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Is it dead?
Posted: Fri Apr 28, 2017 5:05 am
by PKPenguin321
Remie left, so no multi-z layers, at least not for a long while (why cruel god fucking why i want to die)
I havent heard any update on the map size byond limitations
The project doesn't seem to be fully feasible without these, what's the status on them being resolved?
Re: Is it dead?
Posted: Fri Apr 28, 2017 6:34 am
by D&B
Just because Remie had another bitch fit and left doesn't mean the project is dead.
Many other coders have expressed interest in seeing this through and I'd wager they're experienced enough to cover the slack
Re: Is it dead?
Posted: Fri Apr 28, 2017 12:04 pm
by onleavedontatme
Multi z would have let you see down into a chasm to what is below. We can still have stacked layers it just wont be as visually exciting.
MSO is working on trying to figure out why byond memory usage is high.
Both MSO and Cyberboss have done work on load times.
The map loads, just slowly. Whether or not it is dead now depends on if people wander back after the freeze or not.
Re: Is it dead?
Posted: Fri Apr 28, 2017 1:11 pm
by Bombadil
The freeze really killed excitement and what happened with remie?
Re: Is it dead?
Posted: Fri Apr 28, 2017 1:32 pm
by TheColdTurtle
The 'am I passive aggressive and mean' thread
Re: Is it dead?
Posted: Fri Apr 28, 2017 1:41 pm
by Bombadil
TheColdTurtle wrote:The 'am I passive aggressive and mean' thread
Never saw it was it deleted?
Re: Is it dead?
Posted: Fri Apr 28, 2017 1:42 pm
by D&B
Bombadil wrote:TheColdTurtle wrote:The 'am I passive aggressive and mean' thread
Never saw it was it deleted?
Basically crag called them passive aggressive and mean and they made a poll and people voted "yes you are" and they left.
Re: Is it dead?
Posted: Fri Apr 28, 2017 2:34 pm
by Bombadil
D&B wrote:Bombadil wrote:TheColdTurtle wrote:The 'am I passive aggressive and mean' thread
Never saw it was it deleted?
Basically crag called them passive aggressive and mean and they made a poll and people voted "yes you are" and they left.
Is crag banned now for bullying?
Re: Is it dead?
Posted: Fri Apr 28, 2017 3:22 pm
by J_Madison
lots of people are dependant on me - this takes up time. Not many people work hands on with projects.
And yes, Remie quitting has put a massive dent in the future of my own project even though it was mapped. I will have to also have someone assist me in creating the zlevel structure and game sequences, not to mention the content and bosses.
Re: Is it dead?
Posted: Fri Apr 28, 2017 3:36 pm
by danno
lmao what
Re: Is it dead?
Posted: Fri Apr 28, 2017 3:38 pm
by Aloraydrel
Kor you forgot to log off your second account
Re: Is it dead?
Posted: Fri Apr 28, 2017 3:42 pm
by TheColdTurtle
What in the fuck did he mean by this?
Re: Is it dead?
Posted: Fri Apr 28, 2017 3:53 pm
by Lexorion
PKPenguin321 wrote:Remie left, so no multi-z layers, at least not for a long while (why cruel god fucking why i want to die)
It should be possible to port the multi-z layer system from CEV-Eris (the russian coderbase you made a thread about) I guess/hope. We'll see!
Re: Is it dead?
Posted: Fri Apr 28, 2017 3:55 pm
by danno
multiple people are working on multi-z as far as I am aware
Re: Is it dead?
Posted: Fri Apr 28, 2017 5:00 pm
by Qbopper
J_Madison wrote:lots of people are dependant on me - this takes up time. Not many people work hands on with projects.
And yes, Remie quitting has put a massive dent in the future of my own project even though it was mapped. I will have to also have someone assist me in creating the zlevel structure and game sequences, not to mention the content and bosses.
danno wrote:lmao what
TheColdTurtle wrote:What in the fuck did he mean by this?
but yeah I figure the freeze was the big killer, I don't think the project is dead though considering the freeze just finished
Re: Is it dead?
Posted: Fri Apr 28, 2017 5:58 pm
by D&B
J_Madison wrote:lots of people are dependant on me - this takes up time. Not many people work hands on with projects.
And yes, Remie quitting has put a massive dent in the future of my own project even though it was mapped. I will have to also have someone assist me in creating the zlevel structure and game sequences, not to mention the content and bosses.
What de fug : DDDD
Re: Is it dead?
Posted: Fri Apr 28, 2017 6:12 pm
by danno
jmad are you ok?
Re: Is it dead?
Posted: Fri Apr 28, 2017 7:28 pm
by Super Aggro Crag
Bombadil wrote:D&B wrote:Bombadil wrote:TheColdTurtle wrote:The 'am I passive aggressive and mean' thread
Never saw it was it deleted?
Basically crag called them passive aggressive and mean and they made a poll and people voted "yes you are" and they left.
Is crag banned now for bullying?
Nope I wasn't punished at all
Re: Is it dead?
Posted: Fri Apr 28, 2017 8:37 pm
by J_Madison
the reason why I haven't talked much about my project (even though it was always going to be shadowed by Kor's project) is because of more personal reasons.
I'm sure this is also why Kor hasn't made public progress too.
My personal reasons were listed. Things are going to be difficult for me because of my personal burdens.
But even if my burdens were alleviated, many ideas and concepts will be delayed or flat out not included because Remie has quit.
And after all of this, I will still need to find a coder to work directly with me.
The issue I have with a lot of contributors helping on projects is they have no direction and they want to do things their way.
I'll have to direct the code harder than Scorsese directed De Niro in taxi driver.
I can't attract coders or spriters to my projects like others can; I'm an outsider and an enigma to most of tgstation.
I handled all of my projects and ideas by powering through and hiring people.
I want to make my project with good structure, good sequences loading in and ending the game, I wanted to have bosses that really scared you when you left the woods.
no danno. no i'm not okay. talk to me.
Re: Is it dead?
Posted: Fri Apr 28, 2017 8:53 pm
by CPTANT
Why does this project need multi-z levels?
Isn't it a big enough project without them?
I would seriously consider making an effort to reduce feature creep if you guys want this project realized.
Re: Is it dead?
Posted: Fri Apr 28, 2017 9:38 pm
by danno
*sweating profusely*
Re: Is it dead?
Posted: Fri Apr 28, 2017 11:00 pm
by FantasticFwoosh
Don't mean to be rude but we shouldn't lean entirely on design leads to arrange everything like this, just as we've seen with Remie for risk of it falling down or even yourself Kor if anything at a future date stalls or throws this out of sync. I mean
i've already revived a counter-idea thread of my own that dips toes into planetstation with just suggesting another mining map with some 'terrestrial features' & temperature to be a test of how it could be pulled off.
I mean im not one to talk since im just a humble lurker & commentator but we need a proper atmospheric enviroment and to know the limits of the atmos system practically, more intelligent mobs that run off (which was remie's forte' with that swarmer boss that ate rocks and then replicated like mad) chasms & layout. All things we can work on independently in the existing game scope like goof's PR to allow us to bridge over chasms.
Even if its slower and this design subforum is put on ice for anything but describing what we want to be like rather than practical progress we know what the goal is and can edge towards it one test merge and hopefully success of a feature at a time then mix the ingredients together into planetstation rather than map it out like madmen and rush to the end.
Re: Is it dead?
Posted: Sun May 14, 2017 2:22 am
by NikNakFlak
I don't mean to be rude but, what the fuck is J_Mad on about and can he fuck off
Re: Is it dead?
Posted: Sun May 14, 2017 2:35 am
by TheColdTurtle
NikNakFlak wrote:I don't mean to be rude
Top ten lies ever told
Re: Is it dead?
Posted: Sun May 14, 2017 5:06 am
by Steelpoint
The feature freeze killed the project stone dead, remie going away was just the icing on top of the cake.
Re: Is it dead?
Posted: Sun May 14, 2017 6:02 am
by MrEousTranger
Is there hope?
Re: Is it dead?
Posted: Sun May 14, 2017 9:24 am
by CPTANT
Seriously guys, just work towards a minimal viable prototype if you want projects like this to succeed.
Re: Is it dead?
Posted: Sun May 14, 2017 11:55 am
by onleavedontatme
A playable prototype of this would require ~100 hours of mapping, so I'd rather do all the minor stuff that fills out the world first.
That way if I give up or lose interest that stuff can at least be used elsewhere in the game. Even if I stopped at this point most of what I made could easily be used in lavaland (or by the FTL13 guys)
Also this community is very often unforgiving and enough people actively want to see this fail that I don't feel comfortable releasing a prototype that isnt "perfect"
Re: Is it dead?
Posted: Sun May 14, 2017 5:49 pm
by DrPillzRedux
Inperfect people playing an imperfect game..
Re: Is it dead?
Posted: Mon May 15, 2017 12:52 am
by NikNakFlak
TheColdSlime wrote:NikNakFlak wrote:I don't mean to be rude
Top ten lies ever told
see signature
Re: Is it dead?
Posted: Mon May 15, 2017 1:05 am
by lumipharon
Kor wrote:A playable prototype of this would require ~100 hours of mapping, so I'd rather do all the minor stuff that fills out the world first.
That way if I give up or lose interest that stuff can at least be used elsewhere in the game. Even if I stopped at this point most of what I made could easily be used in lavaland (or by the FTL13 guys)
Also this community is very often unforgiving and enough people actively want to see this fail that I don't feel comfortable releasing a prototype that isnt "perfect"
What actual mapping needs to be done, specifically? For just prototyping/testing, it should be fairly easy to whip something up very basic and crude, yet functional.
Re: Is it dead?
Posted: Mon May 15, 2017 1:09 am
by PKPenguin321
this thread was specifically about the concerns in the OP i dont know what you guys are talking about anymore
Remie came back so the first thing is looking good but the byond limitations concern still hasn't been fixed afaik
Re: Is it dead?
Posted: Mon May 15, 2017 2:13 am
by onleavedontatme
lumipharon wrote:Kor wrote:A playable prototype of this would require ~100 hours of mapping, so I'd rather do all the minor stuff that fills out the world first.
That way if I give up or lose interest that stuff can at least be used elsewhere in the game. Even if I stopped at this point most of what I made could easily be used in lavaland (or by the FTL13 guys)
Also this community is very often unforgiving and enough people actively want to see this fail that I don't feel comfortable releasing a prototype that isnt "perfect"
What actual mapping needs to be done, specifically? For just prototyping/testing, it should be fairly easy to whip something up very basic and crude, yet functional.
A multi z station and the surrounding area.
But people throw a fucking fit when they get a box variant they don't like they though so I don't want to put out a rushed map and sour everyones first impression. Has to be better than just functional
Re: Is it dead?
Posted: Mon May 15, 2017 2:30 am
by Tokiko2
Do you actually have people working on the map or not? I thought you had a lot of volunteers?
Re: Is it dead?
Posted: Mon May 15, 2017 2:33 am
by onleavedontatme
All my volunteers except the spriters* wandered off during the freeze and lost interest so I'm going to have to make the map myself eventually when I'm done with the mobs etc
*Remie is still working on the multi z thing but that isn't specifically for planetstation
Re: Is it dead?
Posted: Mon May 15, 2017 2:43 am
by bman
it's almost like the freeze strangled any enthusiasm for the project
:THINKING:
Re: Is it dead?
Posted: Mon May 15, 2017 4:25 am
by MrEousTranger
I'm sad I've been watching this from the begining and always supported it, whats wrong with somefing new?
Re: Is it dead?
Posted: Mon May 15, 2017 6:17 am
by oranges
I'm glad it's dead
Re: Is it dead?
Posted: Mon May 15, 2017 1:02 pm
by CPTANT
This is why you focus on your own unique selling points. The rest is all details that can be added later.
You really need to think what the core aspect is that makes planet station more interesting than regular ss13 and present that concept to the playerbase.
Re: Is it dead?
Posted: Mon May 15, 2017 1:14 pm
by Haevacht
CPTANT wrote:Meaningless arbitrary bullshit
fixed
Re: Is it dead?
Posted: Mon May 15, 2017 2:27 pm
by CPTANT
Haevacht wrote:CPTANT wrote:Meaningless arbitrary bullshit
fixed
Yeah, not like the project is suffering from serious feature bloat and waning interest at all.
And it wouldn't benefit at all from a playable prototype.
Nope.
Re: Is it dead?
Posted: Mon May 15, 2017 3:52 pm
by captain sawrge
How can something that is still mostly conceptual suffer from feature bloat
Most of the reasons for the project were laid out in the original thread. People won't be moved by a prototype, if anything they'll just bitch that it sucks because it isn't final
Re: Is it dead?
Posted: Mon May 15, 2017 9:11 pm
by lumipharon
It's not like we need a public server functioning prototype, literally something to alpha test these features and shit yo.
Even a 5 story plain box of station with all the important bits copy pasted in, and a desolate wasteland of a planet would be sufficient.
Why?
Because that's just a design thing that can be easily changed in the future, but all the actual coding based features and shit are what would actually need testing, for function/balance/FUN.
Re: Is it dead?
Posted: Tue May 16, 2017 2:54 pm
by TheColdTurtle
PostThis post was deleted by Oranges on Mon May 15, 2017 4:16 pm.
Reason: kill yourself
Top
PostThis post was deleted by NikNakFlak on Mon May 15, 2017 10:00 pm.
What did they mean by this?
Re: Is it dead?
Posted: Tue May 16, 2017 3:31 pm
by Aloraydrel
Sorry but my point still stands nicky
Re: Is it dead?
Posted: Sat May 20, 2017 7:17 am
by paprika
wtf lol multi z was done by methed out russians (and randy) years ago
it is seriously some of the easiest code ever
you guys are fucking punks
Re: Is it dead?
Posted: Sat May 20, 2017 9:53 am
by Remie Richards
As has been said a million times, the methed out russian's multiz code is garbage.
Re: Is it dead?
Posted: Sat May 20, 2017 10:47 am
by oranges
paprika wrote:wtf lol multi z was done by methed out russians (and randy) years ago
it is seriously some of the easiest code ever
you guys are fucking punks
funny coming from someone who's biggest acheivement was getting into fights with steelpoint over fashion
Re: Is it dead?
Posted: Sat May 20, 2017 3:30 pm
by obscolene
Remie Richards wrote:As has been said a million times, the methed out russian's multiz code is garbage.
can you give an actual reason why you're calling closed-source code garbage, when it actually works perfectly fine in-game? i'm not exactly a
pedo simulator 2015 expert, but from what i've seen there's nothing wrong with it, besides the lag caused by the servers being hosted in a siberian nuclear bunker.
Re: Is it dead?
Posted: Sat May 20, 2017 3:36 pm
by Remie Richards
I was talking about the open source, Russian mutliz shitcode.
But thanks for jumping to a conclusion.