Space Station 13 v11 - Admiral Hippie does bad videos
5,008 replies, posted
[QUOTE=Boba_Fett;49574794][img]http://i.imgur.com/BOuFn5w.png?1[/img]
Just rolled out a new update for Colonial Marines. Predators got a lot more stuff.
Provided we have someone whitelisted on, they can appear every few rounds. They're a lot different from when we first introduced them.[/QUOTE]
Man I haven't played CM in forever, anyone want to give me a quick list of major updates since like 7 months?
The issue with a 3d adaptation is that it will lose much of its original charm and the combat will become so much less robust.
every time its brought up its shot down with one key point. It's not nearly as easy to create a full 3d model with animations for new shit as it is to just make a handful of sprites. 3d ss13 just will not work, either make it its own thing or don't honestly bother. The only reason ss13 is even a semi popular thing is because of the -constant- content flow from the playerbase.
that's not even considering how little things like xray vision and things that rely on the games top down perspective will just not function in 3d space.
[QUOTE=No Party Hats;49575853]every time its brought up its shot down with one key point. It's not nearly as easy to create a full 3d model with animations for new shit as it is to just make a handful of sprites. 3d ss13 just will not work, either make it its own thing or don't honestly bother. The only reason ss13 is even a semi popular thing is because of the -constant- content flow from the playerbase.
that's not even considering how little things like xray vision and things that rely on the games top down perspective will just not function in 3d space.[/QUOTE]
I'll say this about it:
-People play the game because it's fun, not because of content flow. If my above post is evidence, some people even bitch about TOO MUCH content inflow.
-The skill gap between spriting and 3d modelling is considerable- but likewise scripting for ss13 is a jumbled mess and generally communities still manage to find a decent number of coders. It would require some people to retrain, and leave some spriters to do texture work only, but ideally the ss13 community is robust enough to handle a technical advancement. Alot of people learn to sprite just for this game, the same could happen for models. And if we're discussing the most recent 3d remake, the graphical style is a straight adaptation of the 2d assets to 3d, which means that many flat or sprite-based assets could conceivably be used straight up or with little modification. (computer UIs, flat items, food, plants, etc.)
-X-ray vision could easily be done in 3d- it's literally just nodrawing or lowering the transparency of the walls (and floors, god help us) within a radius. The same can be said about any mechanic pretty much; wizards scrying orb is just ghosting with xray vision, nightvision is what it says on the tin; thermals, t-rays, and other mechanical stuff is just specific nodraw to make station parts visible.
I think any mechanic in 2d can be translated to 3d with a little creative work. And admittedly, some meta will have to be different to handle the addition of z-levels, a new combat system, et cetera.
It will just be different, as you said, but if it's core intent and mechanics are the same it will be SS13. I think admittedly it will by it's nature start out as a far less feature heavy version of the game, but this is good both to get players back to the basics of what makes the game fun, and also as an opportunity to escape some of the stale meta that's dominated the 2d game for a while.
I'd prefer sprites over actual 3D models. Like that Doom-seque remake, but reuse all the assets from the original SS13. Basically Minecraft, but with actual 2D spessmen.
[QUOTE=Dromlexer;49575989]I'd prefer sprites over actual 3D models. Like that Doom-seque remake, but reuse all the assets from the original SS13. Basically Minecraft, but with actual 2D spessmen.[/QUOTE]
Or that- yeah, atleast for player-models and other stuff that has a lot of motion. Figure the environment can be 3d as long as the textures are sprite-based.
another problem with 3d is that a lot of space station 13 relies on having a free mouse for clicking all the various things you need to click
that doesn't easily translate across to 3D
[editline]21st January 2016[/editline]
i really think the way forwards is another top down space station 13 but in a better engine
[QUOTE=Cloak Raider;49576067]another problem with 3d is that a lot of space station 13 relies on having a free mouse for clicking all the various things you need to click
that doesn't easily translate across to 3D
[/QUOTE]
You could use hotkeys/an action menu
[QUOTE=Cloak Raider;49576067]another problem with 3d is that a lot of space station 13 relies on having a free mouse for clicking all the various things you need to click
that doesn't easily translate across to 3D
[editline]21st January 2016[/editline]
i really think the way forwards is another top down space station 13 but in a better engine[/QUOTE]
A way around this is a radial menu that appears when you hold a "use" button
[QUOTE=Cloak Raider;49576067]another problem with 3d is that a lot of space station 13 relies on having a free mouse for clicking all the various things you need to click
that doesn't easily translate across to 3D
[editline]21st January 2016[/editline]
i really think the way forwards is another top down space station 13 but in a better engine[/QUOTE]
If I got to choose between my suggestion for 3D and the ol' classic top-view 2D. I'd choose the latter, because everything is "easier" that way.
I as a hobbist programmer, would participate in such remake. But I can't seem to find good time for that. I'm not a fan of working on Unity either.
[QUOTE=Godzillan;49574857]Man I haven't played CM in forever, anyone want to give me a quick list of major updates since like 7 months?[/QUOTE]
Sure.
We have an occasional map rotation. We primarily have the game on the jungle map, but on occasion we switch to the prison map, which is much more claustrophobic. There's a haunted house but it's not played very often.
We have had constant upgrades to marines. They've got new weapons, armor and equipment.
A lot of sprite overhails. More to come.
Predators have been fully implemented.
[QUOTE=No Party Hats;49575853]every time its brought up its shot down with one key point. It's not nearly as easy to create a full 3d model with animations for new shit as it is to just make a handful of sprites. 3d ss13 just will not work, either make it its own thing or don't honestly bother. The only reason ss13 is even a semi popular thing is because of the -constant- content flow from the playerbase.
that's not even considering how little things like xray vision and things that rely on the games top down perspective will just not function in 3d space.[/QUOTE]
Someone on 8chan's SS13 thread is actually making a SS13 remake in Doom, so that might make things easier for both the spriting issue and the whole "3d spaces are not like 2d spaces" issue.
How does atmospherics even work in a 3D space without being a nightmare for networking
Make it work with a grid/waypoint system.
I think one of the active remakes, the one with the nazi march, already has 3D atmos working
[QUOTE=Limed00d;49579668][IMG]http://i.imgur.com/LvWRFw3.png[/IMG]
Brave lil' securitron[/QUOTE]
I once was wanted, so Beepsky came after me. I jumped out to space, to find to my horror beepsky did aswell.
I couldn't shake him. I soon got arrested on the fucking derelict.
I remember this one time some poor fuck got detained by beepsky in space somehow, and no one in security cared enough to go grab him, so he just got stun locked for a good 15 minutes in space until he ghosted :v:
Also it turns out player controlled ED209's are strong as fuck. I spawned some at centcom while I was bored yesterday and put some players in them, then spawned an ERT so they could fight it out. Turns out the ED's have no delay on their tasers when player controlled and they arrested the entire ERT, and they instantly cucked the next ERT I made as soon as they spawned. I had to spawn a deathsquad for the humans to have a chance, and even they almost lost
[img]http://puu.sh/mDL5A/f4f2d10e2b.jpg[/img]
From right after I spawned the deathsquad (like half the deathsquaddies and ED's are offscreen to the south)
[QUOTE=Ericson666;49580103]I remember this one time some poor fuck got detained by beepsky in space somehow, and no one in security cared enough to go grab him, so he just got stun locked for a good 15 minutes in space until he ghosted :v:
Also it turns out player controlled ED209's are strong as fuck. I spawned some at centcom while I was bored yesterday and put some players in them, then spawned an ERT so they could fight it out. Turns out the ED's have no delay on their tasers when player controlled and they arrested the entire ERT, and they instantly cucked the next ERT I made as soon as they spawned. I had to spawn a deathsquad for the humans to have a chance, and even they almost lost
From right after I spawned the deathsquad (like half the deathsquaddies and ED's are offscreen to the south)[/QUOTE]
As captain I once built 3 ED 209's and told them to arrest for weapons violations. The greytide got pissed at the constant arrests so they came to lynch me, I kept setting them to arrest and my loyal honour guard of death bots quelled their insurrection.
I also remember a time on goon where I was captain, this was about my 5th round on goon so I NO fucking idea what I was doing... but I was aware of guardbuddies and gunbuddies. I got onto the wiki, got DWAINEing and had about three gunbuddies follow me, some guy tried to chase me down and kill me, he also had a mindslave. I was terrible at goon so I got hit a few times, but the gunbuddies MOPPED the floor with them. They were stunned for so long the mindslave implant wore off and he committed suicide.
In short bots are robust as fuck, they care not for lag and have literal aimbots. Heck I might sit down one day and try to make some new and interesting bots, like an even better securitron for Sec, one that can follow a cop on patrols and carry captured delinquents to drop off points or some shit.
Dragging an ED-209 behind you basically makes you invulnerable.
[QUOTE=Kyle902;49581247]Dragging an ED-209 behind you basically makes you invulnerable.[/QUOTE]
Unless you're a civilian and the person attacking you has security clearance. I've been ganked quite a few times while lugging an ED or a Securitron behind me because the tator of the day was using Nanotrasen-approved tools of destruction.
The world server looks like ass
Not only that the picture of the planet it's set in is also stolen :v:
Speaking of remakes again. I think the software model should be a client program capable of sending input to a server, dispatching received input and packets to a backend where the codebase is located, an embedded scripting language. I'd pitch Python for it, because it is received as an easy language to get started coding in, the embedding will take some time but without any hassle. The finished result(s) are then sent back to the clients telling how to update the objects drawn on-screen.
I don't want to stir up some hype. But I felt like I needed to get it out of my mind and see what are other people thinking.
[QUOTE=eatdembeanz;49581897]Unless you're a civilian and the person attacking you has security clearance. I've been ganked quite a few times while lugging an ED or a Securitron behind me because the tator of the day was using Nanotrasen-approved tools of destruction.[/QUOTE]
Use your sechud glasses and set them to arrest. You rightclick them and examine them and a little hyperlink will pop up under their readout of things they are holding. One of them says "criminal status" click it and choose arrest, laugh manically as your personal law dispenser goes justice on their backside.
Last week, Lifeweb required you to download REGRETS.zip.
Now, it's shame.zip.
What are you trying to tell us, Randy?
So, I tried downloading Hippiestation's code to make a little server to screw around on, but admins.txt does not appear to be working. I've enabled legacy_admins in config and made sure that my name and the rank name are correctly capitalized and written, but it just isn't working. Will I have to set up an SQL server?
[QUOTE=SuperPlamz;49584800]So, I tried downloading Hippiestation's code to make a little server to screw around on, but admins.txt does not appear to be working. I've enabled legacy_admins in config and made sure that my name and the rank name are correctly capitalized and written, but it just isn't working. Will I have to set up an SQL server?[/QUOTE]
You need to move everything from Initial_config into the config folder and it should work.
[QUOTE=thisguy123;49581230]As captain I once built 3 ED 209's and told them to arrest for weapons violations. The greytide got pissed at the constant arrests so they came to lynch me, I kept setting them to arrest and my loyal honour guard of death bots quelled their insurrection.
I also remember a time on goon where I was captain, this was about my 5th round on goon so I NO fucking idea what I was doing... but I was aware of guardbuddies and gunbuddies. I got onto the wiki, got DWAINEing and had about three gunbuddies follow me, some guy tried to chase me down and kill me, he also had a mindslave. I was terrible at goon so I got hit a few times, but the gunbuddies MOPPED the floor with them. They were stunned for so long the mindslave implant wore off and he committed suicide.
In short bots are robust as fuck, they care not for lag and have literal aimbots. Heck I might sit down one day and try to make some new and interesting bots, like an even better securitron for Sec, one that can follow a cop on patrols and carry captured delinquents to drop off points or some shit.[/QUOTE]
guardbuddies aren't foolproof, they're easy to trick. If you open fire on someone being escorted, you can lead the guardbuddy far enough away that it ends up getting stuck and not knowing how to make it's way back to the VIP.
then it's easy to take the guy you're trying to kill out.
[editline]22nd January 2016[/editline]
I may be wrong on this, but you can also break into the RD's room and recall all guardbuddies. last I played (a year or two ago) I'd spawn in as RD and assign a guardbuddy to me, and then I'd wipe the DWAINE terminal or something so that no one could alter assignments after that. I can't remember exactly how I did it, it was a long time ago, but it ensured I had one bot protecting me and no one could go and recall it back to it's docking station.
[QUOTE=thisguy123;49584239]Use your sechud glasses and set them to arrest. You rightclick them and examine them and a little hyperlink will pop up under their readout of things they are holding. One of them says "criminal status" click it and choose arrest, laugh manically as your personal law dispenser goes justice on their backside.[/QUOTE]
:v:
[quote=ME I SAID THIS]Unless you're a civilian[/quote]
[QUOTE=eatdembeanz;49584961]:v:[/QUOTE]
If you have access to an ED209 you should have access to some secHUD sunglases, either by way of rank or a convenient dead sec officer nearby.
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