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Re: spooky russian codebase

Posted: Sat Sep 02, 2017 12:04 pm
by Slignerd

Bottom post of the previous page:

PKPenguin321 wrote:and... LATE-2014-LEVEL RESPONSIVENESS WITH 2012-LEVEL FRAMERATE
PKPenguin321 wrote:[youtube]LrPnY6p--2Y[/youtube]
dropped

Re: spooky russian codebase

Posted: Sat Sep 02, 2017 12:42 pm
by Doctor Pork
stoovan wrote: Look at lifeweb
Ugh, I'd really rather not.

Re: spooky russian codebase

Posted: Sat Sep 02, 2017 12:44 pm
by Steelpoint
This Russian Station thing is essentially a less grimdark version of Lifeweb's Orbital Station 13 game mode.

I still have the Russian Station map half finished somewhere on my Computer. I'll still be up to finish it if multi-zlevels are fully implemented.

Re: spooky russian codebase

Posted: Sat Sep 02, 2017 11:39 pm
by mattroks101
Steelpoint wrote:This Russian Station thing is essentially a less grimdark version of Lifeweb's Orbital Station 13 game mode.

I still have the Russian Station map half finished somewhere on my Computer. I'll still be up to finish it if multi-zlevels are fully implemented.
If we're still talking about Eris Station, now called Discordia for some reason, which is what that video is of, then no, it's not. The fact that you would even say that tells me you have either never played this codebase, or never played Orbital Station 13 because other then having multiz these two "Russian stations" could not be more far apart. Eris is about a corporate merchant ship, who's security is hired mercenaries, that flies around the galaxy doing SS13 shit. OS13 is about a space station who's crew wakes up 300 years later than they're supposed to, and now have to survive as their station is falling apart, there's a traitor who has to accomplish his 300 year old orders, and the fortress down below is preparing to invade them.

OS13 is all about a broken, fractured space station crew trying to survive a harsh environment and repair their station, while Eris is about dealing with internal staff strife and potential outward threats while they sail the galaxy. It's not even that Eris is a less grimdark OS13, Eris isn't grimdark at all, all of Eris's themes were strictly neon cyberpunk, not grimdark. I know all this because I've been an active developer for Eris in the past, and while I don't actively code for the codebase anymore I still hang around with the developers.

Re: spooky russian codebase

Posted: Tue Nov 27, 2018 2:12 pm
by Steelpoint
Ancient revive is ancient.

Since progress is now actually being made on multi-zlevel support (https://github.com/tgstation/tgstation/pull/40428). I've revived my mapping project of porting this station to tgstation.

Had to start from scratch but I've finished the layout of the first level of the station. For reference, this station has five levels in total.

This will be a very odd station to play on, but it'll make a nice showcase of multi dimensional station layouts.

Re: spooky russian codebase

Posted: Tue Nov 27, 2018 11:23 pm
by PKPenguin321
Steelpoint wrote:Ancient revive is ancient.

Since progress is now actually being made on multi-zlevel support (https://github.com/tgstation/tgstation/pull/40428). I've revived my mapping project of porting this station to tgstation.

Had to start from scratch but I've finished the layout of the first level of the station. For reference, this station has five levels in total.

This will be a very odd station to play on, but it'll make a nice showcase of multi dimensional station layouts.
can't wait. multi z is gonna be crazy, to date it's my most anticipated feature

Re: spooky russian codebase

Posted: Tue Nov 27, 2018 11:29 pm
by Anonmare
I've been playing Eris, the ruskies have an English server up occasionally now. They're quite helpful and friendly

Re: spooky russian codebase

Posted: Wed Nov 28, 2018 3:40 am
by Steelpoint
Eris does look interesting. However I hope to avoid some of the pitfalls they have, like how their armoury has more guns than God and puts the Nuke Ops to shame (four Ion Guns, half a dozen fully automatic ballistic guns, etc, etc)

Re: spooky russian codebase

Posted: Wed Nov 28, 2018 4:33 am
by Steelpoint
Also, here's the overview of the 1st level of the station as it stands.
Spoiler:
Image
Note, the yellow stripes you see in maint are intended to represent guard rails.

For those concerned, I'll worry about balance concerns after the fact.

Re: spooky russian codebase

Posted: Wed Nov 28, 2018 5:28 pm
by Anonmare
Those are the old sprites, they've overhauled a lot since then. Plus Eris are more concerned with PvE than PvP and most everyone as some kind of holdout gun on them at bare minimum.
Cloning also doesn't exist yet, but when it does it's only for the Christians.

They make great use of multi-z, their AI core looks pretty great by having the AI upload on a suspended platform above it and the AI core itself hanging in the middle.

Re: spooky russian codebase

Posted: Wed Nov 28, 2018 5:44 pm
by Steelpoint
Indeed, their station takes great advantage of the multi-z concept. Hence I think it'd be a nice addition to our roster should we get multi-z. Their AI upload is indeed a beautiful sight to behold.

There are indeed some concerns in transitioning the station to tgstation. But those should be easy to resolve and any obvious balance issues would become apparent during dedicated people playing it on the server.

I've practically finished the first level of the station, I'll have to consider adding some new concepts to flesh the station, such as proper maintenance random 'junk' spawners to make maint more littered (whereas the current main junk spawner might also spawn grilles), as well as other random spawns such as random crates, random tools, etc, etc. Rail guards are also going to be mandatory to ensure people don't fall down two or so levels, I might have to enlist help in that regard but that'll be a project should multi-z ever get off the ground.

Re: spooky russian codebase

Posted: Wed Dec 12, 2018 8:34 am
by Steelpoint
Well, we now have multi-zlevel support, so I'll be working more on the map. No guarantees.

However it only really supports movement via ladders. No stairs or akin, also no moving disposals, air, power and akin. So until those get in we won't really see the system taken great advantage of.

Re: spooky russian codebase

Posted: Wed Dec 12, 2018 12:40 pm
by confused rock
I was considering making a simple 2zlevel map where one level has all the shuttles and the ai core and minor stuff like that, but most stuff is on the upper level. I wonder how hard it'd be to get glass flooring, that would make things very interesting.