Reworks are terrible and should stop
- Shadowflame909
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Reworks are terrible and should stop
Hot Take: You see a system that's been in the game for multiple years. Go "This is bad. Let me do better." and destroy the old system to replace it with your better version of it.
Instead of adding onto the old system, you destroy it and make a new system with new rules!
This is bad because you're leaving people with less content overall with this constant flux of building and re-building. Instead of continuously building up the new system to where the content is endless.
@t me.
Instead of adding onto the old system, you destroy it and make a new system with new rules!
This is bad because you're leaving people with less content overall with this constant flux of building and re-building. Instead of continuously building up the new system to where the content is endless.
@t me.
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Re: Reworks are terrible and should stop
embrace the chaos of change
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Re: Reworks are terrible and should stop
Change is the lifeblood of the game
- XivilaiAnaxes
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Re: Reworks are terrible and should stop
That's a stupid line of thought.
Singularity was replaced completely by super matter.
Singuloth is a little funny as a meme but other than that it sucks dick in every way compared to the SM.
Replacing dead end systems with no room to add depth with detailed systems is a good move.
Singularity was replaced completely by super matter.
Singuloth is a little funny as a meme but other than that it sucks dick in every way compared to the SM.
Replacing dead end systems with no room to add depth with detailed systems is a good move.
Stickymayhem wrote:Imagine the sheer narcisssim required to genuinely believe you are this intelligent.
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Re: Reworks are terrible and should stop
Singularity still had room to go and grow
BSA'S can destroy singularities now
Throwing the clown into the singularity can cause it to decrease 5 levels or increase 5 levels.
I'm still waiting on my singulo tesla fusion where tesla orbs orbit the singulo. Husking peeps before they eat them, and creating a teleporting black hole.
BSA'S can destroy singularities now
Throwing the clown into the singularity can cause it to decrease 5 levels or increase 5 levels.
I'm still waiting on my singulo tesla fusion where tesla orbs orbit the singulo. Husking peeps before they eat them, and creating a teleporting black hole.
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- wesoda25
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Re: Reworks are terrible and should stop
Shadowflame I’m sorry but i just don’t have the strength for any more of your content posts, please just have mercy
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Re: Reworks are terrible and should stop
?????Shadowflame909 wrote:Singularity still had room to go and grow
BSA'S can destroy singularities now
Throwing the clown into the singularity can cause it to decrease 5 levels or increase 5 levels.
I'm still waiting on my singulo tesla fusion where tesla orbs orbit the singulo. Husking peeps before they eat them, and creating a teleporting black hole.
I'm not sure how to even reply to this nonsense.
Spooky crystal with dozens of intangible variables allowing for hours of experimentation and countless opportunities to show off how robust you are.
Verses
Lol like if someone lets singuloth loose which takes like 2 seconds you could maybe throw a clown in it for a 50/50 OR use the artillery that isn't even available in half of the rounds to blow it up :DDD
??????bruh???????
so the black hole that hard round removes you? lmao bro what if it soft round removed you first before immediately hard removing you? wouldn't that be an amazing use of coder time?
Stickymayhem wrote:Imagine the sheer narcisssim required to genuinely believe you are this intelligent.
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Re: Reworks are terrible and should stop
exactly this. then the new version invariably sucks or is broken and takes months or years, many coders and commits to get it to the point where it's at least as functional as the system before it, which was probably better anyway because it had been tweaked and developed for longer.Shadowflame909 wrote:You see a system that's been in the game for multiple years. Go "This is bad. Let me do better." and destroy the old system to replace it with your better version of it.
i think the development of this game works better with small improvements/corrections over time rather than a single auteur/autist like iamgoofball deciding they know best, blowing up the old and replacing it with their half-assed broken bullshit that other people then need to fix
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Reworks are terrible and should stop
clearly neither of you have seen how this games development progresses then
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Re: Reworks are terrible and should stop
i don't think you can follow that up with anything
it's either incremental fixes/tweaks/additions/removals or a genius deciding they know best and replacing something old and functional with something new, poorly thought out and buggy/unbalanced/ugly/unfun that then takes a long time and multiple people to make into something remotely comparable to what came before
it's either incremental fixes/tweaks/additions/removals or a genius deciding they know best and replacing something old and functional with something new, poorly thought out and buggy/unbalanced/ugly/unfun that then takes a long time and multiple people to make into something remotely comparable to what came before
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Reworks are terrible and should stop
Nothing ventured, nothing gained.
Does anyone really care to bring back old genetics for example? How is new genetics not a massive improvement from that?
Does anyone really care to bring back old genetics for example? How is new genetics not a massive improvement from that?
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Re: Reworks are terrible and should stop
Reworks are not universally bad. Reworking mining to being lavaland based(instead of the old mining asteroid) was good. Reworking combat to be less stun-based was good. I prefer the old methods, but most people prefer the reworks to genetics and R&D as well. Hell, even the much derided cobbmed was a good soft rework.
Also, someone brought up the old engines as an example of a positive rework. These people are wrong. These things weren't reworked. Those old engines still exist. This is a good example of adding onto an already good system, rather than gutting it and replacing it with what you thought was best.
Also, someone brought up the old engines as an example of a positive rework. These people are wrong. These things weren't reworked. Those old engines still exist. This is a good example of adding onto an already good system, rather than gutting it and replacing it with what you thought was best.
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Re: Reworks are terrible and should stop
this is stupidNecromancerAnne wrote:Nothing ventured, nothing gained.
Does anyone really care to bring back old genetics for example? How is new genetics not a massive improvement from that?
this is gooddeedubya wrote:Reworks are not universally bad. Reworking mining to being lavaland based(instead of the old mining asteroid) was good. Reworking combat to be less stun-based was good. I prefer the old methods, but most people prefer the reworks to genetics and R&D as well.
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Reworks are terrible and should stop
I have vastly more experience than you and i'm telling you that complete reworks is how half this game was built fool.cacogen wrote:i don't think you can follow that up with anything
it's either incremental fixes/tweaks/additions/removals or a genius deciding they know best and replacing something old and functional with something new, poorly thought out and buggy/unbalanced/ugly/unfun that then takes a long time and multiple people to make into something remotely comparable to what came before
Cobby chem, goof chem, new mining, new medbay, new stun combat, new security, new brig, new botany, new new botany.
New virology, the new genetics stolen from goon.
Powernet rework
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Re: Reworks are terrible and should stop
supermatter engine,
new maps
new lighting system (completely different)
mso's new subsystems
asset cache
original tgui, new tgui, nanoui (we dabbled)
all of these were replacements of the old.
Every single one of htem has been a resounding success.
new maps
new lighting system (completely different)
mso's new subsystems
asset cache
original tgui, new tgui, nanoui (we dabbled)
all of these were replacements of the old.
Every single one of htem has been a resounding success.
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Re: Reworks are terrible and should stop
if we had a cowardly vision like yours, that refuses to embrace change, and allow bold new things, we would have the playerbase of bay and hippie.
A codebase defined by a particular vision in a point in time is doomed to die, as the players from that period move on, and they will move on.
Embracing and accepting change for changes sake is the ONLY way to stay relevant, to stay current.
We do that better and faster than anyone else and THAT is what makes us the preeminent number one codebase.
A codebase defined by a particular vision in a point in time is doomed to die, as the players from that period move on, and they will move on.
Embracing and accepting change for changes sake is the ONLY way to stay relevant, to stay current.
We do that better and faster than anyone else and THAT is what makes us the preeminent number one codebase.
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Re: Reworks are terrible and should stop
in summary get your shit outta my face NOW
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Re: Reworks are terrible and should stop
a lot of those examples don't apply and are just there to inflate the list. i accept deedubya's point that some of the reworks we've had have been good though
i don't think your reckless, impulsive and uncaring approach is good for the game unless the people doing reworks are smart and dedicated enough to create something good off the bat. otherwise it will take significant work on behalf of multiple people for months afterwards fixing the problems. we saw this with goofchem, we're seeing it with cobbychem. and when something that isn't integral to gameplay is overhauled, there's no guarantee the system will stay (e.g. gangs, clockwork cult) and not just get removed entirely because regardless of how functional it is people don't like it.
we aren't preeminent. we lost a lot of players at the end of last year, not sure why. we used to be. and it was because of the work done before you and the reputation the server gained as a result, not the destructive and disinterested way you're treating the codebase now. and if we want to play here or contribute to the repo we just have to accept that you're happy to make these big judgement calls despite not even playing.
i don't think your reckless, impulsive and uncaring approach is good for the game unless the people doing reworks are smart and dedicated enough to create something good off the bat. otherwise it will take significant work on behalf of multiple people for months afterwards fixing the problems. we saw this with goofchem, we're seeing it with cobbychem. and when something that isn't integral to gameplay is overhauled, there's no guarantee the system will stay (e.g. gangs, clockwork cult) and not just get removed entirely because regardless of how functional it is people don't like it.
we aren't preeminent. we lost a lot of players at the end of last year, not sure why. we used to be. and it was because of the work done before you and the reputation the server gained as a result, not the destructive and disinterested way you're treating the codebase now. and if we want to play here or contribute to the repo we just have to accept that you're happy to make these big judgement calls despite not even playing.
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Reworks are terrible and should stop
How is it possible to get this many (You)s with such an abysmal thread topic
I have much to learn
I have much to learn
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Re: Reworks are terrible and should stop
Are you seriously debating the semantic of "rework vs addition" when you might see a singularity engine once in a thousand rounds? Engines were reworked not "added to" don't be stupid.deedubya wrote:Also, someone brought up the old engines as an example of a positive rework. These people are wrong. These things weren't reworked. Those old engines still exist. This is a good example of adding onto an already good system, rather than gutting it and replacing it with what you thought was best.
Fucks sake Dee, sometimes I think you're alright why do you have to keep me guessing with this shit?
Although I do agree "Change for the sake of change" is a bonobo philosophy if not tempered individually with an end net gain result.
Last edited by XivilaiAnaxes on Tue Mar 17, 2020 12:22 pm, edited 1 time in total.
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Re: Reworks are terrible and should stop
Change for the sake of change is a good way to cycle out players, not grow a playerbase. Remaining consistent and improving what you have is how you retain the most players while also attracting new ones.oranges wrote:Embracing and accepting change for changes sake is the ONLY way to stay relevant, to stay current.
We do that better and faster than anyone else and THAT is what makes us the preeminent number one codebase.
Going "hey look new thing!" isn't going to bring new players in. They don't care if you have "new thing". At best, "hey look new thing" may bring back a tiny fraction of burnt out old players. A new player will check out this server regardless of if you keep changing shit just to keep it fresh. What you think it will do is help player retention by making sure they don't run out of shit to do, but this isn't the case either. First off, development moves at a glacial pace compared to how fast an average ss13 player will experience the new updated content. Second, player burnout never happens because of a stagnant codebase. It happens for a myriad of other reasons, usually relating to the core gameplay loop of ss13. What you actually do by changing and reworking shit that didn't need to be changed(or even stuff that did need changing) is piss off the players that enjoyed the thing that you replaced, who will then leave as a result. Those are players you won't get back. Those are players who feel like they've been fucked and abandoned by the people designing the game, and will never trust your judgement again.
Since you mentioned experience, take it from someone with actual experience in the field of game design: Don't replace or remove unless it's necessary. Add to it. Add alternatives to it. Tweak it. Find what works and stick to it. The only time you should ever be gutting something is if it's simply unsound from a design perspective, or if it's so wildly unpopular that it's causing you to hemorrhage players uncontrollably. Every time you gut or replace something, you get a net loss. Every time you do it, the losses get worse. You'd better be damn sure it's worth it.
Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible. /tg/ is only widely used as an upstream because it's open source. More people would be playing on goon's servers as well if it didn't have such an atrocious administration. This isn't a slight to the people that have worked on any open source repo, nor an endorsement of goon's elitist attitude towards their server and closed source development - simply a statement of fact.
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Re: Reworks are terrible and should stop
It sounds more like you have an issue with specific authors rather than reworks in general. There's been loads of good reworks and reworks happen for a lot of reasons.
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Re: Reworks are terrible and should stop
On the contrary, I just finished praising a few major reworks earlier in this thread. It's pointless removals that I have an issue with, alongside the statements by oranges saying "change for change's sake is good" and "that's why we're the best". Lunacy.
I know he won't take in a single word I said because he thinks he knows better - but you know what, that's fine. Let's see where this project goes under the direction and vision of one person. It'll make or break this place. I'm a firm believer in projects that are the creative, no-compromise vision of a single person at the head. Even if they fail, I respect the attempt. I'll still criticize the methods and wish that the target audience was considered a bit more during the process, but you do you.
I know he won't take in a single word I said because he thinks he knows better - but you know what, that's fine. Let's see where this project goes under the direction and vision of one person. It'll make or break this place. I'm a firm believer in projects that are the creative, no-compromise vision of a single person at the head. Even if they fail, I respect the attempt. I'll still criticize the methods and wish that the target audience was considered a bit more during the process, but you do you.
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Re: Reworks are terrible and should stop
This take is so hot it should be banned for being a fire hazard
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Re: Reworks are terrible and should stop
Here's a hot take:
Reworks just delete the last n years of bug fixes and replaces them with new and unknown bugs but rewriting systems is the only way to understand them well enough to bugfix them so it keeps persisting purely as a shortcut to understanding a system.
Reworks just delete the last n years of bug fixes and replaces them with new and unknown bugs but rewriting systems is the only way to understand them well enough to bugfix them so it keeps persisting purely as a shortcut to understanding a system.
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Re: Reworks are terrible and should stop
That seems like conflating gameplay reworks with code refactors
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Re: Reworks are terrible and should stop
lets rework the orange
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
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Re: Reworks are terrible and should stop
MrStonedOne wrote:Here's a hot take:
Reworks just delete the last n years of bug fixes and replaces them with new and unknown bugs but rewriting systems is the only way to understand them well enough to bugfix them so it keeps persisting purely as a shortcut to understanding a system.
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Re: Reworks are terrible and should stop
Not a single codebase has even come close to "rebasing" to goon.deedubya wrote:Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible.
You deny the truth of the statement while verifying it's accuracy, unbelievable!/tg/ is only widely used as an upstream because it's open source. More people would be playing on goon's servers as well if it didn't have such an atrocious administration. This isn't a slight to the people that have worked on any open source repo, nor an endorsement of goon's elitist attitude towards their server and closed source development - simply a statement of fact.
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Re: Reworks are terrible and should stop
it’s better to have code from 2020 that is being actively updated than to have code from 1928 that only God himself understands today
not to mention that people would evidently rather fix bugs from new features than fix really old fucking bugs
reworks are necessary to keep the game fresh - see cobbychem and plumbing. The latter isn’t being done anymore mostly, and dealing with the former is more interesting from gameplay perspective than just slapping a trekchem patch on yourself and calling it a day. Adding new features is just not enough to keep shit from being stagnant. After changes to BEPIS, major additions to xenobiology, and addition of nanite research, Sci gameplay hasn’t changed in the slightest. You still do the same shit you would do before.
not to mention that people would evidently rather fix bugs from new features than fix really old fucking bugs
reworks are necessary to keep the game fresh - see cobbychem and plumbing. The latter isn’t being done anymore mostly, and dealing with the former is more interesting from gameplay perspective than just slapping a trekchem patch on yourself and calling it a day. Adding new features is just not enough to keep shit from being stagnant. After changes to BEPIS, major additions to xenobiology, and addition of nanite research, Sci gameplay hasn’t changed in the slightest. You still do the same shit you would do before.
Mothblocks, winter 2020, “successfully” preventing bagil death with relevant data wrote:You seem to be under the fallacy that reinforcing that Bagil is a TDM shithole where you must carry bolas and spears on you at all times, while looking for the next valid to hunt down is a positive change to the server. I don't. The data suggests other people don't.
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Re: Reworks are terrible and should stop
this post is delusionaldeedubya wrote:Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible. /tg/ is only widely used as an upstream because it's open source. More people would be playing on goon's servers as well if it didn't have such an atrocious administration. This isn't a slight to the people that have worked on any open source repo, nor an endorsement of goon's elitist attitude towards their server and closed source development - simply a statement of fact.
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Re: Reworks are terrible and should stop
When gooncode got leaked and then public released, I saw people start dissing it in coding general by saying it's still shit like goon 2016. I bet that if lifeweb code got leaked then a bunch of coders here would immediately look into it for ten minutes before calling it shit.oranges wrote:Not a single codebase has even come close to "rebasing" to goon.deedubya wrote:Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible.
Whether their opinions are right or wrong, I don't know. I just know that I don't think anyone tries to rebase much of anything to Goon unless it's way better than what other servers have currently (ex: genetics, chat, etc)
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Re: Reworks are terrible and should stop
We didn't even "rebase" to goon, one guy just wrote like half of their system from scratch. I don't think a single LoC was copypasted from the goon repoAyy Lemoh wrote:When gooncode got leaked and then public released, I saw people start dissing it in coding general by saying it's still shit like goon 2016. I bet that if lifeweb code got leaked then a bunch of coders here would immediately look into it for ten minutes before calling it shit.oranges wrote:Not a single codebase has even come close to "rebasing" to goon.deedubya wrote:Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible.
Whether their opinions are right or wrong, I don't know. I just know that I don't think anyone tries to rebase much of anything to Goon unless it's way better than what other servers have currently (ex: genetics, chat, etc)
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Re: Reworks are terrible and should stop
ITT: incoherent shadowflame posting while deedub talks authoritatively about something he has no concept of.
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Re: Reworks are terrible and should stop
I remember back in...was it '16 or '17? Goon had a leak followed by a public release. /tg/ opened up an extra server to run gooncode while they adapted their code to run on modern goon. Then when it was done, the goonbase server disappeared. I'm honestly surprised it hasn't happened for the 2020 release yet.oranges wrote:Not a single codebase has even come close to "rebasing" to goon.deedubya wrote:Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible.
also, way to dodge the main point of the post and zero in on the one thing that even has the potential to be inaccurate
Galatians 4:16 "Have I now become your enemy by telling you the truth?"
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Re: Reworks are terrible and should stop
glad i could pass the baton to deedubya on this one
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Re: Reworks are terrible and should stop
ah yes, another fine day on tg station forumsactioninja wrote:ITT: incoherent shadowflame posting while deedub talks authoritatively about something he has no concept of.
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Re: Reworks are terrible and should stop
the goon server was run by a bunch of people who took issue with the tg codebase and the people leading it, and failed, now you're really reaching.deedubya wrote:I remember back in...was it '16 or '17? Goon had a leak followed by a public release. /tg/ opened up an extra server to run gooncode while they adapted their code to run on modern goon. Then when it was done, the goonbase server disappeared. I'm honestly surprised it hasn't happened for the 2020 release yet.oranges wrote:Not a single codebase has even come close to "rebasing" to goon.deedubya wrote:Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible.
also, way to dodge the main point of the post and zero in on the one thing that even has the potential to be inaccurate
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Re: Reworks are terrible and should stop
not even closedeedubya wrote:I remember back in...was it '16 or '17? Goon had a leak followed by a public release. /tg/ opened up an extra server to run gooncode while they adapted their code to run on modern goon. Then when it was done, the goonbase server disappeared. I'm honestly surprised it hasn't happened for the 2020 release yet.oranges wrote:Not a single codebase has even come close to "rebasing" to goon.deedubya wrote:Also, you're delusional if you think /tg/ is the number one codebase. Objectively speaking, goon is the codebase model from which nearly all other codebases are derived from. They have standards and direction. There's a reason that every time they have a forced public repo, every codebase rebases to goon as much as possible.
it was opened out of curiosity, had like 4 people playing it at any given time, ran slow as shit (probably not entirely the code's fault but still), and closed out of disinterest
code was occasionally looked at for spectacle, iirc the only attempt at a direct port was His Grace which fell through because the code was atrocious, and eventually it was remade from scratch
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Re: Reworks are terrible and should stop
wasn't even curiosity, it was pure spite by some people who didn't like the way thing were run on the tg codebase.
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