YouTube embed. Click thumbnail to play.
No.860
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
No.863
>>860
Seems pretty neat so far.
No.865
How do I get this shit to work?
No.866
>>860
>virus
Nice try Randy Sandy
No.868
Has anyone figured out how to start a server yet?
No.870
>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
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
No.877
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
No.891
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
>>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
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
>>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
Guess who just pulled an all-nighter?
No.956
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
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
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
No.1036
>>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
>>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
>>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
No.1053
>>1040
>Singularity
How will it work on your remake?
No.1065
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
>>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
I just spent seven hours making this.
This image was originally to help the other devs set it up, but whatever.
No.1098
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
No.1105
>>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
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
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
>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
No.1193
>>1189
Just like Dayz, Minecraft, Rust and the like, amiright :^)
No.1202
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
>>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
>>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
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
>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
>>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
>>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
No.1388
You guys are probably famished for an update.
Penty of new models have been made. Textures updated. It's starting too look a lot less like developer graphics, and more like Space Station 13. Stay on the lookout for some new stuff coming out soon.
Here's a couple of models I made last night.
No.1389
>>1388
This pleases me.
I was thinking this project died for a little bit
No.1390
>>1389
We've just been trying to get bugfixing done.
For example: we had a big problem with my models having messed up shadows.
So I asked the other guys about it and it turned out that I was using a reference model through a plugin that automatically scales it to nearly 1/40th. So they had to scale it in blender, which broke smoothing horrendously.
Also the airlock lights would stick out of doors, so I had to remake all of those.
And that's only the problems on my end.
But everything's looking up from hereon out.
The game looks fantastic now, you're gonna be surprised.
No.1396
COLA VENDING MACHINES
I'm gonna have to make separate models for other vending machines, though
Names based off of those current on hatestation
No.1398
New SMES cells.
Hopefully I've gotten to the point where we have more of my models, than placeholders, now.
No.1402
File: 1441489387030.png (497.98 KB, 458x548, 229:274, tumblr_inline_n1d2h7fMmd1q….png)

>>1396
>>1398
How much longer until we get a video update, I want to see all the new content NOW!!!!
No.1406
>>1402
Around the 15th
The other devs have their exams, so they won't be free until around the 12th.
And the 15th is the due date to send a video to Mark, the mod of /v/. He's showing off a lot of agdg content during a stream or something.
No.1410
centration has died, and this will now be my main focus of hype.
No.1413
>>1388
Those lockers look like fridges
No.1414
>>1413
Yeah, I'll have to see how they look ingame, and maybe slim them down a notch. Thanks.
No.1424
>>1414
if I can't shove a person or clown in it and weld it shut and push it out into space, i want no part of this
No.1429
WELDERBOMBS, ANYONE?!
>>1424
Yeah, it's gotta be big enough to stuff a body.
No.1430
>>1429
Shut up and take my dosh.
No.1431
No.1433
>>1431
You CUCKS better not pull a centration
No.1434
>>1433
I feel like centration was doomed from the start. They only talked about how it should be this "spooky decrepit space station" the moment the round starts, with a heavy focus on Horror.
SS13 can be horror, but at its heart, it's more like a dark comedy.
No.1435
No.1436
What makes you so sure this project won't fail like every other remake, I feel the only one that will get done is ION and ss14
No.1437
>>1433
IF we get to a point where we can't work on this anymore, code will go open source with good documentation. It's fairly large and the basis are mostly done, anyone picking it up shouldn't have a problem finishing up.
That said, it's not part of the plan, don't worry. Quitting is for losers :)
>>1434
Centration actually looked cool, and I remenber seeing a tech video of them showing their atmos system. It looked quite impressive already, but there was only Air, no thermodynamics and it already screwed their performance a bit. The impressive part was that it adapted to the shape of the station.
They also had a huge focus on a centralized server with accounts and what not, so you could have expected to see something like DayZ out of that.
I honestly don't know why they though it was a good idea, except maybe to deter cheating. LANplay and people hosting to test shit should be mandatory.
Also, the usual problem with Steam, that if their servers go down, it's a dead game.
That (and my inability to host a master server) is one of the reasons I'm taking the Minecraft model where anyone can host and anyone can join. Moderation and server maintenance will be up to the community, content will be up to me, with suggestions from everyone, and eventually to the community once again, after I start a new project.
>>1436
It won't fail because that's the twist of it. It's a remake that won't fail, didn't you read the OP? :^)
But on a more serious note, it's because I'm pouring my life and soul into this. I don't just think SS13 is a cool game to remake, I think it's a game that MUST be remade, either by me or anyone else. The world needs more games like SS13 to show that deeper more complex gameplay is amazing.
I can't give you any garantee about it though and because of that I don't ask anything from you at all. Only that you keep an eye on this and see where we go from here. I don't believe in myself either, and yet I've coded the Singularity already.
I'm a crazy guy that spends way too much time in front of a computer. When you think about the person that will eventually remake this game, what kind of person does he seriously look like to you?
Also, Anon, I have some bad news to you. SS14 is dead. One of the artists claimed copyright on the sprites he drew and withdrawn from the project. Everyone else just kinda stopped working on it then. Space Wizards tried to take on the project, but they don't seem to have done much else since about a year ago or so…
And ION is gonna be a top-down-view game focused on surviving inside a space station, not roleplaying a crewmenber. It's made by a guy that did Dayz or some other zombie shooter that most players heavily disliked.
He is also promising incredible features that I don't know if he can deliver, and so far nothing close to gameplay has been shown, despite him saying they have test builds already…
Ion will probably be finished, yes… But that doesn't mean you want it.
No.1443
>>1437
Quitting isn't the only way to fail
SS13 is a bulky ass game, and keeps getting bigger every day, because it's open source with multiple codebases that all have coders constantly rolling in and out as they feel like it
By the time you get halfway to recreating what there is now, each codebase will have 30 different new big things that players enjoy
And that's not even mentioning all the shit everyone wishes they could add if they just had a better engine to work with
Trying to code an autistic everything simulator nearly single-handedly is silly, and doing it while you have direct competition from several groups that have a giant head start and a limitless workforce is even sillier, nobody will ever be happy with it
Nobody will leave SS13 if they don't feel it'll be worth it
No.1452
>>1443
Well, I doubt we'll be needing to recreate that Avery dome goonstation has or had.
They had some crazy shit with owl couriers.
I think everyone can agree that there's a few things that every server considers vanilla.
No.1454
Just made our new logo!
I liked it so much, I even made a quick 1280x1080 (I have a small monitor) wallpaper for myself!
No.1466
>>1452
/tg/ is literally the vanilla SS13.
No.1467
How will you make X-ray vision work in 3D space?
No.1476
>>860
Post video update now!!!!
No.1477
>>1454
Looking good!
I just hope this remake won't fail, because I don't want that CANCER called Ion
No.1485
>>1467
I remember a mesons screencap before.
Looking forward to no mesons/yes mesons/MESONS YES again.
Also I'd like details on atmos: are there multiple hardcoded gasses, or is it easy to add or remove one?
No.1486
How do I get involved with this? I'm a fairly competent texture artist, can write very well, and also can do some simple sound engineering.
No.1488
>>1467
>>1485
Probably with outlines around people. We kinda already have it with mesons, you see greenlines marking the edges of rooms, even trough walls.
The problem is that in 3D you kinda get too much information sometimes, like when looking from one side of the station to the other, and it's kinda hard to tell what's close and far without VR.
I'll probably make it so Mesons only works for adjacent rooms or up to some distance from you.
People's X–Ray is quite easy. I can just change their skeleton material to Text and it will show up above everything else.
Yes, you heard me right. Your bones are now letters.
>>1476
Day 17, Mark wants to show videos of gamedevs from /v/. so we are trying to finish something here for that day. Sorry it's taking so long but we want something decent to show you guys.
>>1486
I'm not confortable with letting more people work with me, sorry. As I said, I do plan on selling this game and using the money to start a company. At that point, I'll definetely be hiring, but as of now it doesn't strike me as a good idea.
I can't pay you anything now, so you would be working for free. And at best I could promise you a share of the profit or a job in my still non-existing company and you would have to trust me on this.
It's the whole reason I'm not starting a kickstarter or early acess. I don't plan on quitting but if bad comes to worse, I want to disapoint the least amount possible…
If you are okay with doing it for hotpockets and you're a pretty cool dude, then maybe we can talk. I've only got my brother and another guy working with me, and only because one is my brother and the other has shown he really likes SS13 and just wants a remake done no matter what.
No.1489
>>1488
Understandable. I'd definitely be willing to proofread shit or make textures from UVs for you if you need them done. No expectation of compensation. If something happens and you eventually can monetize, then maybe a one-time commission or something but other than that I just need some stuff to do in my spare time.
Give me a shout. http://steamcommunity.com/id/JustCham/
No.1490
>>1489
I'm gonna add you on steam, and we'll talk.
No.1498
>>1488
But I thought mark set today, the 15th as the due date for videos with the 16th for the last day he'll take them!
No.1499
>>1498
GMT here, so we might be off a few hours.
I'm also pulling an all-nighter to try and get it on time, don't worry.
No.1503
>>1477
How do you know Ion will be cancer?
No.1504
>>1503
>Dean Hall
That should say anything.
In truth, I'm not that skeptical. Even an idiot can make something awesome every now and then. And we have too little information to jusged the game on.
But considering the dev, I'm expecting some shitty cashop, or broken shit everywhere.
No.1505
>>1504
Usually one person alone doesn't make something good or bad.
Will Wright made a lot of good games. He made Spore, too.
Dean Hall made a good mod, and a bad game. Hard to say if his next game will be bad or not.
I'm just wait-and-see about it.
No.1506
>>1505
Dean Hall is a fucking shit dev also he plays on the most shittist ss13 servers
Paradise and /tg/
No.1509
>>1505
Will Wright didn't made Spore at all and that's why it turned out to be shit. It was co-opted by a "Cute team" that wanted the fluffly abominations the game features instead of advanced complex scientific stuff.
Please, don't bismirch WW name like that… The only thing he did wrong was never learning how to just say No.
I'm also not sure about Dean Hall. He made an interesting mod, but I get the idea that most people didn't consider it to be that good to begin with, especially with him giving up on it to make a game that turned out to be shit.
He is also doing something very weird… If you go read the interviews he has done, you'd get the idea he is going for a simpler game with isometric top-down view.
But at the same time, he wants a persistent world, organ simulations and atmosphere simultation and everything you can imagine.
This coming from me might sound very weird, but he is promising too much for what he is probably gonna show up.
I'm just very skeptical because so far no gameplay video has even been shown, despite the fact that he mentions test builds already being used by them…
No.1510
>>1509
Eh. Will Wright heavily promoted Spore in years of interviews and hyping it up. He put his name on it.
I still love him. I loved Sim City, Sim Ant. But he's not perfect, but really who is?
As far as Dean Hall, I'd wonder how much of DayZ being fairly good (mod or not) had to do with the community and such, which could have not been there in the early stages of the standalone and by the time there was something playable it was too late and there was no budget.
Like, I'm probably not a great designer myself. I'm not always good of thinking of the things to go with. But I know a good idea when I see it, and can think of the big picture of how it'd really work in all the different contexts and for the overarching gameplay; more a curator of ideas.
So put Dean Hall with someone who helped make SS13 what it is it it might make something good.
>He is also doing something very weird… If you go read the interviews he has done, you'd get the idea he is going for a simpler game with isometric top-down view.
>But at the same time, he wants a persistent world, organ simulations and atmosphere simultation and everything you can imagine.
Well, that sounds similar to what I'd do if I made a SS13 sort of game.
And at the same time I think the way you're doing it is going to change things a lot in a way that might make something that's short term fun and interesting, but might not be as lasting with people as SS13 is. Or, that's the impression I get from what I've seen and I could be wrong. But that's not a bad thing.
I'm sure lots will like it still, but different crowds that will like Ion if Ion is at all good.
As far as the "organ simulations" thing, he could just be spouting some Peter Molyneux shit.
> "I want a game where you can reach out and touch someone"
> press A to hold hands
>I'm just very skeptical because so far no gameplay video has even been shown, despite the fact that he mentions test builds already being used by them…
Probably white-boxed and such. You just don't show early dev shots of main stream games because most people are stupid and will judge it like it's a final product.
I clearly list "prototype/pre-alpha" on something and a large portion of people treat it like it's a demo of a final product. So it can often be better to show no one anything. You run into a situation of people going "Oh I remember that from a year or two ago. I never looked again because I [thought I saw the final product already]".
No.1513
>>1510
>make something that's short term fun and interesting
Compared to SS13, that is over 10 year olds and still has a dedicated comunity?
There's few games that can compare at all.
Honestly, if people buy our game, play for a few months and say "I had fun with it" I'd be happy.
Plus, maybe this sort of co-op will spark a new genre. Nowadays we only have mobas, or straight up co-op games. Nothing with the traitor mechanics.
The last game I heard that had something almost like it not counting G Mod gamemodes was The Ship.
No.1514
>>1513
I wasn't trying to say that though.
I think lots will like and support your game and hope they do.
I'm just saying I imagine it'll come out quite different, and it'll will be different than Ion or SS13 both. (or I guess I'm thinking it *should be* different, due to things that are going to be different merely from the whole first person thing. The way things are controlled denotes how best to do some gameplay)
Or to reiterate again, I'm just saying I don't see you making something that'll be exactly like SS13, but first person, but I think it'll still be something lots of people like, it'll just be quite a lot of different people than just those that already like SS13.
No.1515
Don't forget to email the video to mark!
No.1516
>>1515
encoding into webm is being a pain in the ass.
No.1517
No.1518
No.1519
>>1518
It's still full of placeholders, and it's a bit rushed.
But it's progress nevertheless.
No.1520
>>1517
Shit that's dark. And I think a wider FoV would help when there's probably going to end up being lots going on? Maybe flatter shading on the models, or just clamping the light shading? A lot of that maybe you've thought of but not gotten around to, but yeah.
Looking nice though.
No.1521
>>1520
Graphics will be a concern, but making pretty graphics might cause us some troubles.
To be more specific: since stations are built in runtime, we can't use baking and stuff like that.
It's pretty much all dynamic lightining.
Can we make it look good? Oh yes. Some of our earlier tests looked gorgeous. But they also ran at 5 fps.
Right now, our crappy 8 year old laptop can average 26 fps on the most highly intensive areas (the stronk desktop has no problems rendering it at 60 fps).
This is gonna require some tricks, and possibly, forking over 120$ or so for a proper occlusion mechanism.
No.1522
If it means anything, I could provide some sound effects for this if you need them
No.1523
>>1521
Doesn't the newer Unity support a GI lighting model which is pretty and no baked lighting? I don't use Unity myself so I'm not sure.
Raises system requirements though.
The other option would be making your own lighting that just uses two lights, the closest ambient and direct one, and doing it real time, like some ghetto GI which would look perfectly fine given the sort of graphics you're doing.
As far as only 26fps, are the stations generated tile-by-tile, so each square on the floor is its own model and draw call? Though.. 26fps on an 8 year old laptop isn't bad.
Looking at the first video, it looks like that's how it is. Uuuhhhh yeah you need to join all those meshes together.
Doesn't Unity have occlusion culling right out of the box? I'm guessing just for static meshes which you don't use.
Regardless, a bigger thing you're running into is that similar tiles should be joined together.
This is actually really simple the same principle for optimizing those minecraft-like renderers. When you have 2* tiles close together, you create a new mesh, and you just make the texture tile.
Another way to do it is just to combine many meshes together was one object, even though there are gaps between them (like for pipes and such particularly), to make it one draw call. But I'm not sure how you'd do that one in Unity. Might find something by searching for "skinned mesh combining". IT should be doable at runtime and not just prebaking.
No.1524
>>1521
Doesn't the newer Unity support a GI lighting model which is pretty and no baked lighting? I don't use Unity myself so I'm not sure.
Raises system requirements though.
The other option would be making your own lighting that just uses two lights, the closest ambient and direct one, and doing it real time, like some ghetto GI which would look perfectly fine given the sort of graphics you're doing.
As far as only 26fps, are the stations generated tile-by-tile, so each square on the floor is its own model and draw call? Though.. 26fps on an 8 year old laptop isn't bad.
Looking at the first video, it looks like that's how it is. Uuuhhhh yeah you need to join all those meshes together.
Doesn't Unity have occlusion culling right out of the box? I'm guessing just for static meshes which you don't use.
Regardless, a bigger thing you're running into is that similar tiles should be joined together.
This is actually really simple the same principle for optimizing those minecraft-like renderers. When you have 2* tiles close together, you create a new mesh, and you just make the texture tile.
Another way to do it is just to combine many meshes together was one object, even though there are gaps between them (like for pipes and such particularly), to make it one draw call. But I'm not sure how you'd do that one in Unity. Might find something by searching for "mesh combining" or "skinned mesh combining". It should be doable at runtime and not just prebaking.
No.1525
>>1523
Thanks for the tips. We'll read up on them.
GI model works quite well when we tried, but it leaves areas that shouldn't have light illuminated.
What we coudl do, is replace the pixel lights we currently have with a system where rooms only get affected by the dynamic light If they have lamps and they're turned on.
Joining meshes may work aswell, but might not aswell, since when you break a floortile for instance, it could generate a bunch of diferent shapes around it.
Deciding what shapes we'd use might be a can of worms that we could replace with a simpler system.
I guess it's another thing for us to read up on.
No.1526
>>1525
To be more specific: the number of drawcalls doesn't seem to be the problem right now. Even without occlusion (since occlusion doesn't work on dynamic meshes, aparently).
It's the lightning system that, when turned on, gives us the 26 fps.
Then again, we get 26 fps on a laptop running with a nVidia 102m. And that thing is SHIT.
No.1529
>>1517
I'm happy with this, good work.
No.1531
>>1517
What kind of antagonist will there be?
No.1532
>>1531
I am thinking about keeping the original system of a round-by-round just for people that like it. This means keeping all the current antags we have.
But in the long run, I'd like to implement a system where people can be contacted mid-round for traitor roles, complete them and then leave, with the station getting a penalty in some way if the traitor manages to escape.
This would be a different system with a more permanent station that could stay up for several days. Some sort of dynamic extended mode.
No.1533
Sounds good, do you have any approximations as to when this will finish?
No.1535
>>1533
Sadly no. Today I got the news I finished my degree in Electrical Engineering. I'll start looking for a job IRL and you can imagine how this can kinda screw estimations.
No.1536
>>1525
>>1526
>To be more specific: the number of drawcalls doesn't seem to be the problem right now
Unity has a debugging thing to show how many draw calls you're having.
You want to be in the high dozens or very low hundreds at most, generally. (way more leeway DX12, obviously)
>GI model works quite well when we tried, but it leaves areas that shouldn't have light illuminated.
As far as GI making areas illuminated that shouldn't be, you're probably making too strong of lights.
With GI (which I'm assuming is deferred in Unity like most/all of them), extra lights have pretty much no cost. So you want to use tons of weak lights. You have have an object with dozens of lights reaching it and it should be no big deal.
>Joining meshes may work aswell, but might not aswell, since when you break a floortile for instance, it could generate a bunch of diferent shapes around it.
>Deciding what shapes we'd use might be a can of worms that we could replace with a simpler system.
Well yeah, you need to program something that's going to constantly join and dejoin them in real time on another thread when they're changed/destroyed or whatever.
It's really straight forward and going to optimize stuff a ton, though.
The joining meshes together to make a single mesh for your tiled floors/ceilings/walls is a bit more difficult and it can be hard to say whether the lower polygon counts will offset the reduced instanciation. Probably don't want to bother with that. But definitely do combine your meshes together it will absolutely greatly increase performance.
Especially consider when you start adding lots of gameplay programming stuff and how that's going to take away resources that otherwise go to draw calls.
No.1549
So earlier today I saw pic related and noticed that the Galvan mace one of the Skitarii is holding bears a striking resemblance to the stun baton. I asked if anyone else on the /v/ thread thought a Skitarii outfit for Security would look cool and so this idea was born.
I will be taking suggestions for stuff to sprite and have added to the game, as well as making Mechanicus robes for each tech division (and Security). I will post what ideas I have come up with so far.
Security Officer - Skitarii Ranger (pic related, far right)
No.1550
Oh shit, meant to make new thread. Wrong tab, sorry Kyron.
No.1570
How long will it be before you guys go to Steam greenlight?
No.1571
>>1570
A long ass time.
Before that, we'll have playable builds floating around for people to try out for free.
We can code and test shit on our own yes, but there's one thing we can't test alone: how does the playerbase interact with stuff?
That, and the help setting up a comunity for feedback is a priority, but one that's still a way's off.
No.1578
>>1571
We believe in you.
I'll totally buy it after you pass steam greenlight.
No.1580
I was sceptical, but then I watched your videos and I think that maybe you can actually get shit done.
If you want an easy way to make the game look half decent without breaking your back, why not just project the original textures over simple blocky models of whatever you want, create that authentic wolfenstein feel. Then later on you can get an artist to touch them up. Saves you having to remake all the textures.
Pic related, how amazing would it be if your game looked like this.
No.1588
>>1580
This is what we need.
No.1589
>>1580
That was pretty much the idea.
I have no idea if the original textures are licensed though and we might need to change them later.
The floor tiles in our videos are precisely that: the original textures, upscaled.
Two things though: that image works rather well because the artist can do depth. Depth in 3D engines works diferently than making a 2D image with the illusion of depth.
Second, and the most important: lightning.
We currentl have some problems with lightning that will require some form of voodoo magic. Unity wasn't made for dynamic content (building the station) and actual lightning takes up too many resources. It's okay if your computer is a 1500€ beast, but anything below that starts chugging.
One of us has an 8 yeard old laptop. So far, we've managed to make the game run well on it.
It's been our benchmark when it comes to optimization. If a shitty computer can run it, then most people will be able to run it too.
Slight update: we're changing the netcode a bit lately. The clients no longer take the massive 2gb RAM they did, and if the documentation can be trusted, the new Network code Unity implemented can also help greatly in latency/stability.
No.1606
>>1580
That looks incomparably better than SS13 textures.
Just putting SS13 textures on blocks would look nothing like that.
No.1614
No.1615
No.1619
>>1614
>>1602
>>1615
Sorry for the lack of updates. Unity has finnaly done an actual decent Networking API for people to use that is, supposelly much better than the previous system.
I was using their previous method, even after it got a bit outdated but I finnaly decided that it's probably better to change now and upgrade.
It's… Complicated. The new system forces me to do things in very different ways and I'll pretty much have to change every single script to work with it.
But it's not all bad, though. The way it's forcing me to work actually helps with security much more (to thwart cheaters) as well as bans and synchornizing positions and other stuff. There's also a lot of other stuff under the hood that will simply tons of stuff. Once it's upgraded of course… I tell you, coding is always fun, except for when you have to learn something new first…
In another unrelated news, I've been talking with Anonyma, the guy doing the art for this. We had a short discussion about modding and open-source and, short-story even shorter: I'll release it open-source the day it hits Steam, instead of waiting a few months.
I figured there's no point in waiting anyway (since most people wait for summer sales and stuff anyway) and giving people a game famous for the coding communities that grew it and with it while closed source doesn't make much sense either.
So it's gonna stay closed sourced until I release or give up on it. But on the day it's 100%, it will be released on Steam and also open-source. You'll be free to buy it and support me but you can also download it from github or whatever we'll use and mod it day one.
I expect accusation of "This is just Space Base 9 all over again, the Dev expecting the community to finish the game!" but it's SS13 we are talking about, a game MADE by the community. And I still do intend on putting a lot of effort and content into the finished game first.
No.1625
DF9 was made by Double-Fine, which are either horribly mismanaged or don't care about making good games.
Even if you end up having to drop it, I'm sure you'll have a much better excuse than "We only made half a million dollars from it, and didn't care to bother making it a good enough game that it'd sell well"
Maybe you'll hear that stuff from 4chan, but that's 4chan.
You don't actually need to open source for modability, though, I guess you should point out. You just need a good API and documentation for it. But open source is easier.
No.1632
>>860
> this one will actually be finished!
>fucking implying
No.1633
Nice work so far, can't wait to see more!
No.1644
Is this still alive?
It isn't, I bet you 20 dosh that this is dead
No.1647
>>1644
Still here.
The hardest part of the upgrading is done, now it's just some tedious work of replacing Network.GetComponent(NetworkView) with other stuff. It's not hard, just tedious and long because it's almost every script.
But I'm learning some new stuff and figured a way that will make adding items\furniture considerably easier after this.
And hosting will be much simpler than the current method.
No.1648
>>1647
After you finish recoding and upgrading the old code, what will be the next new game mechanic? The singularity was a huge step and computers even seem to be working too. It really gives me hope that a remake is actually possible.
Please, keep up the good work, I'll keep on eye on it.
No.1649
>>1648
The Singularity is currently useless because while it can suck the entire station, it doesn't make radiation and there aren't collectors to take advantage of it.
The next step is making radiation and machines that capitalize on it. That will be simple enough, since I'll treat radiation as a gas that quickly dissipates on it's own but is produced by some objects, like uranium bars or the singularity.
I'll also add some particle effects to every room so you can get little purple balls going around if there's too much plasma or glowing green orbs if the whole place is heavily irradiated. I've actually did a few tests before with this and the result is quite interesting.
After that, there's still some elements to be added related to engineering but not much. Once that's done I'll move to Medbay content which will include actual mobs that can die and process chemicals and everything you'd expect a creature to do.
After all, the first step in causing harm is having something that can receive it.
No.1683
I'm almost done with a couple gun models. A Syndicate SMG and a taser. They're entirely static as I can't really into animation.
What format do you want them in?
No.1684
>>1683
also, same poster here, what I want to do with my models is have an ammo display on them, like the guns from Halo (pic related). No idea how to make this work.
this is assuming you'll take them ofc
No.1685
>>1589
good on you for focusing on optimization
No.1687
No.1688
>>1684
>>1683
I'd really like to see a screenshot of them first, if you don't mind. Also the format is entirely up to you. 3DS, Blender, whatever. As long as Unity can import it, it's cool.
The only thing that can be a problem is scale, especially compared to the human model. I mean, I can rescale it on my end, but if I need to do it too much, it is probably gonna look a bit weird.
Another point is that most weapons for SS13 don't require 2 hands, as if they are all revolvers, when some clearly aren't, like shotguns and rifles..
This isn't entirely a problem, as I do intend on making them take both hand slots to fire (but just one to hold).
Also don't worry about animation too much. I'm no artist but I can do some basic stuff. All you gotta do is make sure that every part that moves independently of another is a different object in your model. Like for instance, in a shotgun, the lower part that you pull back to load a shell? If you make it a different object but child of the rest of the gun, I can animate a simple animation and even sync it with the human animation.
Lastly, this might take a bit longer because I'm waiting for a new model for the human from my artist. Hopefully this one will look better than mine and we can stick with it, since this would mean I could resize furniture according to it's size so stuff looks ergonomic.
No.1689
Also, I'm done with the upgrade on the networking part. Mostly anyway, I think.
I'm going back to dev new features and I already did something pretty cool one of these nights that I'll show you in a few hours, hopefully, along with something else.
No.1690
https://www.dropbox.com/s/k10bp65fjs267a3/Screenshot%202015-11-01%2016.26.55.png?dl=0
you can tell i originally made it for something else. this was years ago back when i was decent at 3d modeling
im havin trouble making the taser
No.1691
>>1690
This gun looks more like a machinegun than an SMG.
1- the trigger seems to be too small compared to the rest of the gun. compare the size of the clip with the handle where the hand would rest. Either the clip is easily the size of someone's arm or you can only use one finger to hold the gun.
2-The clip(or magazine, depending on how /k/ you are) is quite large. Not just because of point 1, but also because of the rest of the gun. It's also slithly tilted.
Considering the barrel, it's shooting for accuracy, not really a spray and pray gun, so a smaller clip is more likely to be used.
3-I have no idea what that segment is. If it's to hold over a tripod, then this clearly isn't an SMG, it's a light machinegun
lastly, the red decor around it might make sense in an energy-based weapon, but for ballistics only, what you want is to make more segments and give them different shades of grey instead. Maybe even put a logo of some company if you want more color.
You have some talent, I'll give you that, but you gotta visit /k/ more often.
No.1692
>>1691
it was originally a heavy machine gun with a bipod attached on the bottom
i did it when i was taking 3d modelling classes in highschool
No.1693
>>1691
I can always re-add the bipod
No.1694
>>1693
>>1692
Well, the problem with heavy machineguns is that they make little sense in a space station.
First there's the issue with balistics, where a hole in a wall is a very serious matter, ence why energy-based weapons are more popular.
Secondly, mounted machineguns excell in large open areas where their range, firepower and even accuracy when mounted gives the shooter a very large advantage. This doesn't translate well in tight corridors onboard of a station.
However, I have plans for planetary expeditions done by the crew, later on. When that happens, more weaponry is probably gonna be necessary.
But until then, I'd prefer e-based guns and smaller firearms like actual SMG's and revolvers.
There's also quite a lot of content to be done before we aproach combat, namely finishing Engineering and doing Medical first. You gotta have organs to shoot someone, right?
No.1695
>>1694
It might work as an ion rifle, maybe?
No.1696
nvm, aight, well, thanks for the critique man
If you ever need it just ask, I'll be following this project
No.1697
nvm, aight, well, thanks for the critique man
If you ever need it just ask, I'll be following this project
No.1698
>>1695
It would need to be changed a bit for an ion rifle, namely the clip be traded for a battery, the trigger be moved down and an armguard be added.
The battery would also most likely be on the side.
But changing this shouldn't be too much work.
If you actually want to help with the models, post here screenshots if you ever do anything you want to send my way. I ain't no artist so help is apreciated.
However, I hope you read the thread and you're aware that I do plan on selling the game but I can't even promise to pay you for any work at all right now or even later. If you're not okay with that, I totally understand, but I figure it's best to tell people this before.
No.1699
Someone sent me a pic of this little guy, a drone from /tg/.
I dunno if they want to give me a model for that, but it looks adorable with all it's legs.
I've actually though on a way to give them the ability to crawl over things. Things, not just walls. I could easily have them crawling over lockers, computers, doors and even people.
No.1700
>>1699
I hope they give you the model
make it so they can carry powercells and wire and other small stuff in that little space in their head
No.1701
>>1698
yeah dude no prob
I'll work on that ion rifle, might take a while though. my modeling skills aren't up to par
No.1702
>>1699
http://www.mediafire.com/download/ts4cd34ocrf69f7/MaintDrone.blend
That's the entire blender scene, but it's mainly the drone, the walls+floor and there might be a lighting plane, I forgot. It's probably a little messy in there too but here you go.
Glad you like it!
Also, don't know if they showed you any of my other models but you're free to use any of them
No.1704
Working on the ion rifle now. Not sure if I can do the traditional design, but I'll try.
I like the idea of having to mount it on a bipod, so you have to lure borgs into halls to fuck them over. Should I bring back the bipod-related attachments?
No.1707
>>1704
Bipod sounds nice. IIRC, the Ion rifle is suposed to be an heavy sort of rifle (hence, why it doesn't fit in backpacks)
No.1708
>>860
>This one will actually be finished
>will never actually be finished
No.1709
Slight update from my brother since I don't think he posted it:
Since we got a few good people willing to send models, sounds and other goodies, we're planning to release the source on the release day too.
We're still gonna sell it on Steam if possible, but if you'd like the game for free, you can just get the source and compile it.
I'd prefer to sell it on GoG or Desura, but I don't know what their policie for indie games is.
Regardless, the "sale" part is more for people who wish to suport than anything. Effectively, a donate button of sorts.
>But why not release it now?
While we've met plenty of people who want to help, we've already met people who are hostile to the idea. A few even decompiled the code.
Nothing would stop someone with enough money to take the code we have right now, sink a couple dozen grand on a team, finish it and put it up for sale with a 30$ price tag + microtransactions (only 2$ to unlock the clown "class"! What a bargain!).
No.1719
hey guys. the modeler here.
I've been working on a new playermodel for the last month and a half. I've never made or attempted a playermodel before.
the other guys are rewriting entire pieces of the game, as unity now has its own multiplayer system, we kinda want to switch to that.
Also, that lighting needs some fixing before we show off anything soon.
No.1720
>>1709
>play free game developped for 10 years
>play 30 bucks game developed by two random guys in less than a year
GEE
No.1721
>>1720
>30
>less than an year
[citation needed]
No.1723
No.1727
Please explain to me why the fuck I am hyped for this.
No.1735
You should set up a blog or a website so people can track the progress easily
No.1739
>>1709
GoG's policy on indies is far better than Steam's (no $100 submission fee) and you will get your game on it a lot faster than with Greenlight. If that fails, publish it on itch.io.
Also, don't publish the game as a paid game and then release the source code for free, that's an unbelievably bad idea. Either release the source or the game, not both.
No.1744
>>1739
Why is that a bad idea? Because people will get the code and not pay a single cent?
Well, piracy is a thing so it's not like it really stops people from playing the game without paying.
Wouldn't it be better to give the source code, allowing everyone and anyone to mod it at will but also put the game for sale so people can support the original creator if they want to?
It's essentially a donate button but with a more official look to it.
No.1746
>>1694
Maybe pistols with glaser rounds, like air marshalls carry?
No.1775
https://mega.nz/#!qppHxCCa!iTO7ueX5-31oZpFvnq3Dg_9pEvv44SFYfeSDC1lycmI
NEW UPDATE!
Things you can't do anymore: ride elevators, use the RCD
Things you can do now: use BOB to plan buildings, use construction materials to make walls\floors, see particle effects according to some gases in a room.
You can spawn all materials with Numpad8 and you'll often need both a material in one hand and a tool in other to build something. Check the manual for more information.
You can also build computers and machines. Currently, the APC, vents and scrubbers can be built and the PC comes loaded with the "Singularity Engine" program.
To build them, start with the Assembly item (that you can spawn with Numpad8) and go from there, more info in the manual.
Note: PCs where done in a rushed manner, since they aren't supposed to be part of this update, they're more a Science thing. So expect bugs, lots of them.
Possibly the only working PC is the one in Engineering. You can connect it to it's peripherals using a multitool, more information in the manual about this.
HOSTING IS NOW EASIER THEN EVER!
Just have the game in another folder, go to the Server folder, open the server.txt and change the first 0 to 1 and the game from that folder will start as a host.
You can join in with the loopback IP and give your IP to your friends.
Reminder that now you need to specify the port too, default 25000 when connecting.
Lockers are done too, you can open and close them. You can also use them when they are open with the Modifier Key (F) to hide inside of them.
You can also grab things with G. Hold G and click on something. Lockers are heavy and need both hands to grab and drag. Crates and fuel tanks or people do not. You can just click with your hand again to break a grab.
You can also click on a locker when grabbing someone to put him inside. This is a bit buggy yet.
When dragging things, you do it shopping-cart style. Strafing moves you around it, going forward move you against it and pushes it forward.
There's a new, bigger map: Two Towers Station.
It has two towers connected by bridges and maintenance, with extra maintenance between each floor. Theres an elevator shaft waiting to be filled, don't fall in, and a maintenance shaft with wires and ladders.
On one tower you have Command, Arrivals, Medbay and Cargo. Cargo is HIGLY WIP, very dark. spawn a lantern with Numpad8 before going in.
The other tower has Security, Crew Quarters and Bar, Science and Engineering.
Currently waiting on some models before I actually make Atmos.
Lights might be buggy as I keep trying to fiddle with them since they are the biggest loss of performance right now (dynamic lighting always is).
tl:dr: New update to download, RTFM.
No.1778
>>1777
Trips speak the truth.
No.1779
>>1775
Nice, keep up the great work
>>1777
>>1778
Leave samefag.
No.1782
>>1775
Can I play with other people now?
Also how big can the server get with people?
No.1784
>>1777
That's a funny Futurama reference.
>>1782
>Can I play with other people now?
You always could, Anon!
>Also how big can the server get with people?
I DUNNO LOL
I never tested it with more than 2 computers but there ain't an hard coded limit.
Try it and tell me if it starts to chug at some point.
No.1800
>>1775
10/10 not Cucktration.
No.1804
>>1506
How is /tg/ bad? Genuinely curious
No.1806
No.1812
>>1804
They promoted themselves as Medium RP, a compromise between actual RP and gameplay so they wouldn't be the chaotic mess that is Goonstation but without the excessive Heavy RP from Bay.
This sounds good on paper, but what actually happened was that they got two kinds of players, roleplayers and powergamers, each looking for different things on the game.
The forums where a constant mess with each side arguing that the other was playing the game wrong and it did not help that they had about 60 players usually.
Imagine someone going about doing art with wires, or food on the kitchen, only to have rounds end 10-15 minutes in because some powergaming validhunter managed to kill the antag. Now imagine that happening 5 times in a row and you have your average /tg/ experience.
But at the sametime, you'll get said powergamers complaining about other people, about how they "don't want to win" and "put roleplay ahead of catching the traitor". These guys get very upset when people don't cooperate with them to catch traitors, even if they are bahaving like one.
/tg/ was supposed to be a compromise between 2 very different kinds of players to get the best of both worlds and instead it turned into both just butting heads all the time, unwilling to change at all.
They got to a point where they had 2 servers because of population, Basil and Sybil. And although it wasn't specified anywhere, the community ended up seeing one of the servers as the more "serious RP one" and the other as an action-packed valid-hunting festival. I think it was Basil for Roleplay and Sybil for action.
You'd though this would please everyone, and it should have. But what happened was that a rivalry started between servers. I might be wrong here, especially since I was biased at the time too, but I remenber all the powergamers going on tirades about how Basil sucked and it was nothing but ERP (when ERP was validhunted there just as well). Instead of sticking to Sybil, they popped up there ocasionaly, especially when they died on their server, and behaved just the same, often to "teach those fags how to play the game".
I posted on the forums, saying that playing in these ways would kill the servers. It burns players very very fast, and combat-oriented servers don't last long anyway as that's not the fun part of SS13
I got out of /tg/ by that time. The game was barely fun for me, as rounds where incredibly short because of them. I recall one night where I was a geneticist and the round always ended 15-20 minutes in, precisely when I came out of my lab with all the powers (I've improved my Genetics-fu now). This happened 5-6 times that night, and in one of them it was only 5 minutes.
From what I hear, one of the servers is dead, the roleplay is non-existent at all anymore and everyone is funny with that, despite the fact they lost most of their playerbase already and it's practically turning into a circlejerk now.
The problem is even worse because it extends to coders and admins. They can't argue exactly on what they want since all want different things and the result is that nothing is ever done because it pisses someone else of. This includes new addictions to the code as well as admin policies regarding the players, and it essentially goes against the whole idea of "medium RP". Instead of both sides compromising on a common solution that pleases everyone or conceding the other side by turns, they prefer to agree on not doing anything at all.
Well, they had Errorage a long time ago, that was a good time to play /tg/ but they blew it and now they are what they are and this makes me actually a lot sad.
The funny part is that I actually started my remake of SS13 because I wanted to code for /tg/ but realized I'd never get my ideas aproved there because of coder taboo on some stuff
No.1814
>>1812
Yeah I play on Sybil and it is full of powergamers (Emily ranger and Dante Smith) and basil is dead in the water with probably 1 to 2 people on at a time. There is a bit of roleplay, and we have a 18+ rule now not that people follow it but sadly most people are stupid and when I scream "Borgs rouge! At robo!" No one comes and the just go along doing jack shit.
No.1843
>>1775
Nice work, is there any official forum/skype/discord/teamspeak for this project? I could possibly assist with programming & 3D art.
>>1521
If the station is made up of 3D tiles, you could use a minecraft-like lighting algorithm. Each "chunk" would calculate lighting from the nearest 5-6 lights, and a single light would never affect more then the nearest chunks. Probably requires some hefty shader magic though.
As for the atmosphere leaks, chunk-based calculations are probably the way to go aswell.
No.1845
>>1843
>This is the official thread.
No.1853
>>1814
I just play /tg/ because there's nowhere left to go.
The problem I've seen is different: when Sybil is alive, it's overpopulated and there's shitlers all over; when it's dead you can actually have nice RP.
When Basil is dead, it's really dead; when it's alive there's metacliques and circlejerks everywhere, and against anybody who doesn't belong they'l powergame harder than Sybilshits ever did.
No.1855
>>1775
Please post the old images from testing mesons.
No.1878
>>1396
>>1853
You guys should play on Hatestation.
Far less players, usually 20 or so in the weekends. Tends to lead to less caos.
No.1880
>>1878
The problem with /tg/ is that I'm a dirty ligger, though.
I enjoy playing subhuman scum too much.
No.1881
>>1880
Well come to Hatestation and you can have:
>Grayy's with telepathy
>Shadow People that burn in the light
>Flypeople that vomit their food and slurp the vomit
Or the traditional walking Salad that heal in sunlight
You've got plenty of Subhuman scum to pick. Fly people being my favourite because one bottle of booze is enough to fill the bar with vomit.
No.1882
>>1881
I read that as "gravy" with telepathy and was immediately sold.
No.1892
The scale seems a bit off
I can see entire stations being designed with two vertical layers for every room and hallway just to have higher ceilings
Imagine how the fuck something like mechs would be implemented with everything that size
No.1893
>>1892
Human sizes aren't fully decided yet, they are likely to be scaled down a bit. But yeah, taller rooms are possible and interesting.
Try visiting the lab in the station to see rooms that are two story tall, it looks quite nice.
Mechs are clearly not gonna be implemented exactly like they are in SS13.
Instead, they will be divided in two different kinds:
Exoskeletons, that are a bit bigger than humans and can fit easily in the station.
Mechs, that are about twice as large and will be used on planets or in space. They will get airlocks spcifically made to get them out of the station into space and possibly teleporters to move them to a planet.
We are talking Gundam sized mechs here, of course.
No.1902
>>1893
>Gundam sized mechs
>about twice as large
Uh
No.1941
I woulda preferred a less clunky 2d remake
No.1942
No.1957
No.1989
>>1902
Sorry, I'm not sure on what's the actual size of a Gundam. The point is to have Mechs the size of small spaceships, fighting in space and landing on planets. For other mech types, they'll be shorter and act as exoskeletons, instead.
>>1941
3D affords you things that aren't so nice in 2D.
It's quite different from 2D to the point where it's a lot harder to even imagine how it could possibly work, but don't worry. The idea is to make it as less clunky as possible.
>>1942
2D is a cool style as well, it's not that bad and for games, it might be argued it's better.
There's also a change in perspective, literally, that leads to a different mentality. While in a 2D top-down game you focus on what your character does, in first person, it's on what you do. Since you can't see your character, you are your character, and this makes things very different, both for good and for worse.
No.1990
>>1942
Also, Guilherme, you mistyped Melo and it ended up as Melq, by the way.
No.1994
>>1989
So to be perfectly clear, we're talking about MEC-tier for what Robotics normally makes and Future Cop-tier for those bigger mechs?
No.1995
>>1994
aye, something like that.
No.1998
>>1995
>tfw robotics gets to build power armor
OH FUCK YEAH
No.2020
YouTube embed. Click thumbnail to play.
>>1998
Speaking of robotics: embed related.
I'm doing drones and hopefully I can make them creepy crawl all over literally everything.
There's still some work to do, but you can see the cute little things walking here.
No.2021
>>2020
I completely forgot how fun vent shafts could be in 3D.
Time to be the menace this station doesn't deserve or need, but is stuck with, anyway.
No.2033
Did I?Completely missed it.>>1990
Love the Progress so far!
Cant wait untill full game!>>2020
No.2059
>>2020
Wait. Those are maint access hatches, right?
So I guess actual vent-crawling isn't going to happen?
No.2066
>>2059
>no, I think it will happend but you will probably need a screwdriver and of course you need to crawl.
No.2068
>>2059
Behind those vents, there's another room that's actually Maintenance.
Those little vents exist to spread air, since you only need to put a vent and a scubber connected to a single maintenance room and any wall with a vent will trade air with it.
Vent-Crawling as in, "click on vent and teleport to any other" is not gonna happen. I don't think it's very interesting and it makes very little sense. Have you seen the size of tubes that connect them?
They can however be opened (later they are probably gonna need either screwdrivers or acess) and you can pass through when they are open. Drones are tiny and can just go through, humans might need to crouch.
With a 3D station, something that can actually happen are verticle shafts that connect multiple floors of the station, carrying power wires and even tubes up and down.
You can already play the game and find on the base station 2 of those shafts in each tower, with a cable_pipe going up and a long ladder on it's side.
Now, normally humans can just use that ladder to go up and down, but drones will be able to crawl on walls instead, making for a much faster and improved movement while inside maintenance.
Vent Crawling was mostly added to SS13 because of Xenos and then added to many other parts of the game, like monkeys. It was the only way possible to include something like "coming out of the vents" and it works there. However, I decided to make actual vents that work exactly as vents and actually have a room behind it where Xenos actually are before they breach in. It's not just for Xenos, though.
No.2069
>>2068
I was talking about the kind of vent crawling that /tg/ and maybe /vg/ have, in that you actually move through the piping.
And I doubt that humans will fit through these things at all, they're not even knee-high.
The problem I see with using vents to access maintenance is that it denies xenos, changeling-monkeys, or whatever their planned equivalents are any chance of mostly-safe and stealthy transportation as it is possible for humans to intercept them on the way.
No.2071
>>926
>tfw this was 6 months ago
>tfw the most recent update was two months ago
I mean, another update would be nice, but I think this is still very much alive.
No.2073
>>2071
Are you high?
>>2020
No.2074
>>2073
By "update" I mean "downloadable".
No.2091
Concerning the singularity, a question of curiosity.
Gravitational lensing effects - while I doubt they'll be in the game due to being cruel on resources, are they possible in Unity? (I mean, they worked in HL2 for the Striders, but that's a completely different game, engine, and application of the effect.)
No.2096
Wouldn't it be more intuitive to switch left and right hand buttons around by default?
I shall draw an unpopular comparison: Skyrim, in which the left mouse button activates the weapon or spell in your right hand and vice versa, resulting in the (usually) dominant MB activating the (usually) dominant hand.
Furthermore, are there plans for a quick-pocket hotkey, to slip, say, a left-hand item into the left pocket or remove it from there without entering the (as of now somewhat clunky) inventory?
It would be a small quality-of-life improvement.
Speaking of those - one final suggestion is an "Equip" button that automatically puts wearables into the appropriate slot. I'm not sure if this one is common to all code-bases, but I am reasonably certain it is found in the interface and available as hotkey on /tg/ derivatives.
No.2126
Thinking about it, with the singulo setup the way it is I'm kinda sad to see emitters (presumably) gone.
No.2135
>>2074
>>2071
Sorry about that. I want to finish the wall-crawling of the drones before another version.
>>2091
Not an artist so I don't know if I can find a filter or something for that. That's a neat thing, but entirely cosmetic, so not very high in priority, sorry.
>>2096
The buttons are hard coded for now, but the plan is to make them rebindable later. The hands, I didn't consider like that at first. I guess it makes sense that the left button is your dominant hand, the right one. But what if a player is left handed? I'll either reverse them to fit the majority, or put a toggle in the Options menu later so you can switch them to whatever you want.
Pockets and Belts aren't yet added in, but they'll be soon.
The idea is to have something like Q and E for your pockets and 1-6 for your belt. You press a key and click with the mouse, taking an object from the pocket to your hand or vice-versa.
This would make the belt and the pockets feel different than the backpack, since they'd be a button and a click away, without having to open the inventory, while the backpack would require you to see it first.
An equip button is of course mandatory. I'll have to make it later, but it's quite feasible. It's one of those "life improvement" things that, once you try them, you can't live without them, of course I'll put it.
>>2126
I'm sorry for that Anon. Emitters are fun, but in the end they exist more as a safety device to create some distance between you and the containment. As it stands, the whole thing is huge already, so it would be hard to cram some more space for them.
If it helps, I'm totally down to make laser turrets you can mount and shoot.
No.2138
>>2135
Pockets were in on the latest downloadable version, I am reasonably certain. I mean, they were kinda buggy, but they existed.
>>2135
Well, if nothing else, there'll be mods for those.
I can't see people not modding in a supermatter or tesla engine after this is released - some servers just don't like the singularity.
No.2139
>>2135
It seems distortion shaders and scripts you have to write by yourself.
I've found a few starting points, see below, but that aside I guess Google or queries on the Unity forum will have to do.
http://answers.unity3d.com/questions/594863/distortion-effect-free-unity.html - an answered question on heat distortion effects
http://unitycoder.com/blog/2014/02/09/explosion-heatwave-distortion-unity-indie/ - an article on shockwaves
http://www.wired.com/2014/10/astrophysics-interstellar-black-hole/ - an article on the black hole from Interstellar and why it's remarkably accurate, you or an artist helping you might be able to use this as inspiration if nothing else.
No.2206
File: 1453224483506.jpg (278.83 KB, 1440x928, 45:29, 1440x928_8417_Space_statio….jpg)

>>2139
http://www.projectrho.com/public_html/rocket/index.php
This is a resource for authors wanting to add a little hard science to their SF stories.
Would it be possible to use something voxel-based, like the crafting and building in 7 Days To Die?
No.2241
unfortunately I get this every time I try to launch the game
No.2242
>>2241
What OS is that?
Whenever I build a version for release, Unity tells me it should work on Windows, Linux and OSX, but I can't test on anything other than Windows 7.
I'm probably gonna get a Linux distro for my old laptop but as for Apple-stuff, I can't help you.
Please tell me that's not Windows 10… You should know better than to download Windows 10.
Windows 9 would be great, but they skipped it, so now you'll have to wait for Windows 11 for a decent OS, you should know how the cycle goes.
No.2243
>>2242
windows 10
its fine because I have got another computer that is running windows 8 and it should be all good.
No.2244
>>2242
From…own…experience…it looks like Win 10.
Except it works fine on Win 10 for me. Maybe one of its spy features that anon forgot to disable interferes with the game?
No.2245
>>2241
I think its also because this computer is 32 bit
No.2250
File: 1453372119455.jpg (530.2 KB, 1920x1080, 16:9, Cyber-Girl-in-Space-Statio….jpg)

What about a zero-G mechanic?
Was it Prey where you could use gravity boots to walk on the walls and ceiling?
No.2257
>>2250
I believe that was actually Dead Space, though Prey may have done it too.
Space currently has no gravity and you keep your speed constant if you are sucked out (unless you pick ghost mode). Jetpacks won't be that hard to implement.
Gravity is currently hard coded to be -y, but it can easily be replaced with any other vector, including taking one from the current room. You can easily have an MC Escher station, I suppose.
The only real issue I see with this is with transictions. It's a bit weird to follow someone and he immidatly shifts 90 degrees and falls to side in front of you the moment he goes inside another room.
It's probably easier to make zero-g but keep the overall orientation for most people.
Wall crawling doesn't need zero-g however, and I'm currently working on it for the Drones. Damn thing is taking longer than I expected, it's a mess with global axis and local axis and rotations… It's mostly done save for a few bugs.
No.2284
Some of those old games like Descent and Forsaken had no up or down, you'd just orient yourself however with no horizon or gravity.
No.2443
Here's a new version of the game.
It features some background with the Sun and a planet.
It also features (buggy) Drones that can emote with *suprise and *beep but also wallcrawl when you walk towards… Well, anything really.
They are a bit buggy indeed and you may see weird behaviour, I'll work on them a bit later.
https://mega.nz/#!T5hA0bqK!SGSPcW1MWG_nV8_0zZGKWnHeUSwq9yWfSiJGcd3IXPg
No.2448
>>2443
I'll keep you posted on the bugs I find, then.
No.2449
>>2448
Disregard, cannot access station.
Usual procedure, set up according to hosting instructions, create profile, join, do not change any character settings, enter. Remain stuck in a duplicate of the hosting screen.
No.2450
>>2449
What race did you use? If it's anything other than "human" or "drone", that can happen.
Try to use "New Character" and log in, but check that the race is right too. Lower case as well.
No.2451
>>2450
As stated: no character settings were changed, jumped straight to joining.
Will test with described instructions - recall that in default profile, "Human" race setting is capitalised.
No.2452
>>2450
All right, now it works.
Droning is fun even though the camera can make you slightly nauseous, but climb mode really needs a hotkey. Ideally also disable it for those vertical cable connectors, climbing them is a PITA.
Of course, at a later date you might also want to add an integrated drone light.
Manually opened airlocks and vents should autoclose after a certain while - a shorter duration for vents, I suppose.
This raises the question: does air drain through these vents? Because then a breach in maint can depressurise an entire station.
No.2453
>>2452
I was considering a light for themm and it's probably gonna happen when I actually work on robotics.
An hotkey for climbing stuff as well.
The reason they can climb those cables is because everything that has a collider can be climbed by them, so you can even ride on a humans back.
How was climbing those cables? Their collision is just a box around them, they should work like walls.
Doors will be worked next, which includes proper hacking for them, IDs and timing to close them.
Vents too, though "hacking" those will be made much simpler.
Those vents do indeed transfer gas. The idea behind them is that instead of having massive piping everywhere with multiple scrubbers\vents, you can just have one long maintenance hall connected to many rooms and you feed air to that hall with a single vent\scrubber.
This means you can even isolate rooms by having different maintenance halls connected to them. An example is the 3 labs there are on the station, with their own atmosphere.
You do raise a good point, however. That's a safety fault, but it can be fixed. Vents should be able to be "closed", as in the slits move to prevent air from being transfered, and this can be done automatically if an AIR ALARM detects a hull breach (low pressure in one room). After the issue is solved, an engineered could manually override the alarm for a few minutes and allow air back in if it's needed.
Thanks for bringing that up, Anon.
No.2456
>>2443
Crawled upside down, opened the airlocks, no more drone.
The drone's animations are really cute too.
10/10.
No.2457
>>2456
If you mean the big red airlocks, well…
There's air inside the station and you'll be sucked outside if you open them.
When I make the crawling toggleable, I'll also make it work as magnetic boots to prevent that.
No.2465
>>2453
Hold on a minute - if all gas, in and out, is simply routed through maintenance shafts, how are you going to handle scrubbing and refilling, especially for airlocks? Laying two extra pipes in ordinary SS13 is much less effort and takes less space than putting down an entire maint corridor.
No.2466
>>2465
Adding on top of that, doesn't that mean science or engineering maint will be flooded with plasma every other round?
No.2469
>>2465
You saw the small room that connects arrivals to space? It's meant as a container cell with it's own vent and scrubber, that I just didn't put in yet.
The airlocks there will be automated so if you open the one that leads to space, it first clears the room of air, and if you try to open the others, it fills it up first.
There won't be any aditional corridors, since pipes can actually run through space, they don't really need a corridor to stand in.
>>2466
Actually no. The 3 labs in Science currently are an example of this, they have their own vents and scrubbers (the small boxes with a blue\red circle, placeholder models). This means they have an internal atmosphere that doesn't interact with any other. You can do the same for engineering too, so you isolate them from any other room, atmos-wise.
The important thing is to divide the station into chunks composed of maintenance and connected rooms and then separate them with airlocks. Even if one is breached or filled with plasma, as long as the others are separated, they shouldn't be affected.
Small and dangerous rooms like Toxins Lab should obviously get their own containment, but you can also group the Bar\Crew Quarter\Pool Area all into the same zone, connected to the same maintenance hall by a vent and this way, any atmospheric problem or solution will be shared by them.
In terms of security, this means you gain extra air to share with nearby compartments, making the system have some inertia to being tampered with, and solving one problem likely solves it for all other compartments too.
No.2471
>>2469
When do you think you'll be posting a new video?
No.2472
>>2471
Hopefully today. The sooner the better since I know a lot of people check the channel but not this thread.
No.2474
More droning.
Jumping should probably be in eventually - it doesn't seem to be possible right now, apparently.
Jumping off a wall angled in any direction other than that of current gravity will, of course, result in dropping - but, your fault for doing it in the first place.
That said, maybe the climbing and planned magboot feature for drones should be shared and toggled via the same hotkey, reasoning being that they climb with their magnetic legs.
Oh, and I have found myself phasing through airlocks on occasion.
Airlocks. Geez. SS13's way of handing their opening/closing mechanism by literally having the door appear out of nowhere might actually have been preferrable to the current implementation, opened airlock halves sticking out of thin air are something to behold.
No.2476
>>2474
Yeah, the airlocks are quite something. You can phase through them because you are climbing one, and when you open it, you are taken along with it, going through walls. Probably will have to do something about that…
They don't look that bad if they aren't placed in corners, the walls around them can cover them quite well when they are open, and the exterior airlocks don't look so bad. Unfortunnaly, I can't just make the model disappear. It will require carefull building on the account of mappers, but with the upside that this does mean larger rooms and stations.
No.2477
>>2476
You can't make it disappear…
…I wonder if there's a way to cheat around that. Transparence? Collision fuckery?
No.2512
>>1694
Actually, Kyron, there is an lmg in ss13, used by nukeops. What was it again? The L86?
No.2515
>>2472
>Hopefully today. The sooner the better since I know a lot of people check the channel but not this thread.
Of course, today.
No.2523
>>2512
L6 SAW, and it's awful.
It's not a -heavy- machine gun, though (the inclusion of which Kyron objected to), it serves dual-role as light machine gun and squad automatic weapon.
>>2515
Ouch.
No.2538
>>2476
Could you make a MEGA folder and have all 3 main OS compiles in it?
I'd like to help bugtest and can do it on Linux and OS X.
No.2567
No.2573
>mega files dont exist anymore
aww ._.
No.2583
No.2589
well, it's a shame.. this had alot of potential.
No.2593
>>2589
>>2583
>we're not dead
Just wait for the next update.
No.2599
>>2573
https://mega.nz/#!T5hA0bqK!SGSPcW1MWG_nV8_0zZGKWnHeUSwq9yWfSiJGcd3IXPg
Here you go, this link still works, I think.
>>2583
>>2589
I'm sorry. The project isn't dead, but winter isn't being very kind to me.
I'm currently working on digital blueprints, a device that can draw a floor of the station and will allow to delete or lay down other rooms, which should be a lot better than the previous wonky method of using the RCD.
No.2600
>>2599
So, I guess we'll wait for that video you mentioned earlier?
Make no mistake, I can wait, this is just for clarification.
No.2601
>>2600
Sure, of course. I just wanted to do something else besides the drones for the video. I'm sorry I haven't done it yet.
>>2512
NukeOps don't generally care about station structural integrity (they care but they want it at 0% anyway). So they don't have to worry about stray bullets breaking windows and glasses or rupturing tubes.
Note that I'm not against the idea of including balistic weaponry in the game, there's certainly going to be enough gunporn. I just don't want that to be the default for Officers unless there are very dangerous things inside the station or they are in an away mission. It's not that the guns aren't available or don't work in normal conditions but rather that it's a bad idea to use them normally, so they should be stored safely.
No.2602
>>2601
Can't wait for new ops fun!
No.2613
No.2617
>>2613
Possibly ripped from Bay-sprites, which call plasma "phoron" because muh immulsions.
>baytards
No.2624
>>2617
To be honest, we are gonna call plasma Phoron as well. It's not that it's super important to give it a name, but rather that Plasma is a dumb name for a gas. Plasma is a state of matter, not actual matter.
I'd rather have a gas named Phoron that's actually in plasma state at room temperature (like Mercury is liquid at room temperature)
No.2632
>>2624
It might be dumb, but it's been called that for ages, and been accepted as such.
People are gonna call it plasma regardless, and if this thing can be modded people will revert it to plasma in short order.
(And "phoron" sounds even more retarded; I think it means "spice" in some Indian language.)
No.2633
>>2632
https://en.wikipedia.org/wiki/Panch_phoron
What do you know, it actually IS a spice. Maybe the folks at Bay did it as a reference to Dune's Spice.
I'm not too concerned with what name it gets or what people will call it anyway. You can always have Phoron being the scientifically correct name, while everyone just calls it Plasma anyway. Like "stomach" and "guts".
No.2637
If I may make the suggestion why not just use either Methane or Hydrogen.
Both are highly flammable gasses that would be found in a space station.
Especially Hydrogen considering it is a requirement for water, and is used in many scientific and engineering applications.
No.2639
>>2637
You'nna get fucked with solid and liquid plasma, then.
No.2648
>>2633
For all I know, plasma was designed to behave like single carbon atoms, that is, neither graphite nor diamond nor any other form possessing carbon-carbon bonds.
No.2649
Can't we just call it Unobtanium or something?
No.2673
Actually you can ask people for help you with models and textures. There is no need to copy 2d-sprites and make them 3d-crap. Sprites looks nice in original ss13, but looks very shitty in 3d.
Make it realistic or cartoon-ish at least (cell-shading). I saw some people who made models on ss13 subreddit, maybe they can help you? It probably will force you to open-source or to make them your partners, but you know what?
People wouldn't pay for that 10 bucks. It looks like Unturned, which costs nothing (cuz it f2p).
So you now got somekind of dilemma:
-You can go to Greenlight and ask 10 bucks for that and continue to work with that alone (no sales on steam though 'cause it looks shitty and too complicated). So you got little profit and shitty looking game. Probably someone will take your code and goes open-source with it, so also no credit for you after all.
-You go open-source and ask some artists from ss13 community to help you with models and textures. We will deliver your call to every fucking corner of SS13 userbase. You got no profit, but you got something that can be called a game, also you'll get a credits for that.
No.2677
>>2637
>>2639
>>2648
Plasma (or Phorom) is a very unique material according to the lore. It's supposed to be some sort of Super Gasoline. A fuel that contains much more energy than traditional fuel. It also has many other weird reactions, like producing electric current when exposed to radiation.
There is no current gas\liquid\solid that does all that.
My idea to accept the name Phoron as an element that is in Plasma state at normal temperature is to add some scientific element to it.
Of course people will still call it Plasma, and that's fine. It's its most defining quality after all, and we say water all the time when the scientific name is dihydrogen monoxide.
Matter in Plasma state can potential have lots and lots of energy stored in itself so if you were to break it in some manner, like combustion, you'd have a powerful release. Anyone that did bombs in SS13 will easily understand this.
The transition between solid and liquid is just the atoms of Phoron re-arranging themselves in a different configuration and it's unique property is that, when bombarded with radiation, it produces electrical currents much like piezoelectric materials with pressure.
Ultimately, this changes almost nothing for the game. People will still call it plasma and be correct, but the scientists might insist you use the proper scientific term and containers will be labeled "Phoron" instead. Which is better than the current "Toxins" applied to everything that contains Plasma…
>>2649
That would imply nobody could get any of it :^)
No.2678
>>2673
I'm not going to Greenlight until I have a finished product. I am not interested in Early Acess, Kickstarter, Patreon or any of the sort.
It all looks like a scheme to get money for maybe working on the game later. And a remake of SS13 doesn't need anymore redflags on it, since it's a remake of SS13 we are talking about.
I am not alone working on the game. I have a few people already helping with the models and so far they are doing a fine job. Seriously, Anonyma and Lambich. Keep up the good work.
More people directly involved would not necessarily improve the rate at which this is done, sorry about that.
However, anyone is free to make models and submit them to me. Remmie Richards from /tg/station did a cute little drone and I added it to the game, for example.
However my goal still remains on releasing a full game for the price of 10$ or so, as well as the source code on the day of it's final release.
I want to make a game that people actually want to support and not just pay, I want to give a good quality game to the community to prove what I can do so I can get support in the future.
Why? Because my final goal is to open an actual dev company and hire people to work with me. I have many ideas for games that I want to play and I believe many other people would love them as well. But to do that, I'll need not just initial capital but also a good reputation. And I'll get them both by putting out a solid game that nobody else could do.
No.2696
>>2677
Just call it phlebotinum, then, because that's quite literally what adding feature after feature to it made it into.
>http://tvtropes.org/pmwiki/pmwiki.php/Main/AppliedPhlebotinum
No.2698
Still struggling with lockers?
No.2799
Just finished a sleeper model
No.2801
>>2799
Looks like it could stand to be longer or less wide, but I don't have a human for reference in that image.
No.2836
>>2801
I was never very happy with the way the previous RCD worked, so I made something better.
This device allows one to see a blueprint of the station, topdown from a floor at a time.
This means you can see what rooms are around you in a less confusing manner than Mesons and even information about a room like it's name and electrical_group.
It also allows one to just input coordinates, size and spawn a new room or click on previous ones and delete them (provided you removed all floors\roofs\walls from it first)
This was mostly done out of necessity, as the engine will have to be expanded for the Rad Collectors to have some space.
The computers are also gonna get a decent revamp to their UI. We are gonna implement something like Pulsar Lost Colony (great game BTW) with the screen existing in worldspace instead of on your HUD.
No.2837
>>2836
You're probably responding to the wrong person.
No.2838
>>2837
Oh, sorry about that. I often click on a post number to bring the Quick Reply box. Usually, I don't forget to remove the irrelevant link.
No.2843
>>2836
TBH, sounds like something the CE's blueprints are best suited for.
An RCD really is for quickly plopping down, or removing, floors, walls, doors, and windows.
Mesons, as far as their intended purpose for engineering is concerned, exist to let you check for damage to the station (read: holes into space).
No.2844
>>2843
You actually gave me quite an interesting idea there.
Instead of just displaying the bounds of every room, I could have a small icon over every wall\floor\roof that also says if it's built, open or damaged.
This would allow any Engy to plop his Mesons and see what areas nearby are currently open or even damaged, so he could see holes to space through walls.
If someone broke a wall in maintenance and air was rushing out there, any engineer in a nearby room could activate his googles, look around and see the hole through several walls.
No.2845
>>2844
Of course, you'll probably want to limit mesons' penetration depth or implement a distance selection tool as to not confuse an engineer looking through.
Compare Perfect Dark's x-ray goggles and the wall-penetrating scope of its Farsight sniper energy rifle, both of which use the sniper zoom function to see-through objects at a greater distance and ignore nearer ones.
No.2849
>>2836
>We are gonna implement something like Pulsar Lost Colony (great game BTW) with the screen existing in worldspace instead of on your HUD
Neat
Just make sure you don't make the same mistake they did and replace all the screens with free-floating holograms out of laziness
No.2886
>>2844
So I just read the whole thread and watched every video and god dammit I'm fucking impressed. Instead of doing trivial things like good looking textures from the start, you actually made the hardest and shittiest part: atmos. I can't explain how fucking grateful I am that you made a working game before a good looking one.
Keep it up, you're doing the Lord's work man, my heart goes out to you and everyone helping you.
No.2892
No.2894
No.2896
>>2886
I always though it was a mistake on every other attempt at remaking the game to start with anything that's not Atmos.
It's a core concept of the game that dictates how a lot of the other mechanics work as well. If you leave it for later, you'll probably end up having to re-write a lot of your work.
It's also the hardest part so if you can do that, you can do the rest of the game as well. That's why I only came forward with some videos when I got that part down.
I've seen a few other remakes that look(ed) promising and I'd like to see more than just mine being made. But most of them show little besides some really beautifull screenshots from what is supposely the game. Best example is probably Centration, that looked 1000X better than my project but turns out they only ever did 10% of the features they had planned…
No.2898
>>2896
Centration was a cash grab, no more.
No.2900
No.2901
>>2900
I wasn't dumb enough to buy it.
Mostly because I didn't hear about it until it ded.
No.2904
>>2901
Wait, Centration devs actually took people's money?
No.2907
>>2904
Bragged about how much they made, then shut down the project.
No.2918
>>2901
ah, lucky.
>>2904
they said something like they found out they weren't actually skilled enough and how people left the team
might pick it back up later
No.2981
>>860
>>1142
>$10
BUT SS13 IS A FREE GAME!
No.2982
>>2981
This again?
I already said I am going to go open source the day the game is out. You could just download it, compile it and play it without paying me a cent.
I don't care about people not paying it, but I'd like the chance at getting money to start an actual company and make more videogames besides this one.
And giving people a way to pay for it while also giving them a way to play without paying seems the best aproach.
You could even download it, play it and if you think it's worth the cash, buy it, if not then don't.
I don't believe any DRM is 100% safe and is pretty much a waste of time for everyone. I prefer to make a decent game and give you a reason that makes you want to pay up if you can instead of actually forcing you to do it.
No.2989
>>2982
I like your stance on this and so far it looks great so I'd be willing to pay for it.
No.2993
>>1881
You are aware that /tg has those minus Grayy's plus plasmamen?
No.3003
im not sure if im just dumb or something, but using a ladder once gets you bugged on it forever, havent figured out how to get off one, moving forward makes you go up even if you move side ways away from it
No.3020
No.3022
>>3020
Three months ago :^)
No.3024