ear replacing stuff, you can ask Anne but I don't think this is what I was banned for. If I was all I can say is "Sorry for being hilarious"...
Omega_DarkPotato wrote:This sucks, dude.
Spoiler:
Reply PM from-REDACTED/(REDACTED): i tried to remove the bruises by changing her gender

PM: Bluespace->Delaron: Nobody wants a mime's asscheeks farting on their brig windows.

PM: REDACTED->HotelBravoLima: Oh come on, knowing that these are hostile aliens is metagaming

[17:43] <Aranclanos> any other question ping me again
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Re: Facepunch code released

Post by EndgamerAzari » #107285

I'm not familiar with them. Did they have any particularly outstanding features?
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Re: Facepunch code released

Post by Incoming » #107286

There's something vaguely approximating a "big unique to us features" list here http://facepunchss13.proboards.com/boar ... ent-guides

Nothing is really standing out as something cool that they had that we don't, and a lot of talk on the forums is more about them porting features from us, which obviously isn't useful for us now.

MIght be a nice little idea if someone sets up a temporary server for this code so players can look around and see if there's anything neat worth salvaging.
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Re: Facepunch code released

Post by onleavedontatme » #107289

>several of their features have to do with away missions

Well at least someone enjoys them I guess
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Re: Facepunch code released

Post by Vekter » #107325

I mostly just posted it here in case anyone wanted to ape any of their code for us. No clue what's in there but you never know.
AliasTakuto wrote: Thu Jan 04, 2024 1:11 pm As for the ear replacing stuff, you can ask Anne but I don't think this is what I was banned for. If I was all I can say is "Sorry for being hilarious"...
Omega_DarkPotato wrote:This sucks, dude.
Spoiler:
Reply PM from-REDACTED/(REDACTED): i tried to remove the bruises by changing her gender

PM: Bluespace->Delaron: Nobody wants a mime's asscheeks farting on their brig windows.

PM: REDACTED->HotelBravoLima: Oh come on, knowing that these are hostile aliens is metagaming

[17:43] <Aranclanos> any other question ping me again
[17:43] <Vekter> Aranclanos for nicest coder 2015
[17:44] <Aranclanos> fuck you
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Re: Facepunch code released

Post by whodaloo » #107384

I don't know anything about their code but Foos is a cool guy

hope you get your pilot license soon buddy
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Re: Facepunch code released

Post by Cheridan » #107387

Kor wrote:>several of their features have to do with away missions

Well at least someone enjoys them I guess
I made the Centcom Away map at the request of Yogstation, who later adapted it into their own Centcom z-level. I'd say in general that the away mission project was more successful with downstream branches, likely because the modular nature lets their smaller dev teams create maps and content adapted to their needs, but without the far more hefty investment of making a full station map.
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Re: Facepunch code released

Post by onleavedontatme » #107404

Cheridan wrote:likely because the modular nature lets their smaller dev teams create maps and content adapted to their needs
Was the whole idea here, letting people add smaller amounts of content, shame it suffered backlash early on because of the nature of the maps that got rushed and never really took off afterwards.

Nice to hear they live on though.
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Re: Facepunch code released

Post by oranges » #107443

More like shitpunch
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Re: Facepunch code released

Post by invisty » #107445

Kor wrote:>several of their features have to do with away missions

Well at least someone enjoys them I guess
Away Missions were always a great idea, provided they were closed source.

Honestly I wish there was some easy way we could have done the same yet keep people from solving all the puzzles via github.
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Re: Facepunch code released

Post by callanrockslol » #107490

invisty wrote:
Kor wrote:>several of their features have to do with away missions

Well at least someone enjoys them I guess
Away Missions were always a great idea, provided they were closed source.

Honestly I wish there was some easy way we could have done the same yet keep people from solving all the puzzles via github.
Take the whole thing closed source, literally the only way to get good secrets. Everyone will know everything after one person does it though.

ACTUALLY

Undocumented things are probably more secret. Ignore the changelog and just do it.
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Re: Facepunch code released

Post by JackHunt » #107544

There were a bunch of undocumented things added to tg that remain pretty secret like Hallucinations. Sure if you codedive you can find them but it's pretty obscure and your average person can't make sense of DM code anyway.
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Re: Facepunch code released

Post by Nexendia » #107569

JackHunt wrote:There were a bunch of undocumented things added to tg that remain pretty secret like Hallucinations. Sure if you codedive you can find them but it's pretty obscure and your average person can't make sense of DM code anyway.
http://www.hippie-station-13.com/forums ... =21&t=1993

Semi-related as it lets you have hidden chems.. could probably be used for other things.
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Re: Facepunch code released

Post by Miauw » #107732

secret club bs is lame and will always be lame.
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Re: Facepunch code released

Post by Incomptinence » #107745

Or you could just use procedurally generated map elements and stuff like that to add variety instead of having whoever maps a sekrit away mission being lord and master.
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Re: Facepunch code released

Post by Vekter » #108962

Can you do procedural generation in BYOND? o-o
AliasTakuto wrote: Thu Jan 04, 2024 1:11 pm As for the ear replacing stuff, you can ask Anne but I don't think this is what I was banned for. If I was all I can say is "Sorry for being hilarious"...
Omega_DarkPotato wrote:This sucks, dude.
Spoiler:
Reply PM from-REDACTED/(REDACTED): i tried to remove the bruises by changing her gender

PM: Bluespace->Delaron: Nobody wants a mime's asscheeks farting on their brig windows.

PM: REDACTED->HotelBravoLima: Oh come on, knowing that these are hostile aliens is metagaming

[17:43] <Aranclanos> any other question ping me again
[17:43] <Vekter> Aranclanos for nicest coder 2015
[17:44] <Aranclanos> fuck you
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Re: Facepunch code released

Post by Nienhaus » #108967

Vekter wrote:Can you do procedural generation in BYOND? o-o
Pretty sure, yeah.
Hey.
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Re: Facepunch code released

Post by Stan_Studnick » #108970

Former Facepunch Station player here. Aside from some random stuff like ID-locked guns (was shit, absolute shit) and the away missions which were fun, they didn't have anything really cool. I've played on smaller servers that had better things, what made me go to /tg/ was the similarity between here and Facepunch Station.

There was a lot of things here that they didn't have, but it was over a year ago since I last played there so I don't know. It was when Nox still existed, so I hope that gives you an idea of when it was, mostly getting anything added was up to scooterkid or Foos, all I know is it wasn't a bad place to be but it got a little empty at times and especially after they went to the new map.

EDIT: This was the map, I more or less gave all the important input on cargo, the whole thing is basically as I suggested: http://puu.sh/hst0X/40c6f1ad4c.png

Was not a bad cargo bay.
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Re: Facepunch code released

Post by Saegrimr » #108973

Stan_Studnick wrote:EDIT: This was the map, I more or less gave all the important input on cargo, the whole thing is basically as I suggested: http://puu.sh/hst0X/40c6f1ad4c.png
Holy fuck what a boring as hell map.
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Re: Facepunch code released

Post by Ricotez » #109000

>that conveyor belt between mining and cargo

holy shit I almost forgot boxstation used to have that too
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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.
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The HoP just toolboxes someone to death out of nowhere, then gets speared by a chemist who saw him murder a guy, then the chemist gets beaten to death because someone else saw him kill the HoP.
Tele-man somehow dies and gets its looted by an atmos tech who managed to use it to send two nuke ops to lavaland, who were then surrounded by several very angry people from earlier and some extra golems on top of it.
Captain dies, gets cloned/revived, lasers the guy holding the disk into crit to take it back.
Some idiot tries to welderbomb the AI hiding out at mining for no discernible reason.
Two permabans and a dayban, i'm expecting a snarky appeal from one of them soon. What the fuck.
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Re: Facepunch code released

Post by Remie Richards » #109079

Vekter wrote:Can you do procedural generation in BYOND? o-o
Have you not seen my generator?
Or Bay's generator?

Procedural generation can be done in any turing complete language.
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Re: Facepunch code released

Post by Miauw » #109278

one thing i remember about facepunch and liked is that the round end stats popped up in a separate window.
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Re: Facepunch code released

Post by Incomptinence » #109293

They still have greenbay oh man I really miss green medbay.
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Re: Facepunch code released

Post by Saegrimr » #109323

Miauw wrote:one thing i remember about facepunch and liked is that the round end stats popped up in a separate window.
/vg/ had this for a while, might still have it but I haven't checked in a while. Its a great feature, even with stupid statistics like number of times someone beat the clown.
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Re: Facepunch code released

Post by Stan_Studnick » #109390

Saegrimr wrote:
Stan_Studnick wrote:EDIT: This was the map, I more or less gave all the important input on cargo, the whole thing is basically as I suggested: http://puu.sh/hst0X/40c6f1ad4c.png
Holy fuck what a boring as hell map.
Apparently that's an early screenshot but yeah, the map wasn't very fun. It seems to be pretty solid when you're looking at the whole thing but actually playing it was infuriating, it was just kind of clunky to move around in and I never really could get used to it.
Ricotez wrote:>that conveyor belt between mining and cargo

holy shit I almost forgot boxstation used to have that too
Made entirely obsolete by the method used here to smelt/distribute the ore, but it was hella fun and that entire conveyor room was a fun place to stuff bodies. I disguised myself (while being the QM) and slowly murdered the crew one or two at a time and ditched their bodies in there, and finally the HoS and detective ran through and discovered them all. I was questioned, but since I was never seen outside of the cargo bay I was ruled out as a suspect. One of my favorite times on that map for sure, I loved getting that sweet, sweet greentext after all of that.
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Re: Facepunch code released

Post by Ricotez » #109636

Saegrimr wrote:stupid statistics like number of times someone beat the clown.
if we ever implemented this it would just encourage people to beat the clown

which I'm not opposed to
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:
#coderbus wrote:<MrPerson> How many coders does it take to make a lightbulb? Three, one to make it, one to pull the pull request, and one to fix the bugs
Kor wrote:The lifeweb playerbase is primarily old server 2 players so technically its our cancer that invaded them
peoplearestrange wrote:Scared of shadows whispers in their final breath, "/tg/station... goes on the tabl..."
DemonFiren wrote:Please, an Engineer's first response to a problem is "throw it into the singulo".
tedward1337 wrote:Donald Trump is literally what /pol/ would look like as a person
CrunchyCHEEZIT wrote:why does everything on this server have to be a federal fucking issue.
Saegrimr wrote:One guy was running around popping hand tele portals down in the halls before OPs even showed up and got several stranded out on lavaland.
The HoP just toolboxes someone to death out of nowhere, then gets speared by a chemist who saw him murder a guy, then the chemist gets beaten to death because someone else saw him kill the HoP.
Tele-man somehow dies and gets its looted by an atmos tech who managed to use it to send two nuke ops to lavaland, who were then surrounded by several very angry people from earlier and some extra golems on top of it.
Captain dies, gets cloned/revived, lasers the guy holding the disk into crit to take it back.
Some idiot tries to welderbomb the AI hiding out at mining for no discernible reason.
Two permabans and a dayban, i'm expecting a snarky appeal from one of them soon. What the fuck.
ShadowDimentio wrote:I am the problem
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Re: Facepunch code released

Post by Drynwyn » #149231

This is good if only because afaik Facepunch was technically violating the CC license on R4407 of gooncode by being closed-source.
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Re: Facepunch code released

Post by NikNakFlak » #149282

Holy Necro Batman
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