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spooky russian codebase
Posted: Sun Feb 26, 2017 7:35 am
by PKPenguin321
https://github.com/Endless-Horizon/CEV-Eris
it has... MULTIPLE Z-AXIS LEVELS!!!!!!!!! (look at the picture below)
where if you JUMP OFF OF THE RAILING YOU FALL ON YOUR FACE AND CAN SHATTER YOUR BONES OR WHATEVER
and... THE FORBIDDEN 3/4ths PERSPECTIVE OVERHAUL (mostly)
and... LATE-2014-LEVEL RESPONSIVENESS WITH 2012-LEVEL FRAMERATE
and... REALLY GOOD SOUND DESIGN (that maint ambiance hnnng) AND LIGHTING HOLY FUCK
i explored it for a bit on a local hosted thingy for about a half hour. ITS REALLY COOL
[youtube]LrPnY6p--2Y[/youtube]
(watch at least a minute and a half in, you'll see the z-layer transition thing (when i walk up the stairs you can see the spooky cryo tubes downstairs) and hear the spooky maint ambiance and see the spooky maint lighting and the terrifying ladders and stuff) (also if yo ukeep watching you'll see stuff like botany which looks super cool i stumble into it at about 4:05)
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 7:48 am
by imblyings
its a feast, visually and audio wise
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 7:53 am
by Jordie0608
It's a shame the fanciest things there are the most taxing.
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 8:05 am
by oranges
It's a shame the russians are communists and we have to fight them
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 8:25 am
by D&B
Looks nice but could it really handle our pop?
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 8:50 am
by Owegno
Are multiple levels on the Z axis effected by bombs, and is atmos able to flow between them?
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 9:10 am
by Lumbermancer
Remember when we had a ladder in arrivals shuttle leading to sleeping quarters? Voila, z level.
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 2:55 pm
by InsaneHyena
I am a russian and this thread offends me
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 3:09 pm
by Steelpoint
Looks visually and audibly stunning, really well done, especially by byond standards.
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 3:44 pm
by imblyings
>when steelpoint misses what the boxes look like on the russian server
hehe
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 3:45 pm
by Wyzack
If the code is availible could we run it on server 3 for a while?
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 4:47 pm
by Xhuis
That's pretty great. Damn.
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 5:01 pm
by Kraso
Wyzack wrote:If the code is availible could we run it on server 3 for a while?
run
this
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 5:49 pm
by PKPenguin321
Owegno wrote:Are multiple levels on the Z axis effected by bombs, and is atmos able to flow between them?
i couldnt test this because i fucked up putting ymself in the admins.txt i'll see if i can try again now
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 6:15 pm
by Durkel
Looks and sounds great, too bad it plays like fucking molasses. I'd kill for the lighting system tho.
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 9:17 pm
by Doctor Pork
do want
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 9:36 pm
by danno
there is a lot to take from this
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 10:27 pm
by Qbopper
it's gorgeous but the framerate is pissing me off
Re: spooky russian codebase
Posted: Sun Feb 26, 2017 10:59 pm
by iamgoofball
If we're compiling with 511 we can just put client.fps = 30/60 in the defines
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:40 am
by WJohnston
I'd be totally onboard with this if there was a way to see things ABOVE you, currently looks like you can only look below.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:45 am
by Steelpoint
Perhaps if there was a button you can click that 'shifts' your view up one z-level so you can see what's above you.
If we had multiple z-levels I can easily see us reworking the station to move more of maintenance downstairs and to open up areas of the station to see the bottom floor, and have a few areas be elevated up.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:57 am
by danno
There's really not a good way to do looking up
lifeweb just had a "look up" button that shifted your view one level above you. Not great, but that's all you can really do
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 1:01 am
by confused rock
I mean I don't look at the ceiling often, that makes sense.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 1:10 am
by PKPenguin321
on todays episode of MYSTERIOUS RUSSIAN STATION EXPLORER:
- see if i got admin mode to work
- do some exploring in a not-powerless station so you can see some 3/4ths sprites in full lighting
- i wanna try stepping into their spooky orange space
- see how z-layers work with atmos
- drop some bombs and see how z-layers react
coming: maybe like in an hour! stay tuned
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 1:23 am
by PKPenguin321
PKPenguin321 wrote:on todays episode of MYSTERIOUS RUSSIAN STATION EXPLORER:
- see if i got admin mode to work
- do some exploring in a not-powerless station so you can see some 3/4ths sprites in full lighting
- i wanna try stepping into their spooky orange space
- see how z-layers work with atmos
- drop some bombs and see how z-layers react
coming: maybe like in an hour! stay tuned
nevermind it will be delayed baycode is too hard for me and i cant into admins.txt
EDIT: I GOT IT TO WORK NEW EPISODE IS VERY NEAR DONE
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 2:32 am
by Jordie0608
So what was wrong with it?
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 2:44 am
by PKPenguin321
Jordie0608 wrote:So what was wrong with it?
they have all the files that are supposed to be in config another folder down in config/example for some reason
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 6:27 am
by Steelpoint
Wish I could get it to work, moved the configs to the right area but it can't connect to some database or something.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 6:56 am
by PKPenguin321
[youtube]F6mDcePDxsM[/youtube]
what i gathered that you can observe in this video:
- not sure how z transitions work in space, despite my attempt. will maybe come back to try again later
- bombs appear to damage the upper/lower z-layers (much more minimal damage compared to the layer they're detonated on, though)
- air pressure appears to drain through z-layer holes left by bombs, but not through stairs or ladders
- bombs leave z-layer holes that you can fall through to the next lower z-layer. if you're at the bottom z-layer, then they act like normal, making breaches to space
- as i already said, atmos doesnt seem to transition through stairs, as seen when i ignite the plasma fire.
bonus:
- lasers and eswords are deadly af but that's probably just baycode memes
- the lobby music put a copyright claim on my video
- the lobby announcer ("welcome to space station 13") is different sounding and kinda neat
- codebase is pretty laggy, i was starting to seriously feel it around the second or third big bomb
notable timestamps:
- i enter space at 11:15
- i start a plasma leak at about 13:16
- i light the plasma on fire at about 15:05
- i start playing with bombs at about 20:05
- really cool bomb that sucks medkits across space and into a lower z-layer at 21:58
i kinda self narrate with in game chat and OOC throughout the video though so if you wanna just tag along and explore with me stick around for the half hour
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 6:58 am
by Steelpoint
On the weapons issue, bay code (and I think goon) make their weapons incredibly powerful but they have balancing mechanics to reduce the power of the weapons. Bay more on the roleplay and goon for armour being really bloody good for defence.
E: I like how many actions have unique sounds, such as opening exterior windows or withdrawing items from the SSU. Very well done, we should steal their sounds.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 7:12 am
by Steelpoint
One problem with the map is that it seems very confusing and convoluted, many departments are stretched accross three or even more z-levels and there's little sense of a 'primary' hallway, there's one that barely qualifies on third level but even then.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 7:17 am
by PKPenguin321
Yeah I definitely got lost multiple times, I think either the map is just kinda not well thought out or I'm just not used to it
I look around as a ghost near the end and you can see a couple of really badass super secret maint areas that are made possible by cleverly placed rails and ladders so in that regard a complicated map is pretty cool
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 7:21 am
by Steelpoint
Its pretty complex, just take a gander at the map in dreamseeker.
Makes me wonder how we would handle a multi-z level map. Perhaps the best way would be to keep the departments where they are but to move areas of the departments above and below each other.
Edit: I don't know if its just for this russian codebase or if its a bay thing, but man are all the weapon sounds sexy, from firing to reloading to removing a bullet from a magazine.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 10:22 am
by Ricotez
A multi-Z-level station would just look like Citadel Station or the Von Braun in System Shock 1 and 2. Every Z-level is a named deck containing one or more departments.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 11:04 am
by Jordie0608
We even already have murderous robots, an insane AI and asshole monkeys; it'd be the perfect Von Braun.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 11:11 am
by Steelpoint
While its getting way ahead of ourselves, but a Citadel Station would be a interesting design.
While the actual real station has about ten levels to it, we would have to condense that into five levels. So if you want to remain mostly faithful to the original design, then the order would be...
- Level 1 - Engine/Maintenance
- Level 2 - Medical/Research
- Level 3 - Cargo/Civilian Sector
- Level 4 - Engineering/Atmo/Security
- Level 5 - Security/Command
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 11:31 am
by Remie Richards
I think 3 is the max we should go with, for the sake of our poor navigatory brains.
Two functional floors and a maint floor.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:00 pm
by Ricotez
I could see that work, with the maint floor as the center floor.
Top Deck - Command, Security, Civilian
Maintenance Deck - Engineering, Atmospherics, Maintenance Tunnels
Bottom Deck - Medical, Science
Or the other way around. Although this way you can have a grand central hall where the higher floors look down on the lower floors, and you can put the Bridge at the very top of it.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:07 pm
by confused rock
why tf would you put the paramedics all the way at the bottom lmao
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:08 pm
by Steelpoint
That's if your making a Citadel Station look alike.
But more logically you would invert it a bit so Engineering/Atmo/Maint is on the bottom, Med/Sci are in the middle and Sec/Command are on the top. Likely with some parts of the areas being on two levels. Such as having the prison wing on the second level so the Warden can sit in a chair overlooking the prison cells from above.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:09 pm
by Remie Richards
Ricotez wrote:I could see that work, with the maint floor as the center floor.
Top Deck - Command, Security, Civilian
Maintenance Deck - Engineering, Atmospherics, Maintenance Tunnels
Bottom Deck - Medical, Science
I was thinking it'd be the bottom actually, with a smaller maintenance (connected to the main one) on the second floor (to service the top floor)
But middle, sprawling out like veins could work.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 12:12 pm
by Steelpoint
Should host it on the third server, just to see how amusing it is when everyone gets lost on the station, and how fast it crashes.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 7:38 pm
by Atticat
This is the coolest shit ever and I'm super happy you discovered it PK. For some reason russian developers are really good at creating atmosphere through sound effects, limb damage and pain, and multiple z-levels..
(how do I put images in my post properly? I forgot due to brain tumor)
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 8:04 pm
by DemonFiren
The Russian is an Asiatic, after all.
Doing crazy complex shit is in their blood.
Re: spooky russian codebase
Posted: Mon Feb 27, 2017 8:18 pm
by MMMiracles
confused rock wrote:why tf would you put the paramedics all the way at the bottom lmao
Its SS13. If you get hurt on the top floor, get someone to throw you to the bottom floor and the medics can scrape your remains off the floor.
Re: spooky russian codebase
Posted: Tue Feb 28, 2017 9:35 pm
by Doctor Pork
porting things when
Re: spooky russian codebase
Posted: Tue Feb 28, 2017 10:41 pm
by cedarbridge
Doctor Pork wrote:porting things when
When we can find somebody who reads Russian code.
Re: spooky russian codebase
Posted: Tue Feb 28, 2017 11:32 pm
by Lumbermancer
Don't forget fireman poles.
Re: spooky russian codebase
Posted: Tue Feb 28, 2017 11:39 pm
by DemonFiren
Dammit, where did I put the poledancing raptor gif.
Re: spooky russian codebase
Posted: Wed Mar 01, 2017 1:30 pm
by Remie Richards
Do we want Multi-z stations?