Space Station 14 – Open-source remake of Space Station 13
spacestation14.io
spacestation14.io
[1] https://youtu.be/URJ_qSXruW0 [2] https://youtu.be/nLAHBexJxrE
1: https://www.youtube.com/watch?v=FHweuFtIS-M&list=PLR5zhFCFVb...
It was a joke, but apparently this is his real field of expertise and YouTube edgelord persona is what he does to wind down after work.
Here's recording of stream in question, potentially offensive and NSFW jokes: https://www.youtube.com/watch?v=hsRVQWfqjms
It's a pretty easy speedrun, and the community's been doing it since literally 2004. Here's a really fast example from 2006:
A hunter in the guild I ran (we rolled onto a new server) did exactly that. 3 days. I felt bad for taking an entire week to hit 60, when fifteen members (incl warriors) hit 60 in the first five days.
Sseth is based in EU (and makes little secret on that), Mandalore is in US.
Neither realize that the game would not exist without the other. The game is fun because it exists in the bittersweet spot in the middle.
The illusion of order is just an illusion. Admins kill the fun just as much as trolls.
The game IS this secret dynamic. It's even in the lore, and every single story you've ever read. Most of the fun comes from people breaking rules a bit.
It has a great number of forks, with more than a dozen focused on the space station gameplay loop and various others that adapt the game to themes such as marines vs xenomorphs missions, an open-world modern day city setting, ancient civilization world, etc.
Other than that if you want to find out more I'd suggest watching the two most popular game reviews about it I added in another comment https://news.ycombinator.com/item?id=29109264
It looks like a pretty cool game, I'm surprised I've never heard of SS13 given all of I've seen about Dwarf Fortress.
While not quite this sort of old treasure, take for example twitter.com/TechEmails, I've learned of a bunch of 15-25 year old stories and anecdotes through some of his posts that I wouldn't have otherwise heard of.
I do remember stumbling across this issue[1] by one of the lead developers of SS14 calling out one of the devs of another project. I think it illustrates that the stories of people trying to remake SS13 alone are numerous and fraught with tension at times. But it speaks volumes about how passionate many individuals are about this specific game.
There is also this very interesting writeup[2] by another SS14 dev about four years ago about how the project got started.
Also interesting about SS14 in particular is that they use a completely custom engine called RobustToolbox, written in C#. This was after trying to use SFML, scrapping everything, and eventually spending a year "waiting for Godot", in someone else's words. One of the devs apparently spent two years mostly learning OpenGL just to finish the engine.
[1] https://github.com/Bluespess/tgstation-remake/issues/76
[2] https://www.reddit.com/r/ss14/comments/5k3tkl/comment/dbo633...
Funny enough RobustToolbox also is being used to port existing codebases to C# [0].
This way old codebases can keep using DMI, and use CEF instead of Internet Explorer.
They are always hailed as a failing, but its not. ss13 wouldn't exist if byond was a competent programming language.
Half the features wouldn't get coded if class members had visibility/security levels (public/private), or had to be well written interface defined frameworks, or if types were enforced or required to be specified.
Lacking all of the fluff of modern programming languages allowed it to appeal to a wider base of contributors, a fair amount who got their start in programming by contributing to ss13.
Non-visualized programming languages also have issues that make game dev hard, that byond can sidestep. byond uses a single-thread:multiple-stacks framework that treats soft blocks (sleep, network/file io, client involved commands) specially and allows you to detach your call stack at an arbitrary point when a softblock happens allowing for easier programming of performant code.
So if i have code for airlocks to start the close animation, sleep for the duration of the close animation, then mark the airlock as dense and the tile its on as an airblocker, I can easily make code to handle closing all doors in a list of doors without making each wait thru the animation of the close block the caller, while still allowing for the blocking of the caller when thats what i want.
The curse is real, but its not insurmountable.
I haven't written any Dream code so I can't / wasn't speaking to the language design itself, and I got started in php and actually mostly like it for its design and accessibility so I wouldn't be the guy to shit on the language. I'm just aware that the platform is kinda crashy and non performant.
yes, in mechanic, the biggest benefit is you can get it via a control statement so its as easy as typing a keyword and an additional indentation block, ie, you can do it mid function and the function level vars just get copied over, or you can mark the entire function as non-blocking and the stack detaches at the first sleep, but at the non-blocking function, even if the sleep is 10 calls deep from that function. All without the caller of the non-blocking function needing to do anything (the biggest difference from c#'s async/await).
You can even define this on a base function and all 50 million overrides can be trusted to not block the caller.
If you've never played SS13, by the way, you are the ideal candidate to pick it up and play a few rounds. It's mechanics are highly complex and intertwined: some players are wrapped up in a social sim, while others engage in sabotage. Many players are charged with keeping the peace, others are told to sow discomfort among crew members. The whole thing comes together in a beautifully elaborate machine where all sorts of crazy social situations crop up. Everyone is out for themselves, and that relentlessly petty style of gameplay is what got me hooked when I had nothing more than a Pentium and DSL.
There appears to be some form of resource leak in BYOND which causes its Ui system to gradually slow down the longer you're playing. This is severely amplified by presumably Wine being less optimized than Windows in these areas. It means that after just ~15 minutes of playing the client will starts stuttering severely on Wine. Then you need to restart the client which can take 2-3 minutes depending on how broken BYOND's ad loading wants to be. (This also happens on Windows but the effect is MUCH slower so you can go hours without noticing).
I'd recommend otherwise. The community is extremely toxic and moderators assume everyone have bad intentions. Feels like working with your boss breathing down your neck.
When have you last played, for how long and in which server? I've had terrible experiences overall on some of the popular ones.
It's probably been a ~decade or so since I've played SS13 (have gone back every now and then, but not regularly) and have fond memories of the antics that occurred.
One of my first memories as a new player was accidentally wandering into medical, getting knocked out by a couple of players, waking up tied to a chair, force-fed medicine until I died, and then waking up again having been revived, dressed in an EVA suit, stuffed inside a locker with the door welded shut, and thrown out the airlock to spend the rest of the round floating in the black void of space.
Which sounds sadistic, but was very funny at the time. New players were griefed mercilessly, so if you didn't quit you quickly became very proficient at the game (out of necessity, so you didn't spent the bulk of each round in a locker or suffering some other terrible fate).
* You can put yourself into disposals while dead
* Bullets rotate with the station
* Pulling doesn't know what newton's 3rd law is
* You can select wires hidden under walls and zap yourself with them
Where are all the mundane build problems and crashes? Their issue page is full of the type of zany interactions gone wrong I love to debug.
Looks like they've added a lot more in the meantime!
For the alien hive carbon sludge is food, for the humans its reactor coolant. For the cy-borg network cabling is healing material, for the humans its the technology that keeps the air-ventilation alive a little longer. All parties dismantle - rebuild the wreck to further their goals and collide, while the catastrophes they inflict on one another create large scale drama..
Some of my favourites were Space Quest, The Colonels Bequest, and one I forget the name of, which was set in medieval England (it might have been called "Heroes Quest?).
I also liked the Leisure Suit Larry series, which weren't "Quest" games, but AFAICT used the same engine.
That'd be Sierra's Hero's Quest: So You Want To Be A Hero, later renamed to Quest for Glory because "Hero Quest" is a trademark of Games Workshop.
The sequels included other settings, for example the Arabian Nights.
I really need to try and download these golden oldies from somewhere and have a nostalgia-fest!
Some of my favorite moments in gaming were with this game. It's really incredible that after all this time, no one has managed to make such an in-depth space station sim with compelling gameplay.
Thanks Dantom and Lummox JR!
The SomethingAwful forums have some spectacular tales of shenanigans and bugs and the two combining together to become more than the sum of their parts.
Anyone who frequently plays it will be disappointed by SS14 in the lack of features that the TG-Station fork of SS13 provides. TG-Station has been in development for a very long time. Replicating that work would require a sizable team of dedicated developers, and it'd still take years.
This will unfortunately peter out like every other SS13 remake. Old players and devs won't move, and if some of them do they have too many options to pick from. The prospect of many new players is unlikely, with the exception of the occasional highlight of the game by a popular youtube creator.
Don't get me wrong, the game is great, and I'd love a proper port that doesn't rely on Internet Explorer, but it's extremely unlikely to happen.
Gonna heavy disagree with it.
The thing is porting big games takes time. And SS13 isn't even like a single game. It's several dueling codebases.
Not to mention SS14 is more ambitious than that: make your own engine, plus add pixel movement, grid rotation, etc.
And SS14 is at a playable alpha. And I mean actual alpha, not Blizzard polish alpha.
Like people discovered you can grab and throw the station - alpha. And there is a man with a suitcase full of talking brains , because brains have a communication component.
We have enough people for playtests weekly.
> Old players and devs won't move
That's pretty strange to claim, when we had influx of coders from other codebases. Granted not all will like the new code base, but some do.
System.ComponentModel.Win32Exception (13): Permission denied at System.Diagnostics.Process.ForkAndExecProcess(String filename, String[] argv, String[] envp, String cwd, Boolean redirectStdin, Boolean redirectStdout, Boolean redirectStderr, Boolean setCredentials, UInt32 userId, UInt32 groupId, UInt32[] groups, Int32& stdinFd, Int32& stdoutFd, Int32& stderrFd, Boolean usesTerminal, Boolean throwOnNoExec)
Whether others have this issue, you don't know. And they don't know, which is not surprising given the rude tone they (or you) reacted to my report. Also, I was actually using a pretty popular app to quickly unpack the archive, so it's more like SS14's problem than MC's. Simply because they are bigger and more wide spread. (Not saying that it wouldn't be nice if they improved their ZIP file handling.)
Anyway, tar.gz is without any doubt the most obvious and safest bet if you are targeting unix systems.
This feels like a classic SS13 bug, business as usual, really.
Things happen because people care - a lot of people care passionately about SS13 and, while it may take quite some time (and while SS14 may not be it) I'm pretty sure there will be a SS13 remake eventually.
We may only have 15% of the content of an SS13 codebase but I like to think that we have enough merits like a less laggy engine to make up for that.
I can say confidently that we have definitely broken the curse and short of a suspicious series of bus accidents across the EU, US and AU, nothing can stop us now.
[0]: (current "iteration", SS14's code dates back to 2011 at LEAST). [1]: https://twitter.com/BikeMan/status/1455385097671254018
4 years is a long time.
Man's on a mission.