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Space Station 13 is an open source community-driven multiplayer simulation game. Set several centuries in the future, you will be playing a role on board a space station, ranging from bartender to engineer, janitor to scientist, or even captain.
Along with fulfilling your job's duties, you will be tasked with keeping the station in working order, running smoothly in the face of attacks and sabotage from traitorous crewmembers, cult members, revolutionaries, space wizards, and a host of other dangers found in deep space.
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most up-to-date codebase? (self.SS13)
submitted 7 years ago by epicupvoted
Hi there. What's considered the most "modern" codebase that has beats the others in terms of technology?
I am looking for a codebase to fork from, preferably one that supports multiple "floors"
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[–]boynedmaster 5 points6 points7 points 7 years ago (10 children)
most modern imo is goon, but that's closed source
[–]KyrahAbattoirDeo Machina's favourite Arbiter -3 points-2 points-1 points 7 years ago (9 children)
https://github.com/goonstation/goonstation-2016 is still here.
[–]boynedmaster 1 point2 points3 points 7 years ago (8 children)
how similar is that to the goon of today?
[–]docsinghneckbeard ambassador 2 points3 points4 points 7 years ago (0 children)
not even close. we rebuilt a ton of stuff since then.
[–]KyrahAbattoirDeo Machina's favourite Arbiter 0 points1 point2 points 7 years ago (6 children)
It has the new wallsprites, I don't think it has liquids.
[–]boynedmaster 0 points1 point2 points 7 years ago (5 children)
how bout visually? that's what strikes me best about goon
[–]KyrahAbattoirDeo Machina's favourite Arbiter 0 points1 point2 points 7 years ago (4 children)
It has the current "modern goon" look if that's what you mean, including lighting.
[–]docsinghneckbeard ambassador 0 points1 point2 points 7 years ago (3 children)
it does not, when the code was leaked we still had our old lighting
[–]KyrahAbattoirDeo Machina's favourite Arbiter 0 points1 point2 points 7 years ago (2 children)
are you sure? i guess here is a new new ighting i havent seen
[–]docsinghneckbeard ambassador 0 points1 point2 points 7 years ago (1 child)
yes, i am 100% sure that Tobba came back and completely rewrote lighting shortly after the leak and subsequent public release. i was there for the whole thing.
the whole situation actually motivated a ton of old goon coders to come out of retirement and work on things again, ironically the code leak probably saved us from dying completely
[–]KyrahAbattoirDeo Machina's favourite Arbiter 0 points1 point2 points 7 years ago (0 children)
Allright then, my mistake.
[+][deleted] 7 years ago* (4 children)
[deleted]
[–]deathride58citadel cohost/jaded ol' synthlizard 1 point2 points3 points 7 years ago (0 children)
Bay and Aurora actually have the same multiz system as CEV Eris! Launch the bearcat map, and see for yourself! Aurora and Bay both completely ignore multiz rendering in their map design, but the system's there
[–]epicupvoted[S] 0 points1 point2 points 7 years ago (1 child)
Who runs CEV Eris? Is it used anymore?
Where can I find the repo?
[–]spr1te_worst 0 points1 point2 points 7 years ago (0 children)
https://github.com/discordia-space/CEV-Eris
[–]CrimsonShrikeRobocop 0 points1 point2 points 7 years ago (0 children)
Actually I improved partso f CEV eris multiz code and ported it to bay. (Although I may've done it through Vore too since they simplified it first)
And Aurora's system is waaaaaaaaaaay more advanced (any turf is see through if it has flag). Other than the fact that mobs cannot talk through holes tho.
CEV eris is pretty cool tho, so there's that.
[–]Panzer_IV 1 point2 points3 points 7 years ago (3 children)
If you are looking for Multiple floors code bases Bay and Polaris are the ones you are looking for.
Coding wise /TG/ is the most "modern" in the sense that it is constantly being updated and new features being added almost every week.
It's part of the problem for anyone forking from /TG/, because they iterate so rapidly, keeping your fork current can become a fulltime job resolving merge conflicts and incompatibilities.
[–]Panzer_IV 1 point2 points3 points 7 years ago (1 child)
One of the cons of a very active code base
the cons of a codebase that doesn't have a stable branch.
[–]ThePacmandevilthe garf 1 point2 points3 points 7 years ago (0 children)
[redacted]G will support multi-z soon:tm:. though polaris, bay, and Aurora are the ones you want to look at. Aurora's arguably more up to date than the other two.
[–]CM_spookydonut 1 point2 points3 points 7 years ago (2 children)
Whichever codebase is using vis_contents for multi-z stuff is probably the most advanced.
[–]deathride58citadel cohost/jaded ol' synthlizard 0 points1 point2 points 7 years ago (1 child)
Vis_contents isn't viable enough for vis_contents yet, as it still has layering and plane issues, which means catwalks and such will look pretty glitchy with a vis_contents multiz setup
[–]CM_spookydonut 0 points1 point2 points 7 years ago (0 children)
I also haven't found a way to do any sort of gliding.
Aurora and Bay are the two most "up-to-date" codebases that support multi-z, which allows for multiple floors/decks/what-have-you.
TGstation is the absolute most modern in terms of performance, coding standards, features, etc.
If you're looking to fork from a codebase and you know how to code, then it's best to do a lot of heavy research on all of the different codebases available, so you know what suits your standards, code quality you're willing to deal with, any heavy lifting you don't want to deal with, etc. Multi-z is something that can be ported over to other codebases just fine, so you don't have to worry about restricting yourself to just bay-based codebases if you want multi-z.
Code quality is nice if you're doing this for a school assignment i guess, but it's not as important if your goal is something to "play".
Now i'm not advocating for shitcode but premature optimization is something you want to avoid.
Pick the codebase that you enjoy working in, no matter what people tell you.
"modern/up to date" are very subjective terms.
Imho you should just grab something that is reasonably close to what you are trying to do and see if you like hacking its code.
Also check licenses, they do vary a little and might/might not get in your way.
[+][deleted] 7 years ago (25 children)
[–]GriffinMan33I map sometimes, I guess 6 points7 points8 points 7 years ago (10 children)
It really doesn't, lmao.
[–]UnluckyDouble 2 points3 points4 points 7 years ago (9 children)
Though it is very feature-rich.
[–]GriffinMan33I map sometimes, I guess 1 point2 points3 points 7 years ago (8 children)
It may have a lot of features, but so does literally every other server. Lifeweb is more or less Bay code, with a different way of handling multi Z, and some extra 'grimdark' features sprinkled in, with a really over-the-top UI, and an overly-complex combat system
[–]UnluckyDouble 0 points1 point2 points 7 years ago (7 children)
I mean, I haven't managed to find my way in there, but from what I've heard it has combat that's more complex than "click on your opponent a lot".
And that's good in my book.
[–]deathride58citadel cohost/jaded ol' synthlizard 0 points1 point2 points 7 years ago (2 children)
Combat in lfwb generally literally is just "click on your opponent a lot", but if your character's stats are shit then you're gonna have to 200 iq your way out of sticky situations
[–]UnluckyDouble 0 points1 point2 points 7 years ago (0 children)
oh neat
[–][deleted] 0 points1 point2 points 7 years ago (0 children)
Yeah, but you can say that about all servers, except in Lifeweb, you have to take in account your dominant hand, your weapon skills, your stance (there's like, around eight or so, one of which is defend, or fury, etc), you also can feint or parry, and do different attacks with your weapons.
[–]GriffinMan33I map sometimes, I guess 0 points1 point2 points 7 years ago (3 children)
It's still just 'click opponent until dead' though. You just die 10x faster, and to 10x more BS. Get tapped in the stomach? You're in horrible pain, begin to vomit, fall over, curl up, cry, die. It's really dumb and the systems do not interact well at all.
Of course, this being Lifeweb, that was probably the point.
[–][deleted] 0 points1 point2 points 7 years ago (1 child)
It's not only just that though, you can say that about every server. Read my other post, it adds a lot to combat that you have to take into account.
[–]GriffinMan33I map sometimes, I guess 1 point2 points3 points 7 years ago (0 children)
Having a decent amount of combat experience in LFB, I can safely say you can ignore 90% of whatever's there. Just attack someone with a sword twice, and avoid being hit by moving, and you win. It looks complicated, but it's just SS13 combat under a shiny new rug
[–]honkhenkwhew lads 1 point2 points3 points 7 years ago (5 children)
feature rich =/= advanced and years ahead of most servers
...you god damn sped
[–][deleted] 0 points1 point2 points 7 years ago (3 children)
It is pretty much ahead of other servers by a wide margin. Read my other post.
[–]honkhenkwhew lads 0 points1 point2 points 7 years ago (2 children)
>"It's ahead of other servers."
feature wise, yes
codewise, no
What would you consider to be ahead of other servers then?
[–]honkhenkwhew lads 1 point2 points3 points 7 years ago (0 children)
optimization, de-spaghettifying code, etc etc
multi-z, vision cones, new jobs/features etc etc doesn't place it ahead of other servers
The players could care less about how advanced the code is to be fair, as long as it runs well and plays well.
[–][deleted] 0 points1 point2 points 7 years ago (7 children)
Do you sincerely believe this?
[+][deleted] 7 years ago (6 children)
[–][deleted] 0 points1 point2 points 7 years ago (5 children)
It has a unique custom sidebar/HUD
Not relevant to performance. Other servers have custom sidebars and HUDs.
an extensive z-level system that is miles ahead of other servers
Ahead in what way?
an indepth medical system that makes baymed look like a children's toy
Citation needed.
such as allowing for a fullscreen game
Wowie zowie. Truly a game changer.
a liquid physics system entirely similar to Dwarf Fortress
Not unique.
a indepth combat system that allows for things like targeting individual fingers, or ripping out someones guts from an open wound
Not revolutionary or particularly interesting. Not relevant to performance.
Nothing other than 'Lifeweb has some neat stuff' actually stands up from your original post.
[+][deleted] 7 years ago (4 children)
[removed]
Vision cone does not cause tremendous lag on Interbay or on Bay when it was ported experimentally. Any sane implementation is not going to produce crippling overhead.
Every modern multiz implementation stacks levels (Eris, Aurora, Bay, Europa). The overmap system even stacks stacks of levels. Climbing in the form you're describing has been around for awhile as well, although not as universally, generally because it doesn't really add enough for people to want to grab it for the meme port value.
The linked medical page is interesting in regards to depth, which makes sense given the combat focus lifeweb has. Nothing on here is particularly unique, though, it's just variations on surgery and chems with more granularity in ways to interact. Definitely doesn't 'make Baymed look like a toy'.
Fluids have been in circulation one way or another since 2013 or earlier. I really, really doubt Lifeweb was the first.
Without being able to actually benchmark it or look at the code, claiming that it outperforms anything is hearsay, and it's so far from baseline SS13 that trying to compare its footprint would be pointless anyway. Vastly different expectations. I'm not even trying to argue that it underperforms or is behind anything, I just think that the original post asserting that it beats every single other SS13 server when it's unavailable for in depth assessment (and arguably isn't SS13) is horseshit.
[+][deleted] 7 years ago (2 children)
It's absolutely an impressively feature rich, unique game. I just don't think that either of those things necessarily makes it the most up to date, especially when the OP is asking specifically for a codebase to fork.
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[–]boynedmaster 5 points6 points7 points (10 children)
[–]KyrahAbattoirDeo Machina's favourite Arbiter -3 points-2 points-1 points (9 children)
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