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/ss13/ - Space Station 13

"We must first become one with the tool box" - Bald Co-Worker

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 No.860[Last 50 Posts]

Ladies and Gentlemen, I present to you… Galactic Space Station 13! A remake of the classic SS13 I've been working on for the past few months, featuring a surprising twist: this one will actually be finished!

I've coded Atmosphere, which means rooms trade gas between each other, things are sucked if enough gas is traded, proper machinery exists to maintain atmosphere aboard the station (filters, scrubbers, vents and pumps).

I've coded Electricity, some dull engines that make power, wires that form networks for distribution, APCs to store it locally and power furniture, lamps and doors that consume power. (and even bugged SMES).

I've coded Construction, you can create rooms with a certain size like 3x3 or 1x5 and the like, place them in the world and then build the walls and floors of it. Combine rooms to make advanced shapes, like L rooms.

I've coded Networking. Yes, you heard me right. Player profiles per server, hosts starting to host automatically, you can reconnect and regain control of your character, multiple people on the same station, even chat and inventory, all work okay!

Everything is badly drawn with "programmer graphics" because I'm a coder, not an artist. However, all of those features are what I consider to be the foundations of SS13, the core concepts without which you don't have SS13 at all. Most remakes done so far have deviated from them, trying to make cool art or focusing on other things first. Eventually they gave up when they hit the hard part. Me instead, like the madman I am, took to make the hardest and harshest parts first since it would be pointless to do anything before this. And I did it! And it works!

It seriously needs some more work, namely with optimization. Lights are a bitch due to dynamic lights being spawned. There are also still some bugs because I'm just too excited to debug them all, I've been post-poning this post for a long time now.

I just want everyone to see what I've done so far and maybe give you all a little bit of hope that, yes we can have a remake of SS13.

I've decided to work in adding content by department so I'll start with Engineering, then Medical, then Security, then Command and then Science. Hopefully the rest of the work won't be as frustrating as all the stuff I've done so far (pff, as if).

I'm not releasing the source code because I intend on selling it for 10$ or so later on. I want to start a career with this and the money will help paying someone to make better graphics for me. But what's probably gonna be the best for me is the reputation. I believe the first person to sucessfully remake SS13 is gonna be a famous man if only for how crazy he must be, and I want to be that man.

I'm exhausted, tired, bored and I hate the work I've done, but at the same time, I'm proud of what I could accomplish and the hope it brings me and maybe other people too. I want more complex and deep games and to start a career making them. Hopefully, this will be the first of many. I hope you like my work and that you believe in me, Anons!

I'll answer any questions you might have in this thread. I'll also have another in /agdg/

You can find information to contact me in the Youtube video, I also go by the alias "Kyron Kiranov"

Here's a link to a Mega with the files you need to run the game and test for yourself:

https://mega.co.nz/#!vxAFXRbY!CcIpEkE83ZsNuVDOnMaZ_cTECmtv3gzeuRfVaDg3pfo

Just a few things to keep in mind! The game, for some reason, runs really badly if you run a server AND a client on the same PC. Keep that in mind or test with another PC, please.

Also READ THE FUCKING MANUAL cause I made one and I'm making them come back in style.

 No.861

Fucking sweet!


 No.862

File: 1437703031268.png (87.21 KB, 600x400, 3:2, MelonHonk.png)

10/10 downloading!


 No.863

>>860

Seems pretty neat so far.


 No.865

How do I get this shit to work?


 No.866

File: 1437704304776.jpg (91.69 KB, 600x600, 1:1, 1405254672450.jpg)

>>860

>virus

Nice try Randy Sandy


 No.868

Has anyone figured out how to start a server yet?


 No.870

File: 1437705298815.jpg (37.55 KB, 300x300, 1:1, 139513160339.jpg)

>inb4 this will end up on steam greenlight then forgotten by the dev after he makes many shekels


 No.871

I can't wait to see more from you OP!


 No.872

this is awesome OP!


 No.873

>>865

>>868

Right, maybe I forgot to write this in the manual.

You copy the game to a folder. This willl be the server.

Rename the folder called "Server Not Hosting" to "Server".

Now copy the game to another folder. This will be the client. Either delete the "Server Not Hosting" or just keep it named something different than "Server",

You can also delete the .txt file inside, that will prevent it from hosting automatically too.

Then ingame, just connect to 127.0.0.1

A warning, again. You get horrible performance when hosting and playing on the same computer. It's not a problem if you use different computers.


 No.875

>>873

Oh sweet thanks!


 No.877

I'm interested.


 No.880

>>873

In its current state in theory could I host the server using a program like hamachi and play with my buddies?


 No.881

>>860

Do you think you will reach a playable state before the ss14 team at http://www.spacestation14.com ? It would be interesting to have a 3d remake rivaling a 2d one, but I just hope one actually finishes.


 No.883


 No.884

>>860

Any sprite or texture requests?


 No.887

>>880

Yes you can, I tried it with my brother.

To play in lan, just give your local IP to your friends. With Hamachi, I haven't tested, but it should be similar.

Just to be sure, remenber to forward the ports like I say in the Manual, and use the Start_Hosting.bat in there, though.

>>881

To be honest… Yeah. Working in a large team helps with working faster, in theory. In practice, there are a lot of issues that make development take longer. Working alone, I stand a better chance of not being interrupted or breaking a team with drama.

Besides, it seems they haven't been doing much yet, according to their roadmap.

Nevertheless, I too want to see more SS13 remakes complete. Competition is awesome and the more the merrier! Keep an eye out for Ion too, anon. It's another remake with an isometric view done by the guy that did Dayz. yeah, I don't expect this one to be great at all

>>883

Did you actually Read The Fucking Manual?

To host, you need to use the Start_Hosting.Bat inside the Master Server folder. Try that.

>>884

I'm not sure about requesting other people for help. I can't pay you and it wouldn't feel nice to sell a game that required other people's contributions and not give them something back.

I apreciate that you want to help, thanks. But it's probably simpler if I work on my own.

Thank you guys for the feedback. Hopefully, there will be Lord Singuloth in the next update!


 No.889

>>887

Super nice!


 No.891

>>887

>ion will be shit


 No.893

>>887

What array of weapons do you plan on bringing into the game, any new ones or the classic ss13 weapons?


 No.894

>>887

How will the medical system be like, Like removable organs and all that?


 No.896

>>893

Well, all the current ones, of course. Tools and most objects to beat people with by default.

If you are asking this because it's in FPS, well I'll of course also add laser rifles, tasers and the like. The only difference really, should be that you now aim in first person.

Weapons are considerably easy to add, seeing how this is at heart an RPG.

They are simply objects that fire another object. The number of shots they can fire and how you recharge them changes, as well as the effect of the projectile, but fundamentally, a deagle isn't that different from a taser, at least for coding. I can also use hitscans, but I'm not a fan of that, so maybe only for a few specific weapons.

>>894

Medical system is going to have people with actual internal organs that perform some function inside of you. Your liver will gradualy cure toxin damage and remove toxins like alcohol from you, for instance. Damage in combat will have a chance of damaging internal organs, higher chance the more damaged your torso\head is. I'll try to make it so you don't die because of damage but rather because someone crushed your brain or heart or maybe you bled to death.

But another cool thing this means is that you could in theory perform an operation to install more hearts or better cybernetic hearts that perform better than normal. So yes, you can have Spess Marines.

Different alien races might even have different organs inside of them.

The current system of damage (brute, burn, toxin, breathing) is already in and ready to be used, it's also limb specific.

But as I've said. I'd rather have damage capped per limb with penalties instead of dead. Smashed legs reduce your speed, smashed arms prevent you from using them, smashed torsos and heads makes your organs fail and that's what actually kills you.


 No.898

Just looked at the code, it's fucking horrible and some of it suggests that there's a botnet in it.


 No.899

>>884

>>887

Seriously anon.

The game looks horrible.

At least give me one texture to do.


 No.900

>>898

I'd like to know how you can take a look at the code of an Unity game, since I don't ship it with the game and I don't believe a program to reverse-engineer Unity games has been done yet.

>>899

Hey, it's just placeholders mate. I just wanted something diving a room from another. I'll get on making better textures now, don't worry.


 No.901

>>860

OK, looking at this error ( >>883 ) I take it the game actually uses a DB already.

Sweet jesus, this is built in MS Visual Studio?

Is there any hope for running on other OSes? That might come up as a major sticking point later.


 No.902

>>901

It's not built on MS Visual Studio, it's on Unity.

There are a few Databases already, yes, but that's probably not the problem.

To host the game, you need a folder with it separate from the client. You then go inside the folder Server (if it's called Server Not Hosting, rename it)

Then go inside Master Server and run the "start_hosting.bat".

It should start 2 different programs, a Raknet server and a Facilitator. After this, you just run the game and it will start hosting automatically.

You then use the game in another folder as a client to connect to the loopback IP (127.0.0.1)

This is done so you can just upload it to an Apache Server, for example, tell it to run the bat and the game and it's automatically hosting.

It's explained in the Manual.


 No.903


 No.906

>>902

>>903

Is this guy trying to get people to download his botnet?


 No.909

>>906

Don't know if its a botnet, not in the code at least.


 No.910

>>906

>>909

No, it's actually my code that he managed to get in some way.

Congrats, dude. There's only the problem that I code in Javascript and your decompiler understands it as C, but whatever, that's not a reall problem for anyone that wants to steal it.

I have no idea why you assume it to be a botnet, especially since you can read the code. If you intend to just steal it and make your own SS13 remake, then go right ahead. I don't think having the code done for you is gonna help much anyway.

And in any case, all you're doing is giving me a good reason not to upload my builds anymore. I'll be sure to always keep a more up-to-date build ony my PC than the one I'll have available.


 No.911

>>910

Forgot my name there, and only now realized this board has no ID's… This isn't very good.

Anyway, I did a bit of research and learned that apparently, the code can be decompiled very easily from the EXE file I uploaded.

It looks horrible for that guy because it's decompiling it like it was made with C, when it was actually made in Javascript (don't bully). My code actually looks quite pretty and organized, just not enough comments.

This means that from now on, I'll actually have to take extra care with my work and with what I release. I take solace in that maybe the rest of the game assets and how the scripts are used still can't be "cracked", so let's hope there won't be a problem here.


 No.912

>>911

Dude, you're a lying piece of shit. Javascript isn't even supported by Unity, and its clearly written in c#. I didn't decompile it from the exe, I clearly decompiled it from the .dll in the folder.


 No.913


 No.914

>>911

No for real, are you trolling me? the .dll I decompiled is named "ASSEMBLY-CSHARP.DLL" Javascript is for websites too, you can't even program a 3d game in javascript.


 No.915

File: 1437787533579-0.png (366.5 KB, 1600x900, 16:9, uwutm80.png)

File: 1437787533599-1.png (152.07 KB, 1600x900, 16:9, uwutm8.png)

>>912

>>913

>>914

Dunno why you are saying this or what's really your problem but…

http://en.unity3d.netobf.com/unity3d_decompiler

There, that's the tool you used right? Unity does support Javascript, you can code in either C# or Javascript. I'm choosing the second to skip some faffing around and just make the game.

Pic related, it's the right-click menu option to create a new Javascript.

I get it, you decompiled the DLL, not the Exe, whatever. Where you really expecting a botnet? Do you do this for every piece of software you download? I'll still thank you for alerting me to the possibility that my code can actually be stolen, I was unaware of that, but calm down dude, Not everyone is out to get you.

Also, 2nd pic is one of my scripts, coded in Javascript. Look how it looks much better than what you decompiled anyway.


 No.916

Whatever, I can actually compile the code I decompiled and play the game. It just converts JS to C#


 No.917

>>914

>>912

Not the OP, but you haven't touched Unity for a long time. You can code in either C# and Javascript.

http://wiki.unity3d.com/index.php/UnityScript_versus_JavaScript


 No.918

>>916

Wait a second, why are you having to recompile the game to play it?

Are you on Linux or something? If so, I can actually build the game for other OS, you just need to ask me. I apologize for forgetting that, I really wasn't expecting someone to be trying it in Linux.

If anyone is playing on Mac, I guess I can upload a Mac version too.

I can't test either, since I only have Windows, but hopefully it works.

I uploaded another Rar file with a Linux build here:

https://mega.co.nz/#!W8RC1CJC!o8R5HvMvkufptANHC58oAhpJY48MsK1WQpYlnr5DDgY

You should be able to run this on Linux directly, though I'm not sure, since I don't use that. Tell me how it goes, Anon!

Hopefully I can get this to work on Linux too and gain an advantage over BYOND****


 No.921

It will just die in one to two months.

Move along, retards. Nobody wants to play 3D SS13.


 No.922

>>921

> Nobody wants to play 3D SS13.

Speak for yourself faggot, YOU don't want to play a 3D ss13


 No.923

File: 1437852729895.jpg (143.06 KB, 800x450, 16:9, ss13.jpg)

Need anyone who can model, or perhaps would you like some of the SS13 textures?

I made boxstation in 3D, for janusVR.

Add me on steam if you'd like.

http://steamcommunity.com/id/Anonyma


 No.924

>>923

Hey it's you again!

We already added you, I think.

I'm trying to get my brother to accept someone on the project. He's not keen on the idea of sharing profits, mainly because we have no experience with it (legalwise).

Let me talk to him, see what we can come up with. We could definetely use a model/texture artist. Even if it's just goofy graphics, it would still be an upgrade.


 No.925

File: 1437853461307-0.jpg (211.4 KB, 1280x1024, 5:4, ss13 3.jpg)

File: 1437853461308-1.jpg (247.97 KB, 1280x1024, 5:4, ss13 4.jpg)

File: 1437853461308-2.jpg (312.85 KB, 1280x1024, 5:4, ss13 2.jpg)

File: 1437853461308-3.jpg (199.04 KB, 1280x1024, 5:4, ss13 1.jpg)

>>924

Oh right, Now I remember! That was quite a while ago that we've talked.

Wow, it's cool to see that you guys have been making some progress.

Well, If you plan on selling the game, I'm fine with being an unpaid intern as long as I get to see the day a standalone ss13 is released, and I wouldn't really need to have access to the code. Just tell me what types of models and textures you need, by what parameters, and I'm sure I could come up with something.


 No.926

>>922

I see a tiny minority here. I share the same opinion with everyone not currently caring about Centration or any of the shitty SS13 remakes.

See you in three months when nobody will remember this.


 No.928

>>860

How will no gravity and grabbing people work?


 No.929

>>925

Gonna send you a message through steam with a download link. There's a readme with specifications that my brother wants.

Consider this a first test, I'll explain more via steam.


 No.930

>>929

And by that I mean I left you a small testament.

Above all, have fun dude and do your best.

>>928

For now, there's gravity when you're inside, no gravity when you're outside. If you're flung into space, you keep floating off. Try it, you can already see this in-game. Just open an airlock in a pressurized area. Read the manual to know how to pressurize rooms.

The code already allows turning off gravity, so you pretty much float like you're in space. There's just no gameplay mechanism for controling it right now.

That's gonna be included when we start working on security because the way it's coded will allow us to make diferent kinds of gravity (stronger/weaker, diferent directions, localized, shit like that).

Grabbing people is, again, for when we handle security and the brunt of combat. For now what's planned is that you restrian the movement of someone, there will be a custom animation for it, and that's it. Combat will need testing and tweaking, so that's the less "set in stone part" right now.


 No.931

>>929

And by that I mean I left you a small testament.

Above all, have fun dude and do your best.

>>928

For now, there's gravity when you're inside, no gravity when you're outside. If you're flung into space, you keep floating off. Try it, you can already see this in-game. Just open an airlock in a pressurized area. Read the manual to know how to pressurize rooms.

The code already allows turning off gravity, so you pretty much float like you're in space. There's just no gameplay mechanism for controling it right now.

That's gonna be included when we start working on security because the way it's coded will allow us to make diferent kinds of gravity (stronger/weaker, diferent directions, localized, shit like that).

Grabbing people is, again, for when we handle security and the brunt of combat. For now what's planned is that you restrian the movement of someone, there will be a custom animation for it, and that's it. Combat will need testing and tweaking, so that's the less "set in stone part" right now.


 No.932

>>931

What about the singularity? Is everything in the game destructible? When do you think the game will be done?


 No.935

>>932

The singularity is what we are going to work next. First I'll code the definitive way to build walls\floors and machines. Those can already be built with the test RCD, the code is there, but the gameplay solution isn't.

I'm thinking about a workbench in engineering where you make girders\tiles\machine assemblies from metal sheets, then you carry those parts in a cart with you to wherever you want to build stuff. This allows much more matter to be transported than what's available in your backpack and also helps stop the amazing ability spessmen have to bend metal with nothing but their hands in varied shapes and forms.

That shouldn't take long (since most of the code already exists), and once it's done we'll start with the different engines, Singularity first. I've been talking with my brother, deciding with how we'll do this, and we have a few ideas that will make for some impressive videos once it's done. That part shouldn't take more than a few days, a week top.

As for the game, I really can't tell when it's gonna be ready. I kinda want to work non-stop for 3-4 months and have it done (I might be overestimating myself, but I think I could do it) but Real Life is a thing that interrupts randomly, so I can't be sure. Hopefully, by September you'll have a playable version of the game with almost all features, maybe all.


 No.936

>>932

Oh, kinda forgot a point there. Yes, everything is destructible. Currently, I could make an object go trough the station and any item, furniture, wall or floor it touches would disappear. Players don't because they are still too dumb to know they are dead, that will come later.


 No.938

>>935

>>936

Game sounds like it's gonna be amazing once. complete. Keep up the good work m8.


 No.947

Anyone know where to find one, or another way to rip sprites from an rsc?


 No.948

meant to post a new topic, ayy lmao


 No.954

File: 1437928676994.png (38.21 KB, 861x269, 861:269, ss13models.png)

Guess who just pulled an all-nighter?


 No.956

>>954

Sweet!


 No.959

Will you ever do a development stream so we could Watch your progress?

>>936


 No.960

>>959

Nope. Too spergy. I had to do a few takes just for that shitty video because I kept stuttering at first.

Just thinking that eventually someone will see my videos got me shaking bad. Now being seen live? I'd rather be cooked.


 No.962

>>959

Starbound did that.

Worked wonder for them didn't it?

Mate, let's work on a "it's done when it's done" thing. We'll keep posting progress.


 No.963

>>960

His brother here, I'm the more "people's person" of the two and that's not saying a lot, I'll do the videos from now on, and try to be less spergy than he is.


 No.971

>>963

Neat.


 No.972

>This hype knows no end

>>860


 No.1021

Any new shit going on OP?


 No.1029

>>1021

Well, I got some guy to do a few models for me, namely this dude:

>>954

He's gonna be helping with that when he can, and I'm sure he can do better than me at modeling.

I'm also working on proper construction methods.

Just did a few models for some carts to lugg around carrying all the sheets and tiles and circuitboards an engineer could need.

Now I'll just slap some code on them to build stuff and we'll be set.

After that, the first 3 machines to be built will be the Particle Accelerator, the Shield Generators and the Radiation Collectors.


 No.1030

File: 1438114795559.webm (1.98 MB, 1600x900, 16:9, circuit imprinter.webm)

Just a tiny update. This is the circuit imprinter I'm drawing. It's not much and the animation is probably the best part despite how basic it is.

My plan was to make this and an autolathe to add to engineering and then use those to make the machines that create the singularity.

But I'm getting bummed out of working on models for so long with nothing really impressive to show for it, so I'm skipping straight to the Singularity and will be back here afterwards.


 No.1031

>>1030

10/10


 No.1036

File: 1438194455950.png (63.99 KB, 640x937, 640:937, multitool.png)

>>1030

I'm rather impressed with your circuit Imprinter.

I'll have to UVmap and texture it later.

Meanwhile, I remade the multitool!

Made a comparison image, too!


 No.1037

File: 1438195930504.png (201.14 KB, 640x480, 4:3, NewMultitool2.png)

>>1036

Just touched it up a little.


 No.1039

If anyone here has any knowledge about copyright, we could use some advice.

Goons released r4407 in a creative commons license with the only restriction that subsquent works use that license too if we use any part of their work.

We want to use the textures and some sounds.

Does that force us to go open-source?

Does that stops us from selling the game?


 No.1040

File: 1438200014313.webm (6.59 MB, 1600x900, 16:9, 2015-07-29-2050-35.webm)

>>1036

>>1037

As an Eletrotecnic Engineer, I'm used to multimeters a.k.a. your best friend ver.

Yours looks amazing compared to the real deal. 10/10 would check current and voltage with.

Also, for you and for everyone else waiting for something actually impressive, something that screams "yes, this retard can do this game", here's something…

Let's call it, the beginning of the end.

The rest, breaking things, desintegrating items and the like is actually much easier than this, because that's just collision boxes and deleting stuff, Making this Singularity took me 2 days and many sketchs, all looking like crap.


 No.1041

>>1040

That singularity looks fantastic.


 No.1046

>>1040

Mother of god!


 No.1053

>>1040

>Singularity

How will it work on your remake?


 No.1065

File: 1438276717348.png (27.71 KB, 640x480, 4:3, AtmosphereAnalyzer.png)

Made a new model. This one was easy enough.


 No.1068

>>1053

A bit more evil than current singularity.

Everytime it "eats" something, it starts moving towards the direction that object came.

So yeah, it will most likely travel to the station, keep following the countour of the station, and eat everything.

Now the GOOD NEWS!

To get rid of a singularity, you had the bomb or the bag of holding method.

You now have a simpler Ghetto-Anti-Singulo method:

>fly to space

>toss shit into it

>keep tossing it

>dodge the singularity now coming yout way

>singularity fucks off into deepspace

Congratulations! You are now either the Hero of the Station or a being of pure energy.


 No.1069

>>1040

Hey there, so how many months do you think before you have this game in a playable state, and will this game be like the current ss13 with different code bases…will we be able to customize the code for our own servers or no?


 No.1070

Hey, proprietary cuck. Fuck off, and stop shilling your garbage on /v/.


 No.1071

>>1069

>will we be able to customize the code for our own servers or no?

read the OP, he will not release the code at all because he will sell the game


 No.1072

>>1071

>read the OP, he will not release the code at all because he will sell the game

As if OP wasn't enough of a fucking shill nigger.


 No.1073

YouTube embed. Click thumbnail to play.

New update! Finished the Singularity!

This marks a very huge step in this remakes progress because, as far as I know, no other remake has EVER done the singularity.

It's big, it's large and it's outta control!


 No.1074

>>1072

>>1071

>>1070

Look at these butthurt faggots

>>1073

Keep up the good work OP!


 No.1075

File: 1438405213015.png (104.01 KB, 400x400, 1:1, 1436128199451.png)

>>1074

I'm certain beyond words that if this board had ID's(which it would if it wasn't being run by some mongoloid nigger), it would show that this shitposter is Kyron.

Wouldn't be the first time the proprietary cuck's samefagged and shilled before, wouldn't be the last.


 No.1076

>>1075

Ironic. Because then those 3 shitposts would be you…

>cuck

You keep using that word. I don't think you know what it means.

What was that mental gymnastic you used before? That the consumers were the cucks, their PC was the woman and I was the bull?

Then that makes me the Proprietary Alpha. You best start calling me Proprietary Alpha now fucboi, or I won't be pleasuring your PC anymore.


 No.1077

>>1076

Can I correctly assume you will post all updates in this thread, regardless of spreading yourself across /ss13/, /agdg/ and /v/?


 No.1078

>>1077

I'll try to keep updates on all threads, just in case someone doesn't browse somewhere else.

And all major updates will get a video on my channel, so you can just subscribe and go there when there's something new, if you don't feel like following threads.


 No.1079

File: 1438440834491.png (216.14 KB, 691x1085, 691:1085, GlassDoorOverview.png)

I just spent seven hours making this.

This image was originally to help the other devs set it up, but whatever.


 No.1098

File: 1438549974642.jpg (97.86 KB, 693x578, 693:578, doorlock.jpg)

Made a new set of door models.

So far I've only made two textures: Engineering with windows and Engineering without windows.

I hope to remake all of the airlock textures, for all departments soon.

Also the transparency isn't showing as these are just renders from my 3d modeling program.

They'd look a bit better if I threw them in unity, like the last model.


 No.1099

>>1098

Fuck yeah!


 No.1105

File: 1438622155685-0.jpg (29.2 KB, 549x376, 549:376, doorlock1.jpg)

File: 1438622155687-1.jpg (28.04 KB, 539x391, 539:391, doorlock2.jpg)

File: 1438622155687-2.png (45.25 KB, 564x490, 282:245, doorlock3.png)

>>1098

Just finished all of the textures!

Also here's a better rendering!


 No.1106

>>1105

Gonna have to change the airlock wall because of this, and some of the construction code too… But it's okay. Looks amazing, much better than anything I could do.

Thanks for the help, mate. It's gonna take a while to import all those things due to the way rooms are built, but I'll get on it.


 No.1110

>>1106

This is going to be great!


 No.1142

>>860

>$10

Well okay.


 No.1180

>>860

Any major progress on the re-make?


 No.1184

>>1180

Making Computers now.

I've decided that all machines will be controlled as peripherics of computers, including circuit printers and autolathes.

Eventually, the computers will be connected in networks, so you'll be able to run programs in the engineering computer from medbay, if you have the proper codes (or you hack it).

Cyberspace will come much later, though.


 No.1185

>>1180

PArticle emitter already works and does emit particles.

Shild generator spawns around the singularity.

There's an inbuilt system that tracks the power of the singularity. If it gets to big it starts damaging the shield. Shield gets more transparent so you get a visual feed.

The problem is that the models are just placeholders so they don't make for a good video yet.

Brother made a computer model and is starting to code those though. Give it a day or two.

The guy working with us on the models is trying diferent humanoid models because even God itself would smite the unholy abomination we made.


 No.1186

>>1185

Kek alright sweet.


 No.1187

>>1186

The computers take a bit because instead of using computers like before (slap a board, that's a computer) it's gonna be a standard computer with you installing programs on it that control nearby aparatus.

So he's pretty much working on something that does nothing for the time being.

On the other hand, this will allow haxxoring later on for traitors.


 No.1188

File: 1438919556870.png (101.01 KB, 400x400, 1:1, 1437363866863.png)

>I'm not releasing the source code because I intend on selling it for 10$ or so later on

Suffer not the jew.


 No.1189

>>1188

I feel this remake would get done since they are selling it.


 No.1190

I think 3D SS13 would not be able to handle amount of things 2D has now, I believe in the end it will be a very stripped down version because of limitations of 3D…

In no way I want to discourage you, good luck.


 No.1191

>>1190

It's being built on the same level as 2D, but with a 3rd dimension for building.

Some things will need to be diferent of course.

Mesons googles for instance would be chaos. They might work in a diferent way.

But this also allows for other cool stuff. Like maintenance ducts on the ceiling. If you ever seen a cheesy spy movie, you've seen them crawl on the vents above and drop with rope down to steal something.

That's already achievable. Minus the rope, I don't think SS13 has ropes.


 No.1192

>>1191

We can add ropes!


 No.1193

>>1189

Just like Dayz, Minecraft, Rust and the like, amiright :^)


 No.1202

File: 1439051317565-0.jpg (34.22 KB, 456x385, 456:385, 1.jpg)

File: 1439051317565-1.jpg (38.76 KB, 660x403, 660:403, 2.jpg)

Just finished up the last of the airlock models.

Now I just gotta figure out how to hide the giant slabs of red popping out of the door frame.


 No.1206

File: 1439068176961-0.png (363.39 KB, 1600x900, 16:9, puter.png)

File: 1439068176961-1.png (332.92 KB, 1600x900, 16:9, donk os.png)

File: 1439068176961-2.png (354.61 KB, 1600x900, 16:9, HELP.png)

>>1202

My brother found a custom shader that can hide parts of a mesh, I'll be testing it with the current airlocks, and if it's suitable, then we'll be good to go. Airlocks just have their collisions toggled off and disappear as they slide to the side, if this works.

Also, here's a computer. State of the art NT technology, featuring the latest Lunix Distro: Donk OS.

Currently, it can be turned on and off, you can clear the console and ask for a list of commands.

All PCs will be connected by networks, all peripherals will be connected to PCs and used by a program in them.

You'll be able to load a disk, load the program from the disk, run it and do your thing.

I've started with a command line interface because it seems more interesting but I'll probably add a graphical interface later for everyone that dislikes writing.

Just to clear things up, this IS being shared across any player playing the game. If you use the same PC, you'll see the same window with the same commands there.

Programs will be game components I'll add to the computer, which allows me to make each program separately and fully customizable so they can acess any resource the PC can and use it in any way they want.

The first case of this will be printing circuit boards with the circuitprinter.


 No.1210

File: 1439134520706-0.png (340.31 KB, 915x864, 305:288, screens.png)

File: 1439134520707-1.png (258.37 KB, 889x435, 889:435, screens2.png)

>>1206

I finished up my computer model right before the end of the weekend!

It has six models, a model for each stage of construction/deconstruction.

The screen and keyboard textures are interchangable, and the CD Drive and card port are modeled, rather than using a texture overlap.


 No.1211

>>1188

yes, remove the kebab

all glory to TLE

remove hub servers, remove shitcode

all glory to TLE


 No.1227

>>1210

Looks pretty great!


 No.1242

Will this re-make even be playable?


 No.1251

>>1242

You can already download it and try it. Only a few features but it's nice to see it working.


 No.1289

>>1251

How often does OP make updates on this project?

I have high hopes for this to get finished. If this fail we will have to deal with shitty ION


 No.1291

File: 1439334435725.png (158.2 KB, 500x366, 250:183, 1401492014602.png)

nigger this looks like fucking Bubsy 3d


 No.1296

>>1289

I work on it whenever IRL stuff doesn't interrupt me. I hate when that happens because then it will take me a long time to get back in the mood for this…

Also, some features take considerably longer than others to yield visible results. I could show you the code for computers, but since they do nothing yet, it's not very interesting.

>>1291

Programmer Graphics(tm)

I've got someone else helping me on that department and he has got some talent. Just look at the PCs the guy made:

>>1210

I have updated models for floors and airlocks, as soon as he finishes the walls, I'll update everything and the station will look hundreds of times better.


 No.1297

File: 1439343102388.png (85.79 KB, 805x552, 35:24, 1429920324644.png)

>namefags on /v/

>is an actual autist

>metagames with "brother" who is equally shit at coding and implementing user ideas

>"its not a b-botnet I swear!"

>"ill just keep a more up to date version on my computer that will show those dirty crackers!"

>not open source

>ten american dollars for his SA sub


 No.1299

File: 1439396200953.jpg (57.45 KB, 552x432, 23:18, freetarded.jpg)

>>1297

>ignores the fact that you're supposed to use names/trips on your own thread.

>spams the same rhetoric on every thread

>probably got robusted on hatestation, still buttmad at koriath for his own unrobustness.

Become less of a pleb and make your own superior opensource ss13, that just so happens to be fully functional atmos-wise.

Otherwise, stay jelly


 No.1300

>>1297

Look at this faggot.


 No.1302

>>1299

>>1300

>samefagging

>not even a valid counterargument

>namefags on /v/ when he is completely irrelevant

>projecting

>more projecting

>stay jelly

Hey there newfriend, have you heard of the ss13 subreddit? you should try it out sometime.


 No.1309

File: 1439479045594.jpg (17.8 KB, 300x285, 20:19, 1439477659367.jpg)

>>1302

He isn't even me. The posts are hours between each other. You're just defensive because you're an unpopular cuck.

>hurr projecting

Nice meme! Too bad it doesn't work because I literally said you suck at video games, and have to take it out on these devs because you get buttflustered at losing in a video game. Not quite sure how that describes my own psychology being projected.

Also, I'd consider the developers pretty fucking relevant to get stickied. Almost seems as if you're jealous. Talk about projecting, eh?

I might try out the ss13 subreddit, I hear it's not as bad as the arch linux subreddit cesspool you crawled out of.

Can you even redtext?

You fucking freetard

Can't wait to see you with a trip, spamming the daily generals for this game, in a few years.


 No.1310

>>1297

What are the perks of open source? In theory, more people would work on the game, but it hasn't happened at all in practice for the SS13 remakes.

No one has even worked on the newer SS13 remake written on C# using the GDI api. You can already decompile the exe in OP and work on it now if you'd like.

>>1296

You got any features you need done? I might be able to code them.


 No.1311

>>1310

I genuinely don't think the want open source.

They just want to see this game crash, because one of the developers namefag in ss13 threads.

I just got into a fight with these idiots spouting "ten buck cuck" in the /v/ ss13 thread.

They claimed that the game had a preorder through something like kickstarter or a patreon. When I told them this was bullshit, they said I was kyron, and THEN stated that he claimed the game was for free, and that he only recently set a future price for 10 dollars.

Again, bullshit. I told them to give me a link to the archive where he had said this.

They couldn't prove a damned thing.

Just goes to show that /v/ can't be fucking satisfied.

Be a developer from 8chan?

Be pro-piracy?

Be anti-preorder?

Give a free demo to the game, complete with your own ability to host a master server at will?

Lightly suggest a future price for a fully finished release?

Guess what? You're the Ten Buck Cuck now.

Fucking freetards.


 No.1312

>>1311

They aren't being legitimate, they're intentionally being unreasonable on purpose. They're trying to poke your goat in other words. It's best to only correct them once and take them with a grain of salt afterwards. If you respond to them repeatedly, then they'll respond to you more. I know that it's kind of hard to, but it's worth it.

It's a major timesink to reply to them so it's best to spend that time on a hobby or unlock skins from CSGO.


 No.1319

When is the next video update OP?


 No.1322

>>1319

We are waiting for the wall models to be finished.

The art guy works during the week, so his free time is on the weekend.

He still finished a lot of wall girders this week.

I'm guessing we might get the walls finished in a day or two, then we get a video with the visual update.

The best part about that guy is that he somehow managed to preserve the SS13 visual style, but in 3D. It's pretty impressive.

Also computers might get finished. The problem with them is that this is one of those "we're making a framework to build stuff on top of it" kinda deal. So, there's a lot of boilerplate code to write that doesn't actually do anything visible yet.


 No.1342

>>1322

Can't wait!




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