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		<title><![CDATA[Halo Space Station Evolved - Development ]]></title>
		<link>https://projectunsc.org/forum/</link>
		<description><![CDATA[Halo Space Station Evolved - https://projectunsc.org/forum]]></description>
		<pubDate>Tue, 19 May 2026 12:46:32 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Firefight gamemode]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1733</link>
			<pubDate>Mon, 18 May 2020 11:20:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1733</guid>
			<description><![CDATA[In the next couple of days, a major content update will be going live for the 3 wave defenceÂ gamemodes that have been in testing for the past few months. Playtesting has been very positive, and after this update goes live the gamemodes will be out of alpha and in the rotation on live! For all three gamemodes, you must defend a small fort against increasingly difficult waves of NPC enemies before a dropship arrives to take you away. Build defences, heal up between waves, and go out scouting for supply drops to get more materials and supplies.Â <br />
<br />
Firefight: As UNSC, defend a box fort in the middle of the desert against varied waves ofÂ Covenant troops<br />
Stranded: As UNSC, defend the same box fort against hordes of Flood zombies<br />
Crusade: As Covenant, defend the gravlift against waves ofÂ UNSC as you invadeÂ the forestÂ colony on Sigma Octanus IV<br />
<br />
A number of changes will be flowing across to other gamemodes as well, such as the new buildable defences and various bugfixes and qol stuff.Â <br />
<br />
Full changelog here:Â <a href="https://github.com/HaloSpaceStation/HaloSpaceStation13/pull/2424/" target="_blank" rel="noopener" class="mycode_url">https://github.com/HaloSpaceStation/Halo...pull/2424/</a><br />
<br />
Testing the defences<br />
<img src="https://i.imgur.com/CSjSctl.png" loading="lazy"  alt="[Image: CSjSctl.png]" class="mycode_img" /><br />
<br />
Here they come!<br />
<img src="https://i.imgur.com/pCuKVTa.png" loading="lazy"  alt="[Image: pCuKVTa.png]" class="mycode_img" /><br />
<br />
I found a supply drop<br />
<img src="https://i.imgur.com/yXnRCtF.png" loading="lazy"  alt="[Image: yXnRCtF.png]" class="mycode_img" /><br />
<br />
Reinforcements have arrived<br />
<img src="https://i.imgur.com/i8X66Ip.png" loading="lazy"  alt="[Image: i8X66Ip.png]" class="mycode_img" /><br />
<br />
This guy looks like business<br />
<img src="https://i.imgur.com/A4amIyk.png" loading="lazy"  alt="[Image: A4amIyk.png]" class="mycode_img" /><br />
<br />
The human vermin defend their world<br />
<img src="https://i.gyazo.com/236cb19015ba4d5e638f8f16faf026b5.png" loading="lazy"  alt="[Image: 236cb19015ba4d5e638f8f16faf026b5.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[In the next couple of days, a major content update will be going live for the 3 wave defenceÂ gamemodes that have been in testing for the past few months. Playtesting has been very positive, and after this update goes live the gamemodes will be out of alpha and in the rotation on live! For all three gamemodes, you must defend a small fort against increasingly difficult waves of NPC enemies before a dropship arrives to take you away. Build defences, heal up between waves, and go out scouting for supply drops to get more materials and supplies.Â <br />
<br />
Firefight: As UNSC, defend a box fort in the middle of the desert against varied waves ofÂ Covenant troops<br />
Stranded: As UNSC, defend the same box fort against hordes of Flood zombies<br />
Crusade: As Covenant, defend the gravlift against waves ofÂ UNSC as you invadeÂ the forestÂ colony on Sigma Octanus IV<br />
<br />
A number of changes will be flowing across to other gamemodes as well, such as the new buildable defences and various bugfixes and qol stuff.Â <br />
<br />
Full changelog here:Â <a href="https://github.com/HaloSpaceStation/HaloSpaceStation13/pull/2424/" target="_blank" rel="noopener" class="mycode_url">https://github.com/HaloSpaceStation/Halo...pull/2424/</a><br />
<br />
Testing the defences<br />
<img src="https://i.imgur.com/CSjSctl.png" loading="lazy"  alt="[Image: CSjSctl.png]" class="mycode_img" /><br />
<br />
Here they come!<br />
<img src="https://i.imgur.com/pCuKVTa.png" loading="lazy"  alt="[Image: pCuKVTa.png]" class="mycode_img" /><br />
<br />
I found a supply drop<br />
<img src="https://i.imgur.com/yXnRCtF.png" loading="lazy"  alt="[Image: yXnRCtF.png]" class="mycode_img" /><br />
<br />
Reinforcements have arrived<br />
<img src="https://i.imgur.com/i8X66Ip.png" loading="lazy"  alt="[Image: i8X66Ip.png]" class="mycode_img" /><br />
<br />
This guy looks like business<br />
<img src="https://i.imgur.com/A4amIyk.png" loading="lazy"  alt="[Image: A4amIyk.png]" class="mycode_img" /><br />
<br />
The human vermin defend their world<br />
<img src="https://i.gyazo.com/236cb19015ba4d5e638f8f16faf026b5.png" loading="lazy"  alt="[Image: 236cb19015ba4d5e638f8f16faf026b5.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gamemode: UNSC Achlys]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1058</link>
			<pubDate>Wed, 22 Jan 2020 03:09:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=159">Desolane900</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1058</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">
<br />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: line-through;" class="mycode_s"><span style="font-family: Impact;" class="mycode_font">--</span></span><span style="text-decoration: underline;" class="mycode_u"><span style="color: #33cccc;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font">UNSC Data Archives</span></span></span><span style="text-decoration: line-through;" class="mycode_s"><span style="font-family: Impact;" class="mycode_font">--</span></span></span></div>
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">!!Update!!</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="text-decoration: line-through;" class="mycode_s">----------------------</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Accessing ONI Section I File# 22-468206-051</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff3333;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">!!Error!!</span></span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff3333;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Authenticating Identification...</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff3333;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Please Standby...</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #33cc33;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Identification Accepted</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #33cc33;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Current User: Commanding Officer of commandeered</span><span style="font-size: large;" class="mycode_size">Â <span style="font-style: italic;" class="mycode_i">Mariner</span>-class <span style="font-style: italic;" class="mycode_i">Dante</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: line-through;" class="mycode_s">------------------------------</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">If this is a mistake or unexpected login of identifiedÂ user, please contact a system administrator</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="text-decoration: line-through;" class="mycode_s">------------------------------</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">Accessing ONI Section I File# 22-468206-051</span></span></span></span></span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">F</span></span></span><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">rom:</span><span style="font-size: medium;" class="mycode_size"> [<span style="font-weight: bold;" class="mycode_b">REDACTED]</span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">BCC: CINCONI, XEG</span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">Subject: Short Notice Briefing</span></span></div>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">This transmission will have been beamed to you on location through the slipspace communications array mounted on the <span style="font-style: italic;" class="mycode_i">Dante</span>Â before it left</span>Â </span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">[</span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">REDACTED]</span></span></span><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">.Â  Do not reply. The ship you are searching for is operating under the callsign </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Achlys</span></span><span style="font-size: medium;" class="mycode_size">Â and is believed to have gone missing in theÂ coordinates</span><span style="font-size: medium;" class="mycode_size">Â provided. Your mission is to ascertain the current status of the ship and react accordingly to data uncovered in your investigation, as well as destroy any navigational</span><span style="font-size: medium;" class="mycode_size">Â data on board</span><span style="font-size: medium;" class="mycode_size">Â the ship through Cole Protocol</span><span style="font-size: medium;" class="mycode_size">. It</span><span style="font-size: medium;" class="mycode_size"> comes from an amalgamationÂ of multiple ONI departments and is considered top priority for you and the men under your command. The following information</span><span style="font-size: medium;" class="mycode_size"> has been provided to you specifically under a strict need-to-know basis.</span></span><br />
<br />
<ol type="1" class="mycode_list"><li><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">The </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Achlys</span></span><span style="font-size: medium;" class="mycode_size">Â is confirmed to have been boarded by Covenant forces in their final transmission. Any nonhuman entity is considered to be eliminated with extreme prejudice. The location of Earth must be safeguarded by any means nec</span><span style="font-size: medium;" class="mycode_size">essary. The </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Dante</span></span><span style="font-size: medium;" class="mycode_size"> has been outfitted with a micro MAC cannon for disposal of the ship, to be used in </span><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: large;" class="mycode_size">extreme circumstances only</span></span><span style="font-size: medium;" class="mycode_size">. This information is provided under assumption that the marines you have been allotted cannot, underÂ </span><span style="font-size: medium;" class="mycode_size">hypothetical circumstances</span><span style="font-size: medium;" class="mycode_size">Â with utmost regard to collected onsite information used to degrees of computational accuracy</span><span style="font-size: medium;" class="mycode_size">, complete their mission with an unexpected </span><span style="font-size: medium;" class="mycode_size">mortality rate ofÂ <span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">99.9</span></span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">%</span></span>. <span style="color: #ff3333;" class="mycode_color">Addendum-01</span>: If recon, or a loss of recon, indicate the </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Achlys</span></span><span style="font-size: medium;" class="mycode_size">Â has been compromised</span><span style="font-size: medium;" class="mycode_size">Â beyond retrieval, the <span style="font-style: italic;" class="mycode_i">Dante</span>Â has full authorization to utilize the on board micro MAC cannon to destroy the <span style="font-style: italic;" class="mycode_i">Achlys</span>, regardless of passengers or unforeseenÂ external threat.</span></span><br />
</li>
<li><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Any surviving humans that may have been spared by Covenant forces or survived until your arrival through other means are suspected to be Insurrectionists and other terrorists of the state. Their survival can only mean that they are working with the Covenant and/or failed to follow through withÂ </span><span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><a href="https://www.halopedia.org/Cole_Protocol" target="_blank" rel="noopener" class="mycode_url">United Nations Space Command Emergency Priority Order 098831A-1</a></span></span><span style="font-size: medium;" class="mycode_size"> themselves and areÂ </span><span style="font-size: medium;" class="mycode_size">considered traitors to the UNSC<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">,Â under articlesÂ </span></span><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">JAG 845-P and JAG 7556-L,</span></span>Â committing treason which is justifiable grounds for execution.</span></span><br />
</li>
<li>One or more ONI Operatives from Section III may or may not have been implanted into your troops with strict orders to secure top secret data on the ship and ensure that all survivors of this operation are permanently silenced when the operativesÂ believe the time has come to eliminate them. No living being will be authorized to leave theÂ <span style="font-style: italic;" class="mycode_i"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">Achlys</span></span></span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">Â under any circumstances unless those operatives fail their mission. If aforementioned operatives fail to dispatch any being considered living, aforementioned living creature<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">, human or covenant,</span></span> is to be held in <span style="text-decoration: underline;" class="mycode_u">strict isolated containment</span>Â until such time that the <span style="font-style: italic;" class="mycode_i">Dante</span>Â has returned to the designated rendezvous site.</span></span><br />
</li>
</ol>
<span style="font-size: small;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">If any of the above conditions are exposed to any living person you will face prompt and immediate execution from sleeper agents placed within your own crew, including aforementioned operatives operating under your command whose names and ranks will remain undisclosed. All operatives are under strict orders to eliminate yourself as well as identified double agents that are under assumption that they, or yourself, can expose ONI directives to anyone not involved. Consider this footnote your final and only warning, Commander.</span></span><br />
<hr class="mycode_hr" />
<br />
<span style="color: #cc3333;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size">OOC Notes and Elaborations:</span></span><br />
<br />
<ol type="1" class="mycode_list"><li>This gamemode is based on the novel/animated film <span style="font-style: italic;" class="mycode_i">Mona Lisa</span>. It has focus on survival horror and fighting against stacked odds. The intent is for players to write their own story in an atmospheric environment but the gamemode does not follow the novel/film to the letter. Making subtle references to them will give you brownie points with me, whining about the fact that it doesn't follow the narrative to a T will get you on my shitlist. It's a game. Treat it as one and enjoy it for what it's worth.<br />
</li>
<li>There will still be a roleplay expectation in this gamemode. Marines are expected to stay in uniform and listen to their chain of command to the best of their abilities. Acting in an LRP behavior will still get you banned. A prisoner's mind could be broken by what they've witnessed, but at least do it tastefully without screaming and turning on the capslock cruise control.<br />
</li>
<li>Using this flavor text letter to metagame IC is against the rules. Unless you're the CO and can make a cool briefing out of it without giving away too much to make an Operative shoot you, which they will, and you might get job banned.<br />
</li>
<li>ONI Operatives will shoot other marines. It's supposed to happen. Admins will not get involved in FF incidents. that being said, Operatives shooting people on the Dante will get them job banned and possibly ban banned.<br />
</li>
<li>Marines don't <span style="font-style: italic;" class="mycode_i">need</span>Â to shoot prisoners or covenant. It's not even encouraged. That said, prisoners and covies don't <span style="font-style: italic;" class="mycode_i">need</span>Â to be friendly. Henry still beat up Lopez to get on that last escape pod, and Covenant have been committing a mass genocide for decades. If a prisoner wants to self antag, they have every right to. If a marine wants to shoot a covie, they have every right to.<br />
</li>
<li>The Commander doesn't <span style="font-style: italic;" class="mycode_i">need</span>Â to stay on the Dante as I can understand now ahead of time the job will get boring. That said, if the CO dies, the marines will lose the round.<br />
</li>
<li>Prisoners will have seemingly meta knowledge about flood they can choose to divulge to marines. This has a limit. No prisoner is going to know about super cool John Halo working with the Gravemind on Installation 00 in Halo 3 and there was friendly floods and a giant talking hentai food from hell. When in doubt, play dumb and ease down on knowledge.<br />
</li>
<li>Covenant Prisoners: <span style="font-weight: bold;" class="mycode_b">You might get shot.</span>Â Not a single admin wants an ahelp because you wanted to be Henry and got BTFO by a marine. Covies have been glassing human colonies for decades by now. Take one for the team.<br />
</li>
<li>Do not spoil the game for other players. Booting it up by yourself and trying to bomb through it with meta-knowledge is not the intent of the gamemode. It is designed for player enjoyment via atmosphere and tension. Taking away from these elements defeats the purpose and ruins the experience.<br />
</li>
</ol>
]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">
<br />
<span style="font-size: xx-large;" class="mycode_size"><span style="text-decoration: line-through;" class="mycode_s"><span style="font-family: Impact;" class="mycode_font">--</span></span><span style="text-decoration: underline;" class="mycode_u"><span style="color: #33cccc;" class="mycode_color"><span style="font-family: Courier New;" class="mycode_font">UNSC Data Archives</span></span></span><span style="text-decoration: line-through;" class="mycode_s"><span style="font-family: Impact;" class="mycode_font">--</span></span></span></div>
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">!!Update!!</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="text-decoration: line-through;" class="mycode_s">----------------------</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Accessing ONI Section I File# 22-468206-051</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff3333;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">!!Error!!</span></span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff3333;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Authenticating Identification...</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #ff3333;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Please Standby...</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #33cc33;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Identification Accepted</span></span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="color: #33cc33;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Current User: Commanding Officer of commandeered</span><span style="font-size: large;" class="mycode_size">Â <span style="font-style: italic;" class="mycode_i">Mariner</span>-class <span style="font-style: italic;" class="mycode_i">Dante</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="text-decoration: line-through;" class="mycode_s">------------------------------</span></span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">If this is a mistake or unexpected login of identifiedÂ user, please contact a system administrator</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="text-decoration: line-through;" class="mycode_s">------------------------------</span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font"><span style="font-style: italic;" class="mycode_i"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">Accessing ONI Section I File# 22-468206-051</span></span></span></span></span></div>
<br />
<div style="text-align: left;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">F</span></span></span><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">rom:</span><span style="font-size: medium;" class="mycode_size"> [<span style="font-weight: bold;" class="mycode_b">REDACTED]</span></span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">BCC: CINCONI, XEG</span></span></div>
<div style="text-align: left;" class="mycode_align"><span style="font-family: Courier New;" class="mycode_font"><span style="font-size: small;" class="mycode_size">Subject: Short Notice Briefing</span></span></div>
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">This transmission will have been beamed to you on location through the slipspace communications array mounted on the <span style="font-style: italic;" class="mycode_i">Dante</span>Â before it left</span>Â </span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">[</span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size"><span style="font-family: Courier New;" class="mycode_font">REDACTED]</span></span></span><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">.Â  Do not reply. The ship you are searching for is operating under the callsign </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Achlys</span></span><span style="font-size: medium;" class="mycode_size">Â and is believed to have gone missing in theÂ coordinates</span><span style="font-size: medium;" class="mycode_size">Â provided. Your mission is to ascertain the current status of the ship and react accordingly to data uncovered in your investigation, as well as destroy any navigational</span><span style="font-size: medium;" class="mycode_size">Â data on board</span><span style="font-size: medium;" class="mycode_size">Â the ship through Cole Protocol</span><span style="font-size: medium;" class="mycode_size">. It</span><span style="font-size: medium;" class="mycode_size"> comes from an amalgamationÂ of multiple ONI departments and is considered top priority for you and the men under your command. The following information</span><span style="font-size: medium;" class="mycode_size"> has been provided to you specifically under a strict need-to-know basis.</span></span><br />
<br />
<ol type="1" class="mycode_list"><li><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">The </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Achlys</span></span><span style="font-size: medium;" class="mycode_size">Â is confirmed to have been boarded by Covenant forces in their final transmission. Any nonhuman entity is considered to be eliminated with extreme prejudice. The location of Earth must be safeguarded by any means nec</span><span style="font-size: medium;" class="mycode_size">essary. The </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Dante</span></span><span style="font-size: medium;" class="mycode_size"> has been outfitted with a micro MAC cannon for disposal of the ship, to be used in </span><span style="text-decoration: underline;" class="mycode_u"><span style="font-size: large;" class="mycode_size">extreme circumstances only</span></span><span style="font-size: medium;" class="mycode_size">. This information is provided under assumption that the marines you have been allotted cannot, underÂ </span><span style="font-size: medium;" class="mycode_size">hypothetical circumstances</span><span style="font-size: medium;" class="mycode_size">Â with utmost regard to collected onsite information used to degrees of computational accuracy</span><span style="font-size: medium;" class="mycode_size">, complete their mission with an unexpected </span><span style="font-size: medium;" class="mycode_size">mortality rate ofÂ <span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">99.9</span></span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">%</span></span>. <span style="color: #ff3333;" class="mycode_color">Addendum-01</span>: If recon, or a loss of recon, indicate the </span><span style="font-style: italic;" class="mycode_i"><span style="font-size: large;" class="mycode_size">Achlys</span></span><span style="font-size: medium;" class="mycode_size">Â has been compromised</span><span style="font-size: medium;" class="mycode_size">Â beyond retrieval, the <span style="font-style: italic;" class="mycode_i">Dante</span>Â has full authorization to utilize the on board micro MAC cannon to destroy the <span style="font-style: italic;" class="mycode_i">Achlys</span>, regardless of passengers or unforeseenÂ external threat.</span></span><br />
</li>
<li><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">Any surviving humans that may have been spared by Covenant forces or survived until your arrival through other means are suspected to be Insurrectionists and other terrorists of the state. Their survival can only mean that they are working with the Covenant and/or failed to follow through withÂ </span><span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><a href="https://www.halopedia.org/Cole_Protocol" target="_blank" rel="noopener" class="mycode_url">United Nations Space Command Emergency Priority Order 098831A-1</a></span></span><span style="font-size: medium;" class="mycode_size"> themselves and areÂ </span><span style="font-size: medium;" class="mycode_size">considered traitors to the UNSC<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">,Â under articlesÂ </span></span><span style="font-family: Times New Roman;" class="mycode_font"><span style="font-size: medium;" class="mycode_size">JAG 845-P and JAG 7556-L,</span></span>Â committing treason which is justifiable grounds for execution.</span></span><br />
</li>
<li>One or more ONI Operatives from Section III may or may not have been implanted into your troops with strict orders to secure top secret data on the ship and ensure that all survivors of this operation are permanently silenced when the operativesÂ believe the time has come to eliminate them. No living being will be authorized to leave theÂ <span style="font-style: italic;" class="mycode_i"><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">Achlys</span></span></span><span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">Â under any circumstances unless those operatives fail their mission. If aforementioned operatives fail to dispatch any being considered living, aforementioned living creature<span style="font-size: medium;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">, human or covenant,</span></span> is to be held in <span style="text-decoration: underline;" class="mycode_u">strict isolated containment</span>Â until such time that the <span style="font-style: italic;" class="mycode_i">Dante</span>Â has returned to the designated rendezvous site.</span></span><br />
</li>
</ol>
<span style="font-size: small;" class="mycode_size"><span style="font-family: Times New Roman;" class="mycode_font">If any of the above conditions are exposed to any living person you will face prompt and immediate execution from sleeper agents placed within your own crew, including aforementioned operatives operating under your command whose names and ranks will remain undisclosed. All operatives are under strict orders to eliminate yourself as well as identified double agents that are under assumption that they, or yourself, can expose ONI directives to anyone not involved. Consider this footnote your final and only warning, Commander.</span></span><br />
<hr class="mycode_hr" />
<br />
<span style="color: #cc3333;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size">OOC Notes and Elaborations:</span></span><br />
<br />
<ol type="1" class="mycode_list"><li>This gamemode is based on the novel/animated film <span style="font-style: italic;" class="mycode_i">Mona Lisa</span>. It has focus on survival horror and fighting against stacked odds. The intent is for players to write their own story in an atmospheric environment but the gamemode does not follow the novel/film to the letter. Making subtle references to them will give you brownie points with me, whining about the fact that it doesn't follow the narrative to a T will get you on my shitlist. It's a game. Treat it as one and enjoy it for what it's worth.<br />
</li>
<li>There will still be a roleplay expectation in this gamemode. Marines are expected to stay in uniform and listen to their chain of command to the best of their abilities. Acting in an LRP behavior will still get you banned. A prisoner's mind could be broken by what they've witnessed, but at least do it tastefully without screaming and turning on the capslock cruise control.<br />
</li>
<li>Using this flavor text letter to metagame IC is against the rules. Unless you're the CO and can make a cool briefing out of it without giving away too much to make an Operative shoot you, which they will, and you might get job banned.<br />
</li>
<li>ONI Operatives will shoot other marines. It's supposed to happen. Admins will not get involved in FF incidents. that being said, Operatives shooting people on the Dante will get them job banned and possibly ban banned.<br />
</li>
<li>Marines don't <span style="font-style: italic;" class="mycode_i">need</span>Â to shoot prisoners or covenant. It's not even encouraged. That said, prisoners and covies don't <span style="font-style: italic;" class="mycode_i">need</span>Â to be friendly. Henry still beat up Lopez to get on that last escape pod, and Covenant have been committing a mass genocide for decades. If a prisoner wants to self antag, they have every right to. If a marine wants to shoot a covie, they have every right to.<br />
</li>
<li>The Commander doesn't <span style="font-style: italic;" class="mycode_i">need</span>Â to stay on the Dante as I can understand now ahead of time the job will get boring. That said, if the CO dies, the marines will lose the round.<br />
</li>
<li>Prisoners will have seemingly meta knowledge about flood they can choose to divulge to marines. This has a limit. No prisoner is going to know about super cool John Halo working with the Gravemind on Installation 00 in Halo 3 and there was friendly floods and a giant talking hentai food from hell. When in doubt, play dumb and ease down on knowledge.<br />
</li>
<li>Covenant Prisoners: <span style="font-weight: bold;" class="mycode_b">You might get shot.</span>Â Not a single admin wants an ahelp because you wanted to be Henry and got BTFO by a marine. Covies have been glassing human colonies for decades by now. Take one for the team.<br />
</li>
<li>Do not spoil the game for other players. Booting it up by yourself and trying to bomb through it with meta-knowledge is not the intent of the gamemode. It is designed for player enjoyment via atmosphere and tension. Taking away from these elements defeats the purpose and ruins the experience.<br />
</li>
</ol>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[First Contact: the 3 way balance]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=1037</link>
			<pubDate>Mon, 25 Mar 2019 12:58:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=1037</guid>
			<description><![CDATA[Required watching:Â <a href="https://www.youtube.com/watch?v=kuk39DhOkTc" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=kuk39DhOkTc</a><br />
<br />
The Insurrection gamemode was added around 2017 to provide some basic gameplay for the server. Basic overmap andÂ Covenant gameplay quickly followed. Although not intended as a major faction the Insurrection faction is now a key part of ourÂ community.Â <br />
<br />
With our server concept we are aiming for asymmetrical gameplay between 2-5 factions featuring a mixture of gameplay styles and roleplay, with gameplay styles including PvP combat, space capital ship combat, dogfighting, civilian/innie economic gameplay etc.Â <br />
<br />
Different factions will have a focus on different gameplay styles as well as aesthetics and objectives. This means a competitive balance will be very hard. The Covenant are meant to be OP in space combat, and slightly OP in ground combat. Innies are meant to be initially UP in all areas but with more flexibility and strength gain. UNSC are meant to be reactive and probably have the hardest objectives.Â <br />
<br />
Balancing will need to account the following factors:Â <br />
- Faction base (Covenant: none, UNSC:Â fortified base, Innies:Â one or more hidden bases)<br />
- Starting ship (Covenant: strong, UNSC: average, Innies: none but can get one late round)<br />
- Equipment and racial bonuses (Covenant: strong, UNSC: average to strong, Innies: weak but can grow strong late round)<br />
- Stealth options (Covenant: some, UNSC: a few, Innies: lots)<br />
- Defensive objectives (Covenant: very few, UNSC: lots, Innies: some)<br />
- Aggressive objectives (Covenant: lots, UNSC: some, Innies: very few)<br />
<br />
Lots of tweaking will need to be done to balance this.]]></description>
			<content:encoded><![CDATA[Required watching:Â <a href="https://www.youtube.com/watch?v=kuk39DhOkTc" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=kuk39DhOkTc</a><br />
<br />
The Insurrection gamemode was added around 2017 to provide some basic gameplay for the server. Basic overmap andÂ Covenant gameplay quickly followed. Although not intended as a major faction the Insurrection faction is now a key part of ourÂ community.Â <br />
<br />
With our server concept we are aiming for asymmetrical gameplay between 2-5 factions featuring a mixture of gameplay styles and roleplay, with gameplay styles including PvP combat, space capital ship combat, dogfighting, civilian/innie economic gameplay etc.Â <br />
<br />
Different factions will have a focus on different gameplay styles as well as aesthetics and objectives. This means a competitive balance will be very hard. The Covenant are meant to be OP in space combat, and slightly OP in ground combat. Innies are meant to be initially UP in all areas but with more flexibility and strength gain. UNSC are meant to be reactive and probably have the hardest objectives.Â <br />
<br />
Balancing will need to account the following factors:Â <br />
- Faction base (Covenant: none, UNSC:Â fortified base, Innies:Â one or more hidden bases)<br />
- Starting ship (Covenant: strong, UNSC: average, Innies: none but can get one late round)<br />
- Equipment and racial bonuses (Covenant: strong, UNSC: average to strong, Innies: weak but can grow strong late round)<br />
- Stealth options (Covenant: some, UNSC: a few, Innies: lots)<br />
- Defensive objectives (Covenant: very few, UNSC: lots, Innies: some)<br />
- Aggressive objectives (Covenant: lots, UNSC: some, Innies: very few)<br />
<br />
Lots of tweaking will need to be done to balance this.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Covenant Alpha wind down]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=904</link>
			<pubDate>Sat, 29 Dec 2018 09:01:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=904</guid>
			<description><![CDATA[Hello folks, as the deadline for the Covenant Alpha is January 1st we will shortly be closing it down and moving into the Overmap Arc. Over January and Feburary we'll switch into maintenance mode for Covenant features that aren't related to the next Arc (space combat, overmap, colonies andÂ non combat stuff). To celebrate the official launch of our Covenant Alpha we'll be holding an event which I'll announce at a later stage.Â <br />
<br />
In the meantime (and over the next few months) please keep feedback coming in about the Covenant features so we can keep tweaking and bugfixing them as necessary. For any general suggestions or bug reports, go toÂ <a href="https://github.com/HaloSpaceStation/HaloSpaceStation13/issues/new" target="_blank" rel="noopener" class="mycode_url">https://github.com/HaloSpaceStation/Halo...issues/new</a><br />
<br />
For any feedback about balancing or improving the gamemodes Operation: Red Flag or Packwar, please post it in this thread.]]></description>
			<content:encoded><![CDATA[Hello folks, as the deadline for the Covenant Alpha is January 1st we will shortly be closing it down and moving into the Overmap Arc. Over January and Feburary we'll switch into maintenance mode for Covenant features that aren't related to the next Arc (space combat, overmap, colonies andÂ non combat stuff). To celebrate the official launch of our Covenant Alpha we'll be holding an event which I'll announce at a later stage.Â <br />
<br />
In the meantime (and over the next few months) please keep feedback coming in about the Covenant features so we can keep tweaking and bugfixing them as necessary. For any general suggestions or bug reports, go toÂ <a href="https://github.com/HaloSpaceStation/HaloSpaceStation13/issues/new" target="_blank" rel="noopener" class="mycode_url">https://github.com/HaloSpaceStation/Halo...issues/new</a><br />
<br />
For any feedback about balancing or improving the gamemodes Operation: Red Flag or Packwar, please post it in this thread.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Voice actors wanted]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=899</link>
			<pubDate>Tue, 25 Dec 2018 10:45:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=899</guid>
			<description><![CDATA[We need new audio files for announcements! I'm taking suggestions for announcement text but here are a few ideas:Â <br />
<br />
UNSC<ul class="mycode_list"><li>"All hands bring the ship upÂ to combat alert alpha"<br />
</li>
<li>"Drop pods prepare to launch"<br />
</li>
<li>"Launch fighters"<br />
</li>
<li>"Evacuate"<br />
</li>
<li>"Welcome to Halostation13"<br />
</li>
</ul>
Covenant<ul class="mycode_list"><li>"Warriors, prepare for combat"<br />
</li>
<li>"When we joined the Covenant we took an oath. All according to station. All without exception. On the blood of our fathers, on the blood of our sons, we swore to uphold the Covenant. Even to our dying breath. Those who would break this oath are heretics, worthy of neither pity nor mercy. We shall grind them into dust. And continue our march to glorious salvation."<br />
</li>
</ul>
Also some good stuff hereÂ <a href="https://www.halopedia.org/Sangheili/Quotes" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Sangheili/Quotes</a>]]></description>
			<content:encoded><![CDATA[We need new audio files for announcements! I'm taking suggestions for announcement text but here are a few ideas:Â <br />
<br />
UNSC<ul class="mycode_list"><li>"All hands bring the ship upÂ to combat alert alpha"<br />
</li>
<li>"Drop pods prepare to launch"<br />
</li>
<li>"Launch fighters"<br />
</li>
<li>"Evacuate"<br />
</li>
<li>"Welcome to Halostation13"<br />
</li>
</ul>
Covenant<ul class="mycode_list"><li>"Warriors, prepare for combat"<br />
</li>
<li>"When we joined the Covenant we took an oath. All according to station. All without exception. On the blood of our fathers, on the blood of our sons, we swore to uphold the Covenant. Even to our dying breath. Those who would break this oath are heretics, worthy of neither pity nor mercy. We shall grind them into dust. And continue our march to glorious salvation."<br />
</li>
</ul>
Also some good stuff hereÂ <a href="https://www.halopedia.org/Sangheili/Quotes" target="_blank" rel="noopener" class="mycode_url">https://www.halopedia.org/Sangheili/Quotes</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Overmap Arc]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=840</link>
			<pubDate>Sun, 25 Nov 2018 02:03:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=840</guid>
			<description><![CDATA[Roadmap:Â <a href="https://projectunsc.org/forum/showthread.php?tid=838&amp;pid=1956" target="_blank" rel="noopener" class="mycode_url">https://projectunsc.org/forum/showthread...8&amp;pid=1956</a><br />
<br />
Post ideas and more details about arc plans here.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">More civilian colony jobs, NPCs and economy</span><ul class="mycode_list"><li>Bartender minigame (with drunk NPCs)<br />
</li>
<li>Scrap salvager<br />
</li>
<li>More civilian/insurrection research with illegal options and gadgets<br />
</li>
<li>Chemist minigame<br />
</li>
<li>Organlegging (with NPC trader)<br />
</li>
<li>Data broker (buying and selling research blueprints, hidden locations, mercenary info, gamemode info, other secrets etc)<br />
</li>
<li>Kig-Yar smuggler<br />
</li>
<li>Gas mining and processing<br />
</li>
<li>Expanded manufacturing and crafting<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Player trading ships between colonies</span><ul class="mycode_list"><li>Trade destinations mapped in (3-4 locations)<br />
</li>
<li>Able to buy quantities in bulk<br />
</li>
<li>Smuggling/tariffs/customs duties<br />
</li>
<li>More commodities for playersÂ Â <br />
</li>
<li>Pseudo-dynamic commodity pricing with NPCs also adjusting to changing market<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
More NPC ship interactions</span><ul class="mycode_list"><li>NPC ships have NPC traders on board that travel between locations and into or out ofÂ the system<br />
</li>
<li>Board NPC ships to arrest NPC smugglers<br />
</li>
<li>NPC pirates who demand cash transfersÂ <br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Balances, bugfixes,Â QOL and more content for First Contact and Insurrection mode</span><ul class="mycode_list"><li>Ongoing<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Innie Commandos and gadgets</span><ul class="mycode_list"><li>Seeking ideas<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Expanded black market and grey marketÂ </span><ul class="mycode_list"><li>NPC ships come and go with traders<br />
</li>
<li>More research options including gadgets<br />
</li>
<li>More commodities for purchase or production which can be traded or manufactured into items and sold or used<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Space weather</span><ul class="mycode_list"><li>Asteroid fields<br />
</li>
<li>Ice fields<br />
</li>
<li>Ion storms<br />
</li>
<li>Solar radiation pulses<br />
</li>
<li>Comets<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Random events fixes and additions</span><ul class="mycode_list"><li>See space weather<br />
</li>
<li>Fixes empty or bugged random events<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Improved space combat (dogfighting, capital ship weapons)Â and boarding</span><ul class="mycode_list"><li>Port from old code<br />
</li>
<li>Port ship combatÂ from space battles, star trek station, ftlstation<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Dogfighting and flyable shuttles</span><ul class="mycode_list"><li>Port from old code<br />
</li>
<li>Rewrite shuttles<br />
</li>
<li>Player spawns all moved to static bases (space stations, planets etc) and NPC shuttles allow automated movement for those players without ship access<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Civilian focussed gamemodes</span><ul class="mycode_list"><li>Price of Power gamemode<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Covenant artifact hunt gamemodes</span><ul class="mycode_list"><li>Raid gamemode<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Roadmap:Â <a href="https://projectunsc.org/forum/showthread.php?tid=838&amp;pid=1956" target="_blank" rel="noopener" class="mycode_url">https://projectunsc.org/forum/showthread...8&amp;pid=1956</a><br />
<br />
Post ideas and more details about arc plans here.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">More civilian colony jobs, NPCs and economy</span><ul class="mycode_list"><li>Bartender minigame (with drunk NPCs)<br />
</li>
<li>Scrap salvager<br />
</li>
<li>More civilian/insurrection research with illegal options and gadgets<br />
</li>
<li>Chemist minigame<br />
</li>
<li>Organlegging (with NPC trader)<br />
</li>
<li>Data broker (buying and selling research blueprints, hidden locations, mercenary info, gamemode info, other secrets etc)<br />
</li>
<li>Kig-Yar smuggler<br />
</li>
<li>Gas mining and processing<br />
</li>
<li>Expanded manufacturing and crafting<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Player trading ships between colonies</span><ul class="mycode_list"><li>Trade destinations mapped in (3-4 locations)<br />
</li>
<li>Able to buy quantities in bulk<br />
</li>
<li>Smuggling/tariffs/customs duties<br />
</li>
<li>More commodities for playersÂ Â <br />
</li>
<li>Pseudo-dynamic commodity pricing with NPCs also adjusting to changing market<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
More NPC ship interactions</span><ul class="mycode_list"><li>NPC ships have NPC traders on board that travel between locations and into or out ofÂ the system<br />
</li>
<li>Board NPC ships to arrest NPC smugglers<br />
</li>
<li>NPC pirates who demand cash transfersÂ <br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Balances, bugfixes,Â QOL and more content for First Contact and Insurrection mode</span><ul class="mycode_list"><li>Ongoing<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Innie Commandos and gadgets</span><ul class="mycode_list"><li>Seeking ideas<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Expanded black market and grey marketÂ </span><ul class="mycode_list"><li>NPC ships come and go with traders<br />
</li>
<li>More research options including gadgets<br />
</li>
<li>More commodities for purchase or production which can be traded or manufactured into items and sold or used<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Space weather</span><ul class="mycode_list"><li>Asteroid fields<br />
</li>
<li>Ice fields<br />
</li>
<li>Ion storms<br />
</li>
<li>Solar radiation pulses<br />
</li>
<li>Comets<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Random events fixes and additions</span><ul class="mycode_list"><li>See space weather<br />
</li>
<li>Fixes empty or bugged random events<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Improved space combat (dogfighting, capital ship weapons)Â and boarding</span><ul class="mycode_list"><li>Port from old code<br />
</li>
<li>Port ship combatÂ from space battles, star trek station, ftlstation<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Dogfighting and flyable shuttles</span><ul class="mycode_list"><li>Port from old code<br />
</li>
<li>Rewrite shuttles<br />
</li>
<li>Player spawns all moved to static bases (space stations, planets etc) and NPC shuttles allow automated movement for those players without ship access<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Civilian focussed gamemodes</span><ul class="mycode_list"><li>Price of Power gamemode<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b"><br />
Covenant artifact hunt gamemodes</span><ul class="mycode_list"><li>Raid gamemode<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2018/2019 Roadmap]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=838</link>
			<pubDate>Sun, 25 Nov 2018 01:20:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=838</guid>
			<description><![CDATA[Since Github is hardÂ for community members to access and pinned discord messages are easily lost in the chatter, I'm posting the development roadmap here for reference and comment. This will be updated periodically as ideas are added or changed and with more visibility it will be easier for developers to planÂ <br />
<br />
<br />
2019<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Overmap Arc</span><br />
<ul class="mycode_list"><li>More civilian colony jobs, NPCs and economy<br />
</li>
<li>Player trading ships between colonies<br />
</li>
<li>More NPC ship interactions<br />
</li>
<li>Balances, bugfixes,Â QOL and more content for First Contact and Insurrection mode<br />
</li>
<li>Innie gadgets<br />
</li>
<li>Expanded black market and grey marketÂ <br />
</li>
<li>Space weather (asteroid fields, ice fields,Â ion storms, solar radiation pulses, comets etc)<br />
</li>
<li>Random events fixes and additions (see also space weather)<br />
</li>
<li>Improved space combat (dogfighting, capital ship weapons)Â and boarding<br />
</li>
<li>Dogfighting and flyable shuttles<br />
</li>
<li>Civilian focussed gamemodes<br />
</li>
<li>Covenant artifact hunt gamemodes<br />
</li>
<li>Improved objectives system<br />
</li>
</ul>
</blockquote>
<br />
2019-2020<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Forerunner Arc<br />
</span><ul class="mycode_list"><li>Playable monitors andÂ sentinels<br />
</li>
<li>Prometheans<br />
</li>
<li>Forerunner installation<br />
</li>
<li>Flood content<br />
</li>
<li>More Flood themed gamemodes (also expanding Stranded)<br />
</li>
<li>Forerunner installation gamemodes<br />
</li>
</ul>
</blockquote>
<br />
2019-2020<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Invasion Arc</span><br />
<br />
???</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Completed Arcs</span><br />
<br />
1/6/18 - finishing by new year<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Covenant ArcÂ <br />
</span><ul class="mycode_list"><li>Make all Covenant species playable<br />
</li>
<li>Add race specificÂ gear for Covenant<br />
</li>
<li>Add working Covenant languages and comms<br />
</li>
<li>Map in Covenant ships<br />
</li>
<li>Add Covenant themed gamemodes<br />
</li>
</ul>
</blockquote>
]]></description>
			<content:encoded><![CDATA[Since Github is hardÂ for community members to access and pinned discord messages are easily lost in the chatter, I'm posting the development roadmap here for reference and comment. This will be updated periodically as ideas are added or changed and with more visibility it will be easier for developers to planÂ <br />
<br />
<br />
2019<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Overmap Arc</span><br />
<ul class="mycode_list"><li>More civilian colony jobs, NPCs and economy<br />
</li>
<li>Player trading ships between colonies<br />
</li>
<li>More NPC ship interactions<br />
</li>
<li>Balances, bugfixes,Â QOL and more content for First Contact and Insurrection mode<br />
</li>
<li>Innie gadgets<br />
</li>
<li>Expanded black market and grey marketÂ <br />
</li>
<li>Space weather (asteroid fields, ice fields,Â ion storms, solar radiation pulses, comets etc)<br />
</li>
<li>Random events fixes and additions (see also space weather)<br />
</li>
<li>Improved space combat (dogfighting, capital ship weapons)Â and boarding<br />
</li>
<li>Dogfighting and flyable shuttles<br />
</li>
<li>Civilian focussed gamemodes<br />
</li>
<li>Covenant artifact hunt gamemodes<br />
</li>
<li>Improved objectives system<br />
</li>
</ul>
</blockquote>
<br />
2019-2020<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Forerunner Arc<br />
</span><ul class="mycode_list"><li>Playable monitors andÂ sentinels<br />
</li>
<li>Prometheans<br />
</li>
<li>Forerunner installation<br />
</li>
<li>Flood content<br />
</li>
<li>More Flood themed gamemodes (also expanding Stranded)<br />
</li>
<li>Forerunner installation gamemodes<br />
</li>
</ul>
</blockquote>
<br />
2019-2020<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Invasion Arc</span><br />
<br />
???</blockquote>
<br />
<span style="font-weight: bold;" class="mycode_b">Completed Arcs</span><br />
<br />
1/6/18 - finishing by new year<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Covenant ArcÂ <br />
</span><ul class="mycode_list"><li>Make all Covenant species playable<br />
</li>
<li>Add race specificÂ gear for Covenant<br />
</li>
<li>Add working Covenant languages and comms<br />
</li>
<li>Map in Covenant ships<br />
</li>
<li>Add Covenant themed gamemodes<br />
</li>
</ul>
</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gamemode: City Hunt]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=507</link>
			<pubDate>Thu, 05 Apr 2018 03:14:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=159">Desolane900</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=507</guid>
			<description><![CDATA[General Summary: Essentially a gamemode based around the overall direction of Halo 3 ODST where the map is a multi z city at night where respawns are either nonexistent or limited, making stealth or evasion more important than regular combat. The humans will be various survivors of a Covenant attack and the only reason the city is still standing, albeit barely, is because there are relics in the city that the Covenant Luminary raised attention to. The Covenant players must both hunt for the humans and hunt for relics strewn throughout the city, returning them to their ship.<br />
<br />
Details: The city will have 3-4 z levels including a basement level with sewers and basements, the street level, and each building will possibly be either a single story structure, two story, or sky scraper style tower. The entire map will have a run down, recently attacked, gritty and dark feel to it. I will be taking heavy inspiration from H3ODST with styling the city and adding the possibility of supply caches. This gamemode would not require Covenant being more fleshed out though that would be helpful.<br />
<br />
Roles: The Covenant would have grunt minors, elite minors, and possibly a limit of 1-2 cloaked elites. The human roles would be surviving police, insurrectionists, marines, and a slim number of ODST that dropped late into the fight. Civilians were either killed or evacuated earlier before the round began.<br />
<br />
This Gamemode would be based around humans either killing the remaining covenant or hiding out/running until they get what they want and leave. There would be no clear cut victory or loss, only a story of survivors in their last hours as aliens rip their city apart in search of what they believe to be Forerunner artifacts.]]></description>
			<content:encoded><![CDATA[General Summary: Essentially a gamemode based around the overall direction of Halo 3 ODST where the map is a multi z city at night where respawns are either nonexistent or limited, making stealth or evasion more important than regular combat. The humans will be various survivors of a Covenant attack and the only reason the city is still standing, albeit barely, is because there are relics in the city that the Covenant Luminary raised attention to. The Covenant players must both hunt for the humans and hunt for relics strewn throughout the city, returning them to their ship.<br />
<br />
Details: The city will have 3-4 z levels including a basement level with sewers and basements, the street level, and each building will possibly be either a single story structure, two story, or sky scraper style tower. The entire map will have a run down, recently attacked, gritty and dark feel to it. I will be taking heavy inspiration from H3ODST with styling the city and adding the possibility of supply caches. This gamemode would not require Covenant being more fleshed out though that would be helpful.<br />
<br />
Roles: The Covenant would have grunt minors, elite minors, and possibly a limit of 1-2 cloaked elites. The human roles would be surviving police, insurrectionists, marines, and a slim number of ODST that dropped late into the fight. Civilians were either killed or evacuated earlier before the round began.<br />
<br />
This Gamemode would be based around humans either killing the remaining covenant or hiding out/running until they get what they want and leave. There would be no clear cut victory or loss, only a story of survivors in their last hours as aliens rip their city apart in search of what they believe to be Forerunner artifacts.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Introducing strategy elements to our 2D spaceman simulator: Logistics and teamwork]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=252</link>
			<pubDate>Fri, 09 Dec 2016 06:28:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=252</guid>
			<description><![CDATA[CM gameplay has a lot of inspiration for the direction I want to take HS13. An asymmetrically balanced competitive PvP mode with player specialisation (classes) meaning teamwork is a large component of winning, and distribution of equipment can help or hinder those classes. Although these aspects are present in vanilla SS13, CM refined and focussed the design aspects to enhance them into a unique focussed gameplay environment. A number of our planned features are similar, but with the added goal of enabling and expanding on non-combat gameplay to better support roleplay. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Faction politics</span><br />
- "Civilian" players are loosely affiliated and can sabotage, negotiate/aid or switch sides at will. <br />
- Sometimes a greater threat can arise which will force bitter enemies to set aside their differences just to survive...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Added Support Player roles</span><br />
- Fighters and bombers require refuelling, repairing and rearming after each engagement while pilots will require rest (or stimulants). <br />
- Fighters and bombers need coordination and target setting from players in command to be effective. <br />
- Marines are initially cloistered away in their barracks, their deployment needs to be coordinated via dropship with a pilot and a drop target (same with their extraction). <br />
- Vehicles, weapons and gear are customisable so analyse your enemy's gear to determine their weaknesses. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">New types of combat</span><br />
- Dogfighting requires a different skillset in customisable vehicles. <br />
- Capital ship combat requires careful positioning to maximise weapons fire while minimising damage. Players can crew turrets to help protect their ship. <br />
- Electronic warfare, mines, targetting capital ship weakpoints and infiltration by boarding are all alternative options for defeating your enemy. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Electronic warfare<br />
</span>- Minimise your emissions to stay hidden, or simply lurk near something "loud" enough to disguise you. <br />
- Encrypt your comms to prevent eavesdropping, but the more you talk the easier it is to decrypt. <br />
- EMP weaponry can temporarily disable vehicles, weapons and components. <br />
- Lock on missiles can be fooled or spoofed. <br />
- Infiltrators can hack in to disable or overload systems. Particularly advanced tech can do it remotely...]]></description>
			<content:encoded><![CDATA[CM gameplay has a lot of inspiration for the direction I want to take HS13. An asymmetrically balanced competitive PvP mode with player specialisation (classes) meaning teamwork is a large component of winning, and distribution of equipment can help or hinder those classes. Although these aspects are present in vanilla SS13, CM refined and focussed the design aspects to enhance them into a unique focussed gameplay environment. A number of our planned features are similar, but with the added goal of enabling and expanding on non-combat gameplay to better support roleplay. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Faction politics</span><br />
- "Civilian" players are loosely affiliated and can sabotage, negotiate/aid or switch sides at will. <br />
- Sometimes a greater threat can arise which will force bitter enemies to set aside their differences just to survive...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Added Support Player roles</span><br />
- Fighters and bombers require refuelling, repairing and rearming after each engagement while pilots will require rest (or stimulants). <br />
- Fighters and bombers need coordination and target setting from players in command to be effective. <br />
- Marines are initially cloistered away in their barracks, their deployment needs to be coordinated via dropship with a pilot and a drop target (same with their extraction). <br />
- Vehicles, weapons and gear are customisable so analyse your enemy's gear to determine their weaknesses. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">New types of combat</span><br />
- Dogfighting requires a different skillset in customisable vehicles. <br />
- Capital ship combat requires careful positioning to maximise weapons fire while minimising damage. Players can crew turrets to help protect their ship. <br />
- Electronic warfare, mines, targetting capital ship weakpoints and infiltration by boarding are all alternative options for defeating your enemy. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Electronic warfare<br />
</span>- Minimise your emissions to stay hidden, or simply lurk near something "loud" enough to disguise you. <br />
- Encrypt your comms to prevent eavesdropping, but the more you talk the easier it is to decrypt. <br />
- EMP weaponry can temporarily disable vehicles, weapons and components. <br />
- Lock on missiles can be fooled or spoofed. <br />
- Infiltrators can hack in to disable or overload systems. Particularly advanced tech can do it remotely...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Datanets: a streamlined replacement for SS13 radio signalling]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=251</link>
			<pubDate>Sun, 04 Dec 2016 03:39:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=251</guid>
			<description><![CDATA[SS13's legacy radio signalling works by simulating an actual data transfer network by sending "packets" (signals) of generic data via a global controller. Data transfer happens independently through generic interfaces which are fairly extensible with the actual processing of data signals handled separately by the end atoms. The transmission of radio signals operates across multiple process steps so immersion breaking artificial communication lag is introduced. To my knowledge, the only systems in SS13 using radio signalling are airlocks, some atmospherics things, bombs, and some of the underlying code for telecommunications (radio comms). <br />
<br />
While this system is fairly robust and feature complete, it is also overly complex and time consuming to setup and produces some in-world conflicts with overmap (the global controller means there are no restrictions for distance, and there is no handling for interference or jamming). On the whole it's quite powerful but I never liked using it due to those over-complexities and the transmission lag. <br />
<br />
I've experimented with replacement systems in the past for other projects, but now I've decided to develop a replacement system integrated directly into overmap called datanets. They are prototyped right now with airlocks and will attempt to emulate a P2P network topology (any device can communicate with any other device and there is no "master controller" except for a coordinator datum for handling meta aspects such as data transfer and machine linking/delinking). The idea is that the datanet simply determines whether and what is connected in a super light framework, then any data transfer or processing is handled fully by the participating atoms. It's not as robust as signalling networks under the hood but should be able to produce the same functionality with a significantly decreased workload for mappers and coders. <br />
<br />
SS13 radio signalling networks have multiple steps to do, requiring a frequency to be set for all participating atoms then unique tags for each assigned and linked manually via the map editor. Datanet airlocks only need a single tag set for all participating atoms in that net to be set (along with a small amount of metadata) to be set via the map editor. <br />
<br />
For the moment radio signalling will exist alongside datanets and they can both be used as normal (I manually integrated radio telecommunications into the overmap several months ago so that it behaves as expected) although they won't need or be required to communicate. Eventually I'd like to completely replace everything using radio signalling with datanets, then remove radio signalling entirely. The change should be invisible to players, but make maintenance + development + extension of the features much easier in the long run.]]></description>
			<content:encoded><![CDATA[SS13's legacy radio signalling works by simulating an actual data transfer network by sending "packets" (signals) of generic data via a global controller. Data transfer happens independently through generic interfaces which are fairly extensible with the actual processing of data signals handled separately by the end atoms. The transmission of radio signals operates across multiple process steps so immersion breaking artificial communication lag is introduced. To my knowledge, the only systems in SS13 using radio signalling are airlocks, some atmospherics things, bombs, and some of the underlying code for telecommunications (radio comms). <br />
<br />
While this system is fairly robust and feature complete, it is also overly complex and time consuming to setup and produces some in-world conflicts with overmap (the global controller means there are no restrictions for distance, and there is no handling for interference or jamming). On the whole it's quite powerful but I never liked using it due to those over-complexities and the transmission lag. <br />
<br />
I've experimented with replacement systems in the past for other projects, but now I've decided to develop a replacement system integrated directly into overmap called datanets. They are prototyped right now with airlocks and will attempt to emulate a P2P network topology (any device can communicate with any other device and there is no "master controller" except for a coordinator datum for handling meta aspects such as data transfer and machine linking/delinking). The idea is that the datanet simply determines whether and what is connected in a super light framework, then any data transfer or processing is handled fully by the participating atoms. It's not as robust as signalling networks under the hood but should be able to produce the same functionality with a significantly decreased workload for mappers and coders. <br />
<br />
SS13 radio signalling networks have multiple steps to do, requiring a frequency to be set for all participating atoms then unique tags for each assigned and linked manually via the map editor. Datanet airlocks only need a single tag set for all participating atoms in that net to be set (along with a small amount of metadata) to be set via the map editor. <br />
<br />
For the moment radio signalling will exist alongside datanets and they can both be used as normal (I manually integrated radio telecommunications into the overmap several months ago so that it behaves as expected) although they won't need or be required to communicate. Eventually I'd like to completely replace everything using radio signalling with datanets, then remove radio signalling entirely. The change should be invisible to players, but make maintenance + development + extension of the features much easier in the long run.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Some WIP fighter HUD shots]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=246</link>
			<pubDate>Sat, 29 Oct 2016 23:18:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=246</guid>
			<description><![CDATA[Weapon selection and firing<br />
<a href="https://gyazo.com/514a39d3bb76fcfc008ade2154e1c17f" target="_blank" rel="noopener" class="mycode_url">https://gyazo.com/514a39d3bb76fcfc008ade2154e1c17f</a><br />
<a href="https://gyazo.com/75268c0ca4e1b2069950eadaff5ac682" target="_blank" rel="noopener" class="mycode_url">https://gyazo.com/75268c0ca4e1b2069950eadaff5ac682</a><br />
<br />
Adding and removing vehicle components<br />
<a href="https://gyazo.com/0535bf301ad416b54600296957ec4da6" target="_blank" rel="noopener" class="mycode_url">https://gyazo.com/0535bf301ad416b54600296957ec4da6</a>]]></description>
			<content:encoded><![CDATA[Weapon selection and firing<br />
<a href="https://gyazo.com/514a39d3bb76fcfc008ade2154e1c17f" target="_blank" rel="noopener" class="mycode_url">https://gyazo.com/514a39d3bb76fcfc008ade2154e1c17f</a><br />
<a href="https://gyazo.com/75268c0ca4e1b2069950eadaff5ac682" target="_blank" rel="noopener" class="mycode_url">https://gyazo.com/75268c0ca4e1b2069950eadaff5ac682</a><br />
<br />
Adding and removing vehicle components<br />
<a href="https://gyazo.com/0535bf301ad416b54600296957ec4da6" target="_blank" rel="noopener" class="mycode_url">https://gyazo.com/0535bf301ad416b54600296957ec4da6</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Procedural Asteroids Tech Demo]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=234</link>
			<pubDate>Wed, 17 Aug 2016 00:38:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=234</guid>
			<description><![CDATA[I made a video to show off the procedural asteroid generation I was working on recently. It runs through the entire algorithm in slow(ish) motion showing off the process from start to finish. Contains Music for Programming Gods of the New Age. <br />
<br />
<br />
<a href="https://www.youtube.com/watch?v=8QBZ_-JNdTU" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=8QBZ_-JNdTU</a>]]></description>
			<content:encoded><![CDATA[I made a video to show off the procedural asteroid generation I was working on recently. It runs through the entire algorithm in slow(ish) motion showing off the process from start to finish. Contains Music for Programming Gods of the New Age. <br />
<br />
<br />
<a href="https://www.youtube.com/watch?v=8QBZ_-JNdTU" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=8QBZ_-JNdTU</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Recommended reading for new developers]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=225</link>
			<pubDate>Mon, 18 Jul 2016 11:28:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=1">bloxgate</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=225</guid>
			<description><![CDATA[Hi all, we've noticed that many people find some of Git's features to be quite intimidating. As such I want to provide some recommended bits of reading to help get everyone up to speed.<br />
<ul class="mycode_list"><li>First off I'd recommend reading chapter 2 (and preferably chapter 3) of the <a href="https://git-scm.com/book/en/v2/Git-Basics-Getting-a-Git-Repository" target="_blank" rel="noopener" class="mycode_url">Git Documentation Book.</a><br />
</li>
<li>Then take a look at theÂ <a href="https://www.atlassian.com/git/tutorials/comparing-workflows/forking-workflow" target="_blank" rel="noopener" class="mycode_url">Forking Workflow guide.</a><br />
</li>
<li>If in doubt, google is your friend.<br />
</li>
<li>If you still need help, just ask in the development Skype chat and we'll do our best to help you.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Hi all, we've noticed that many people find some of Git's features to be quite intimidating. As such I want to provide some recommended bits of reading to help get everyone up to speed.<br />
<ul class="mycode_list"><li>First off I'd recommend reading chapter 2 (and preferably chapter 3) of the <a href="https://git-scm.com/book/en/v2/Git-Basics-Getting-a-Git-Repository" target="_blank" rel="noopener" class="mycode_url">Git Documentation Book.</a><br />
</li>
<li>Then take a look at theÂ <a href="https://www.atlassian.com/git/tutorials/comparing-workflows/forking-workflow" target="_blank" rel="noopener" class="mycode_url">Forking Workflow guide.</a><br />
</li>
<li>If in doubt, google is your friend.<br />
</li>
<li>If you still need help, just ask in the development Skype chat and we'll do our best to help you.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Workflow tutorial for developing ships, shuttles, space stations, asteroid bases]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=218</link>
			<pubDate>Tue, 17 May 2016 13:26:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=218</guid>
			<description><![CDATA[Here is a reasonably comprehensive guide for the full workflow I've developed from start to finish based on our current code. You will need intermediate skill at mapping (or basic skill and a little help), very basic skill with spriting and very basic skill with coding. I'm writing this up so that mappers can get an idea of the full process and we can make contributing a little easier in all areas to hopefully encourage a little more contribution. This is a multidisciplinary process but if you follow the steps carefully and ask for advice/help at different stages along the way anyone can learn to do the full thing. It's also a long guide so you may want to take it in stages, or split the work up between a couple of people. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. Decide the kind of ship or station you want to make, its size and its purpose.</span> For performance reasons we want to minimise the number of things using 2 or more zlevels (separate decks) by themselves but don't be afraid to make something bigger if you want to. Engines are props and there's no other ship mounted machinery like weapons, comms antennae, sensors etc at the moment but leave space for them as they'll get added eventually. Covenant turfs aren't in the code yet so stick to human ships. Space stations and asteroid bases are basically the same as capital ships but a little bit simpler. In the code stations and asteroid bases are treated identically. Anything larger than 20x20 must be either a capital ship or station (not a shuttle) and can use one or more zlevels. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">2. Map the internal layout.</span> Size guidelines for some possible ship/shuttle types are:<br />
<br />
- Small shuttle, dropship, personnel lighter, escape pod: up to 6x6 tiles (shuttle class)<br />
- Large shuttle, tug, gunboat, heavy dropship, small yacht: up to 20x20 tiles (shuttle class)<br />
- Stealth vessel, light freighter, transport ship, patrol boat, sub-prowler/sub-corvette, luxury yacht: 1 zlevel (capital class)<br />
- Corvette, light frigate, medium freighter, personnel transport: 2 zlevels (capital class)<br />
- Frigate, light destroyer, heavy freighter, refinery ship: 3 zlevels (capital class)<br />
- Destroyer, heavy frigate, light cruiser, light carrier, colony ship: 4 zlevels (capital class)<br />
- Heavy cruiser, carrier: 5 zlevels (capital class)<br />
<br />
Space stations and asteroid bases can be anywhere from 1-5+ zlevels depending on their purpose. Shuttle class ships are able to physically move around inside and dock with capital class ships. We can theoretically make shuttles up to around 50x50 or larger, but any larger than 20x20 and gameplay/performance issues crop up. There are also specific turfs you need to use for shuttles. Capital class ships and space stations occupy entire zlevels and have static layouts. On the overmap both type of ships work near identically but should be given different sized sprites to represent their size difference. Place a minimum 50 tile margin of empty space around the edge of anything occupying one or more zlevels. <br />
<br />
Map your shuttles facing north (up) and map your capital ships facing east (right). Don't ask me why because I was probably drunk at the time. I might get drunk and make them the same someday but forget to tell anyone so all the ships suddenly start flying sideways. Spacestations and asteroids can do whatever they want. Make sure that the map z dimension is always 1 and split separate decks off into separate mapfiles labelling then myship-1.dmm myship-2.dmm etc. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">2(a). Shuttle specific stuff</span><br />
<br />
The shuttle code requires that the only turf type used internally are of type /turf/simulated/shuttle/hull (for the shuttle) and /turf/unsimulated/blocker (for any empty space around it). To achieve a desired visual effect, you will need to modify the icon and icon_state of the turf in the map editor to match what you want. To do this right click on the turf, go to the dropdown for it and select "Edit..." then scroll down to where it says icon in the left column. In the right column enter the path of the icon you want to use inside single brackets (eg 'icons/turf/space.dmi') then press "OK". Go to the edit menu again, and this time scroll down to where it says icon_state in the left column and put the name of the icon state you want in the right column in double brackets (eg "plating"). To find a list of possible turf sprites to use, navigate to icons/turf inside Dreammaker. <br />
<br />
For floor turfs (ie are non-dense and non-opaque) use /turf/simulated/shuttle/hull/floor and for windows (dense and non-opaque) /turf/simulated/shuttle/hull/window the parent hull type /turf/simulated/shuttle/hull function as walls (dense and opaque). Don't worry about maglocks, they don't use specific turfs for now. <br />
<br />
Do not map out any areas, but make sure you place exactly 1 APC somewhere (SMES and cabling are optional but there if you want them) and at least 1 /obj/machinery/computer/shuttle_helm to fly the shuttle. Lighting is also required, and you can use ordinary airlocks as normal to divide internal cabins and rooms. Place some /obj/machinery/door/airlock/external/shuttle to allow players to enter and exit the shuttle while it is in flight (not maglocked). Putting the machinery for a cycling airlock is not necessary as most shuttles will be flying to and from hangars or planets with atmosphere, but you can do it if you want (eg for a salvage or SAR shuttle). <br />
<br />
The map file containing this layout should use the exact same dimensions. Eg if your shuttle is 12x15 then the map should be 12x and 15y. <br />
<br />
Nothing other than shuttles should use these turf types. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Get an overmap sprite for your ship or station</span><br />
<br />
Shuttles: the sprite should be around 16x16 from one end to the other (use a standard 32x32 dmi size) with a little bit of leeway either size (eg you could do a 10x10 or 20x20 sprite). Create it as an state in code\modules\overmap\overmap_vehicles\icons\overmap_vehicles.dmi and call it whatever you want but remember it for the next step (4). Make sure the sprite is facing north and don't bother creating directional states. <br />
<br />
Capital ships or space stations: The overmap sprite should be 32x32 for things that are 1 full zlevels, 64x64 for things that are 2 full zlevels, 96x96 for things that are 3 zlevels, 128x128 for things that are 4 or more zlevels. Also include icon states for thrusting and braking (reverse thrust). For the dimensions larger than 32 you will need to use an external editor then import it into Dreammaker, I recommend Paint.NET as it's free, small and fast but with loads of features. Place it as a new icon inside the folder code\modules\overmap\ships and name the icon states "base" "thrust" and "brake" for ships. Make sure all 3 icon states exist (if ship), but just reuse the base sprite if you don't have the extra ones. Make sure the sprites are facing north and don't bother creating directional states. 32x32 station sprites can go into code\modules\overmap\ships\sector_icons.dmi or just as new icons into code\modules\overmap\overmapobj (sorry it's a little bit disorganised). Remember the icon name and icon_state for the next step (4a and 4b and 4c). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">3(a). Shuttle top-down sprites</span><br />
<br />
The top-down sprite is used for the shuttle when it is in flight (eg docking with or leaving a hangar) and the dimensions need to match the full pixel dimensions of the internal layout so an external editor is required. To calculate the size required, count the x width and y-height of the shuttle excluding any empty space then multiply by the standard Byond turf size of 32x32. For example, a shuttle that is 5 turfs wide and 10 turfs high will need a top-down sprite with dimensions 160 (5 x 32) by 320 (10 x 32). <br />
<br />
Once you figure out the required dimensions either obtain the services of an artist or map out the "roof" in Dreammaker using whatever turfs you like then take a screenshot and scale/crop it to the required proportions. Place the image into its own DMI (ensuring it is facing north) and call the icon state "shuttle". Call the icon itself whatever you want, but remember it for the next step (4a). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">3(b). Sensor HUD images</span><br />
<br />
Everything the size of a fighter or larger needs a unique sprite to quickly identify it when it pops up on a player's sensor HUD. The sprite should be 32x32 and grayscale (because it is coloured in according to its faction or light blue for environmental stuff like asteroids and stars). Place the sprite in code\modules\overmap\overmap_vehicles\icons\overmap_vehicle_hud.dmi and name it whatever you want but remember it for the next step (4). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">4(a). Implementing shuttles in code</span><br />
<br />
Open up code\modules\overmap\overmap_vehicles\instances\shuttles.dm then scroll down to the bottom of the file and copy paste the following code at the end:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/machinery/overmap_vehicle/shuttle/my_shuttle_path<br />
 Â  Â name = "My Awesome Shuttlecraft"<br />
 Â  Â desc = "For transporting Super Cool Dudes while making spacey noises with your mouth."<br />
 Â  Â icon = 'code/modules/overmap/overmap_vehicles/shuttles/my_shuttle_icon.dmi'<br />
 Â  Â overmap_icon_state = "unsc_shuttle"<br />
 Â  Â maglock_strength = 8<br />
 Â  Â bound_width = 192<br />
 Â  Â bound_height = 384<br />
 Â  Â layout_file = 'maps/ships/my_shuttle_layout.dmm'<br />
 Â  Â layout_x = 6<br />
 Â  Â layout_y = 12<br />
 Â  Â iff_faction_broadcast = "UNSC"<br />
 Â  Â hull_remaining = 250<br />
 Â  Â hull_max = 250<br />
 Â  Â armour = 75<br />
 Â  Â maglocked_at_spawn = 0</code></div></div><br />
We will now edit some lines to customise this code. Some lines are optional and if they aren't changed then they can be deleted to make the code a little cleaner. We'll go through the lines one by one. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/machinery/overmap_vehicle/shuttle/my_shuttle_path</code></div></div><br />
Change my_shuttle_path to whatever you want but keep it reasonably simple and only use lower case letters and underscores (eg colonial_salvage_shuttle). <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â name = "My Awesome Shuttlecraft"<br />
 Â  Â desc = "For transporting Super Cool Dudes while making spacey noises with your mouth."</code></div></div><br />
Change these to whatever you want. This is what the players see when they mouse over or examine the shuttle. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â icon = 'code/modules/overmap/overmap_vehicles/shuttles/my_shuttle_icon.dmi'</code></div></div><br />
Change this to the icon containing your top down sprite you made in step 3(a).<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â overmap_icon_state = "unsc_shuttle"</code></div></div><br />
This should match the icon_state of the overmap icon you made in step 3. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â maglock_strength = 8</code></div></div><br />
This is the number of adjacent or overlapping walls and floors required to "maglock" or dock with a capital ship. Pick the side you want to use to dock (usually the one with airlocks in it) and this number should be slightly less than that. Eg if the sides of your shuttle are 8 tiles high then the maglock strength should be 6. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â bound_width = 192<br />
 Â  Â bound_height = 384</code></div></div><br />
This should be changed to the exact dimensions of the top down sprite. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â layout_file = 'maps/ships/my_shuttle_layout.dmm'<br />
 Â  Â layout_x = 6<br />
 Â  Â layout_y = 12</code></div></div><br />
Change the layout file to be the map file containing your layout, and make sure the layout_x and layout_y match the map dimensions. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â iff_faction_broadcast = "UNSC"</code></div></div><br />
Optional: Determines the faction alignment for sensors. Available options are "UNSC" "Insurrection" "Covenant". Probably just leave this as UNSC for now because the Insurrection aren't in a habit of broadcasting their presence. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â hull_remaining = 250<br />
 Â  Â hull_max = 250<br />
 Â  Â armour = 75</code></div></div><br />
Optional: hull_remaining and hull_max should be set the same and represent the overall health of the shuttle. armour functions as damage mitigation and anything that deals less damage than this value is ignored. If something deals more damage than the armour value then hull is removed according to the function hull_remaining -= damage / armour means something that deals the same amount of damage as the shuttle has armour will only remove 1 point of hull. Be sensible and look at existing values to balance this. If you're in doubt then don't change it. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â maglocked_at_spawn = 0</code></div></div><br />
Optional: determines if the shuttle spawns in as maglocked (docked) at the start of the game. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">4(b). Implementing capships in code</span><br />
<br />
Open up code\modules\overmap\ships\unique_ships.dm then scroll down to the bottom of the file and copy paste the following code at the end:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/zlevelinfo/ship/my_ship<br />
&nbsp;&nbsp;&nbsp;&nbsp;name = "UNSC Derpaderp"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "For a brick it flies pretty good."<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/my_ship_icon.dmi'<br />
&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"<br />
&nbsp;&nbsp;&nbsp;&nbsp;init_bounds_dims = 96<br />
&nbsp;&nbsp;&nbsp;&nbsp;use_me_to_initialise = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "7th_column"</code></div></div><br />
We'll break it down line by line. Sensors are definitely working but leave speed and acceleration etc alone again for now. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/zlevelinfo/ship/my_ship</code></div></div><br />
Change my_ship to something simple and clear and only using lowercase letters and underscores. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;name = "UNSC Derpaderp"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "For a brick it flies pretty good."</code></div></div><br />
What the players see. Remember that UNSC specifically refers to navy ships (including ONI). For civilian ships use CAA (Colonial Administration Authority), UEGS (United Earth Government Ship), your own made up acronym or nothing at all. The desc should be describe it's origins and purpose while being informative and short. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/my_ship_icon.dmi'</code></div></div><br />
Change this to the icon you made in step 3. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"</code></div></div><br />
For sensor faction purposes. Available values are "UNSC" "Insurrection" "Covenant" but again best left as "UNSC" for now. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;init_bounds_dims = 96</code></div></div><br />
Set this to the dimensions of your overmap sprite (which should be square).<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "7th_column"</code></div></div><br />
Set this to the icon_state you created in step 3(b). <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;use_me_to_initialise = 0</code></div></div><br />
This is a magic number and should be kept as 0. We'll look at it in step 5a. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">4&copy;. Implementing stations and asteroid bases in code</span><br />
<br />
These are the simplest to do. Open up code\modules\overmapobj\unique.dm (it might not exist and need to be created). Scroll to the end and copy paste the following code: <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/overmapobj/my_station_thingy<br />
&nbsp;&nbsp;&nbsp;&nbsp;name = "a station or something"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "a thingy"<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/sector_icons.dmi'<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon_state = "mysprite"<br />
&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"<br />
&nbsp;&nbsp;&nbsp;&nbsp;init_sensors = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "mysensorsprite"</code></div></div><br />
Then we gonna edit some lines. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/overmapobj/my_station_thingy</code></div></div><br />
Change to something short with only lowercase and underscores. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;name = "a station or something"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "a thingy"</code></div></div><br />
What the players see. Do something descriptive. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/sector_icons.dmi'<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon_state = "mysprite"</code></div></div> <br />
Change this to the icon and icon_state you created in step 3. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;init_sensors = 1</code></div></div><br />
Keep this line and make sure it is set to 1. ~~magic~~<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"</code></div></div><br />
This is for sensor alignment colour. Available options are "UNSC" "Insurrection" "Covenant" but you can also set it to any random value and it will stay in grayscale. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "mysensorsprite"</code></div></div><br />
This should match the icon_state you created in step 3(b). Sensors might not setup correctly at the moment but remind me to fix it because it's probably just a quick tweak. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">5. Final steps - testing (read this for shuttles, ships, stations, asteroids)</span><br />
<br />
Press control+k or choose Build -&gt; Compile (from the top menu list). Shuttles can skip the rest and go directly to 5c<br />
<br />
What we need to do now is to make sure the map files are loaded correctly by the code. When they are loaded should be handled by the code (ie the gamemode or whatever code spawns your thing in midround) but we need to do some final stuff to determine how they are loaded. Compile the code and open up each of the map files for your ship or station. If there are any errors double check you have copy pasted the code correctly. In step 4 we defined a metaobject which contains the information on how to properly load, create and initialise our ship or station. Ships and stations/asteroids are done slightly differently (eventually I'm going to make them the same which will simplify this a bit). In order to initialise both and spawn them on the map for testing we need to place a specific meta info object on each of the map files for our thing then place a different kind of meta info object into the overmap at the coordinates we want it to spawn in for testing. <br />
<br />
Note 1: If you can't find it in the object list then remember to click the + for each / in the type path and explore until you find it (make sure you have compiled at the start of this step). <br />
<br />
Note 2: If you are having trouble placing one of the meta info objects make sure your placement cursor type is set to "Add" (an icon of a filled in box with a plus side in the top right corner) which is the leftmost of 3 buttons near the bottom of the middle pane directly left of the map window. If you are in "Fill" mode you might need to click and drag to place the object, and if you are in "Select" mode you won't be able to place it at all. <br />
<br />
Note 3: The object list displays the PATH but not the NAME. Once placed on the map you will see something's name when you right click on it. If done correctly both kinds of meta objects (for ships) or the meta object we place on the overmap (for stations and asteroid bases) should be the same dimensions and sprite as our ship when it appears on the overmap. The meta object we place in the map files for stations and asteroids should just appear as a blue cross.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">5a. Final steps for ships</span><br />
<br />
(i) In the bottom left corner of EACH MAP FILE, place exactly one of that meta object we defined in the code in step 4b (/obj/effect/zlevelinfo/ship/my_ship which you should have renamed). <br />
<br />
(ii) In the top map file (the highest on the list) right click on the meta object we just placed, open up the dropdown list and select "Edit..." then scroll down to where it says use_me_to_initialise in the left hand column. Change the value on the right to 1. This doesn't strictly need to be done on the top map file but it should only be done on exactly one of them. <br />
<br />
(iii) Finally open up the map __overmap.dmm and place a /obj/effect/overmapobj/ship then rename it to exactly the same name as the meta info object we created in step 4(b) and placed down in 5(a)(i). To change the name, right click on it and select "Edit..." then scroll down to where it says "name" in the left column. Put the name into the corresponding box in the right column. Remember the coordinates on the overmap where you placed it, then tick the map files to include them in the DME (note: this should only be done for testing). Delete the object from the overmap after you have finished testing it. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">5b. Final steps for stations/asteroids</span><br />
<br />
(i) In the bottom left corner of EACH MAP FILE, place exactly one of /obj/effect/zlevelinfo and name it the same as the meta info object we created in step 4&copy; (note: the NAME not the TYPE). To change the name, right click on it and select "Edit..." then scroll down to where it says "name" in the left column. Put the name into the corresponding box in the right column. <br />
<br />
(ii) In the top map file (the highest on the list) right click on the meta object we just placed, open up the dropdown list and select "Edit..." then scroll down to where it says use_me_to_initialise in the left hand column. Change the value on the right to 1. This doesn't strictly need to be done on the top map file but it should only be done on exactly one of them. <br />
<br />
(iii) Finally open up the map __overmap.dmm and place a /obj/effect/overmapobj then rename it to exactly the same name as the meta info object we created in step 4&copy;. To change the name, right click on it and select "Edit..." then scroll down to where it says "name" in the left column. Put the name into the corresponding box in the right column. Remember the coordinates on the overmap where you placed it, then tick the map files to include them in the DME (note: this should only be done for testing). Delete the object from the overmap after you have finished testing it. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">5c. Final steps for shuttles</span><br />
<br />
Shuttles should simply be placed into a pre-existing ship or station (ie one of the hangars in the cruiser map) and they're good to go (make sure your map cursor is set to "Add" mode). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">6. Running the code and testing your thingy</span><br />
<br />
Recompile and run your code after editing the map. If you are testing a shuttle, just go to where you put it in the cruiser map. Otherwise steer the cruiser to the coordinates you placed your ship on the overmap, jetpack over and start exploring or flying it around. A little creative adminghosting, adminporting and/or var-editing will get you there much faster, or you can place player spawn markers onto your ship and spawn there at round start (a little bit more complex). <br />
<br />
Revisit any of the previous steps to modify or tweak things as needed. This is a long and complex guide so if you have any issues come to me for help. And if you find any bugs or think something is broken, go ahead and create an issue on github to get it addressed! There are also a few tweaks which I need to do which will simplify some stuff like step 5. <br />
<br />
In total this guide is 3.5 hours, 3447 words, 265 lines and 7 standard drinks worth of Sailor Jerry's Caribbean Spiced Rum.]]></description>
			<content:encoded><![CDATA[Here is a reasonably comprehensive guide for the full workflow I've developed from start to finish based on our current code. You will need intermediate skill at mapping (or basic skill and a little help), very basic skill with spriting and very basic skill with coding. I'm writing this up so that mappers can get an idea of the full process and we can make contributing a little easier in all areas to hopefully encourage a little more contribution. This is a multidisciplinary process but if you follow the steps carefully and ask for advice/help at different stages along the way anyone can learn to do the full thing. It's also a long guide so you may want to take it in stages, or split the work up between a couple of people. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. Decide the kind of ship or station you want to make, its size and its purpose.</span> For performance reasons we want to minimise the number of things using 2 or more zlevels (separate decks) by themselves but don't be afraid to make something bigger if you want to. Engines are props and there's no other ship mounted machinery like weapons, comms antennae, sensors etc at the moment but leave space for them as they'll get added eventually. Covenant turfs aren't in the code yet so stick to human ships. Space stations and asteroid bases are basically the same as capital ships but a little bit simpler. In the code stations and asteroid bases are treated identically. Anything larger than 20x20 must be either a capital ship or station (not a shuttle) and can use one or more zlevels. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">2. Map the internal layout.</span> Size guidelines for some possible ship/shuttle types are:<br />
<br />
- Small shuttle, dropship, personnel lighter, escape pod: up to 6x6 tiles (shuttle class)<br />
- Large shuttle, tug, gunboat, heavy dropship, small yacht: up to 20x20 tiles (shuttle class)<br />
- Stealth vessel, light freighter, transport ship, patrol boat, sub-prowler/sub-corvette, luxury yacht: 1 zlevel (capital class)<br />
- Corvette, light frigate, medium freighter, personnel transport: 2 zlevels (capital class)<br />
- Frigate, light destroyer, heavy freighter, refinery ship: 3 zlevels (capital class)<br />
- Destroyer, heavy frigate, light cruiser, light carrier, colony ship: 4 zlevels (capital class)<br />
- Heavy cruiser, carrier: 5 zlevels (capital class)<br />
<br />
Space stations and asteroid bases can be anywhere from 1-5+ zlevels depending on their purpose. Shuttle class ships are able to physically move around inside and dock with capital class ships. We can theoretically make shuttles up to around 50x50 or larger, but any larger than 20x20 and gameplay/performance issues crop up. There are also specific turfs you need to use for shuttles. Capital class ships and space stations occupy entire zlevels and have static layouts. On the overmap both type of ships work near identically but should be given different sized sprites to represent their size difference. Place a minimum 50 tile margin of empty space around the edge of anything occupying one or more zlevels. <br />
<br />
Map your shuttles facing north (up) and map your capital ships facing east (right). Don't ask me why because I was probably drunk at the time. I might get drunk and make them the same someday but forget to tell anyone so all the ships suddenly start flying sideways. Spacestations and asteroids can do whatever they want. Make sure that the map z dimension is always 1 and split separate decks off into separate mapfiles labelling then myship-1.dmm myship-2.dmm etc. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">2(a). Shuttle specific stuff</span><br />
<br />
The shuttle code requires that the only turf type used internally are of type /turf/simulated/shuttle/hull (for the shuttle) and /turf/unsimulated/blocker (for any empty space around it). To achieve a desired visual effect, you will need to modify the icon and icon_state of the turf in the map editor to match what you want. To do this right click on the turf, go to the dropdown for it and select "Edit..." then scroll down to where it says icon in the left column. In the right column enter the path of the icon you want to use inside single brackets (eg 'icons/turf/space.dmi') then press "OK". Go to the edit menu again, and this time scroll down to where it says icon_state in the left column and put the name of the icon state you want in the right column in double brackets (eg "plating"). To find a list of possible turf sprites to use, navigate to icons/turf inside Dreammaker. <br />
<br />
For floor turfs (ie are non-dense and non-opaque) use /turf/simulated/shuttle/hull/floor and for windows (dense and non-opaque) /turf/simulated/shuttle/hull/window the parent hull type /turf/simulated/shuttle/hull function as walls (dense and opaque). Don't worry about maglocks, they don't use specific turfs for now. <br />
<br />
Do not map out any areas, but make sure you place exactly 1 APC somewhere (SMES and cabling are optional but there if you want them) and at least 1 /obj/machinery/computer/shuttle_helm to fly the shuttle. Lighting is also required, and you can use ordinary airlocks as normal to divide internal cabins and rooms. Place some /obj/machinery/door/airlock/external/shuttle to allow players to enter and exit the shuttle while it is in flight (not maglocked). Putting the machinery for a cycling airlock is not necessary as most shuttles will be flying to and from hangars or planets with atmosphere, but you can do it if you want (eg for a salvage or SAR shuttle). <br />
<br />
The map file containing this layout should use the exact same dimensions. Eg if your shuttle is 12x15 then the map should be 12x and 15y. <br />
<br />
Nothing other than shuttles should use these turf types. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. Get an overmap sprite for your ship or station</span><br />
<br />
Shuttles: the sprite should be around 16x16 from one end to the other (use a standard 32x32 dmi size) with a little bit of leeway either size (eg you could do a 10x10 or 20x20 sprite). Create it as an state in code\modules\overmap\overmap_vehicles\icons\overmap_vehicles.dmi and call it whatever you want but remember it for the next step (4). Make sure the sprite is facing north and don't bother creating directional states. <br />
<br />
Capital ships or space stations: The overmap sprite should be 32x32 for things that are 1 full zlevels, 64x64 for things that are 2 full zlevels, 96x96 for things that are 3 zlevels, 128x128 for things that are 4 or more zlevels. Also include icon states for thrusting and braking (reverse thrust). For the dimensions larger than 32 you will need to use an external editor then import it into Dreammaker, I recommend Paint.NET as it's free, small and fast but with loads of features. Place it as a new icon inside the folder code\modules\overmap\ships and name the icon states "base" "thrust" and "brake" for ships. Make sure all 3 icon states exist (if ship), but just reuse the base sprite if you don't have the extra ones. Make sure the sprites are facing north and don't bother creating directional states. 32x32 station sprites can go into code\modules\overmap\ships\sector_icons.dmi or just as new icons into code\modules\overmap\overmapobj (sorry it's a little bit disorganised). Remember the icon name and icon_state for the next step (4a and 4b and 4c). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">3(a). Shuttle top-down sprites</span><br />
<br />
The top-down sprite is used for the shuttle when it is in flight (eg docking with or leaving a hangar) and the dimensions need to match the full pixel dimensions of the internal layout so an external editor is required. To calculate the size required, count the x width and y-height of the shuttle excluding any empty space then multiply by the standard Byond turf size of 32x32. For example, a shuttle that is 5 turfs wide and 10 turfs high will need a top-down sprite with dimensions 160 (5 x 32) by 320 (10 x 32). <br />
<br />
Once you figure out the required dimensions either obtain the services of an artist or map out the "roof" in Dreammaker using whatever turfs you like then take a screenshot and scale/crop it to the required proportions. Place the image into its own DMI (ensuring it is facing north) and call the icon state "shuttle". Call the icon itself whatever you want, but remember it for the next step (4a). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">3(b). Sensor HUD images</span><br />
<br />
Everything the size of a fighter or larger needs a unique sprite to quickly identify it when it pops up on a player's sensor HUD. The sprite should be 32x32 and grayscale (because it is coloured in according to its faction or light blue for environmental stuff like asteroids and stars). Place the sprite in code\modules\overmap\overmap_vehicles\icons\overmap_vehicle_hud.dmi and name it whatever you want but remember it for the next step (4). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">4(a). Implementing shuttles in code</span><br />
<br />
Open up code\modules\overmap\overmap_vehicles\instances\shuttles.dm then scroll down to the bottom of the file and copy paste the following code at the end:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/machinery/overmap_vehicle/shuttle/my_shuttle_path<br />
 Â  Â name = "My Awesome Shuttlecraft"<br />
 Â  Â desc = "For transporting Super Cool Dudes while making spacey noises with your mouth."<br />
 Â  Â icon = 'code/modules/overmap/overmap_vehicles/shuttles/my_shuttle_icon.dmi'<br />
 Â  Â overmap_icon_state = "unsc_shuttle"<br />
 Â  Â maglock_strength = 8<br />
 Â  Â bound_width = 192<br />
 Â  Â bound_height = 384<br />
 Â  Â layout_file = 'maps/ships/my_shuttle_layout.dmm'<br />
 Â  Â layout_x = 6<br />
 Â  Â layout_y = 12<br />
 Â  Â iff_faction_broadcast = "UNSC"<br />
 Â  Â hull_remaining = 250<br />
 Â  Â hull_max = 250<br />
 Â  Â armour = 75<br />
 Â  Â maglocked_at_spawn = 0</code></div></div><br />
We will now edit some lines to customise this code. Some lines are optional and if they aren't changed then they can be deleted to make the code a little cleaner. We'll go through the lines one by one. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/machinery/overmap_vehicle/shuttle/my_shuttle_path</code></div></div><br />
Change my_shuttle_path to whatever you want but keep it reasonably simple and only use lower case letters and underscores (eg colonial_salvage_shuttle). <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â name = "My Awesome Shuttlecraft"<br />
 Â  Â desc = "For transporting Super Cool Dudes while making spacey noises with your mouth."</code></div></div><br />
Change these to whatever you want. This is what the players see when they mouse over or examine the shuttle. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â icon = 'code/modules/overmap/overmap_vehicles/shuttles/my_shuttle_icon.dmi'</code></div></div><br />
Change this to the icon containing your top down sprite you made in step 3(a).<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â overmap_icon_state = "unsc_shuttle"</code></div></div><br />
This should match the icon_state of the overmap icon you made in step 3. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â maglock_strength = 8</code></div></div><br />
This is the number of adjacent or overlapping walls and floors required to "maglock" or dock with a capital ship. Pick the side you want to use to dock (usually the one with airlocks in it) and this number should be slightly less than that. Eg if the sides of your shuttle are 8 tiles high then the maglock strength should be 6. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â bound_width = 192<br />
 Â  Â bound_height = 384</code></div></div><br />
This should be changed to the exact dimensions of the top down sprite. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â layout_file = 'maps/ships/my_shuttle_layout.dmm'<br />
 Â  Â layout_x = 6<br />
 Â  Â layout_y = 12</code></div></div><br />
Change the layout file to be the map file containing your layout, and make sure the layout_x and layout_y match the map dimensions. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â iff_faction_broadcast = "UNSC"</code></div></div><br />
Optional: Determines the faction alignment for sensors. Available options are "UNSC" "Insurrection" "Covenant". Probably just leave this as UNSC for now because the Insurrection aren't in a habit of broadcasting their presence. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â hull_remaining = 250<br />
 Â  Â hull_max = 250<br />
 Â  Â armour = 75</code></div></div><br />
Optional: hull_remaining and hull_max should be set the same and represent the overall health of the shuttle. armour functions as damage mitigation and anything that deals less damage than this value is ignored. If something deals more damage than the armour value then hull is removed according to the function hull_remaining -= damage / armour means something that deals the same amount of damage as the shuttle has armour will only remove 1 point of hull. Be sensible and look at existing values to balance this. If you're in doubt then don't change it. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Â  Â maglocked_at_spawn = 0</code></div></div><br />
Optional: determines if the shuttle spawns in as maglocked (docked) at the start of the game. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">4(b). Implementing capships in code</span><br />
<br />
Open up code\modules\overmap\ships\unique_ships.dm then scroll down to the bottom of the file and copy paste the following code at the end:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/zlevelinfo/ship/my_ship<br />
&nbsp;&nbsp;&nbsp;&nbsp;name = "UNSC Derpaderp"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "For a brick it flies pretty good."<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/my_ship_icon.dmi'<br />
&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"<br />
&nbsp;&nbsp;&nbsp;&nbsp;init_bounds_dims = 96<br />
&nbsp;&nbsp;&nbsp;&nbsp;use_me_to_initialise = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "7th_column"</code></div></div><br />
We'll break it down line by line. Sensors are definitely working but leave speed and acceleration etc alone again for now. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/zlevelinfo/ship/my_ship</code></div></div><br />
Change my_ship to something simple and clear and only using lowercase letters and underscores. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;name = "UNSC Derpaderp"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "For a brick it flies pretty good."</code></div></div><br />
What the players see. Remember that UNSC specifically refers to navy ships (including ONI). For civilian ships use CAA (Colonial Administration Authority), UEGS (United Earth Government Ship), your own made up acronym or nothing at all. The desc should be describe it's origins and purpose while being informative and short. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/my_ship_icon.dmi'</code></div></div><br />
Change this to the icon you made in step 3. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"</code></div></div><br />
For sensor faction purposes. Available values are "UNSC" "Insurrection" "Covenant" but again best left as "UNSC" for now. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;init_bounds_dims = 96</code></div></div><br />
Set this to the dimensions of your overmap sprite (which should be square).<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "7th_column"</code></div></div><br />
Set this to the icon_state you created in step 3(b). <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;use_me_to_initialise = 0</code></div></div><br />
This is a magic number and should be kept as 0. We'll look at it in step 5a. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">4&copy;. Implementing stations and asteroid bases in code</span><br />
<br />
These are the simplest to do. Open up code\modules\overmapobj\unique.dm (it might not exist and need to be created). Scroll to the end and copy paste the following code: <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/overmapobj/my_station_thingy<br />
&nbsp;&nbsp;&nbsp;&nbsp;name = "a station or something"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "a thingy"<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/sector_icons.dmi'<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon_state = "mysprite"<br />
&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"<br />
&nbsp;&nbsp;&nbsp;&nbsp;init_sensors = 1<br />
&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "mysensorsprite"</code></div></div><br />
Then we gonna edit some lines. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>/obj/effect/overmapobj/my_station_thingy</code></div></div><br />
Change to something short with only lowercase and underscores. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;name = "a station or something"<br />
&nbsp;&nbsp;&nbsp;&nbsp;desc = "a thingy"</code></div></div><br />
What the players see. Do something descriptive. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;icon = 'code/modules/overmap/ships/sector_icons.dmi'<br />
&nbsp;&nbsp;&nbsp;&nbsp;icon_state = "mysprite"</code></div></div> <br />
Change this to the icon and icon_state you created in step 3. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;init_sensors = 1</code></div></div><br />
Keep this line and make sure it is set to 1. ~~magic~~<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;faction = "UNSC"</code></div></div><br />
This is for sensor alignment colour. Available options are "UNSC" "Insurrection" "Covenant" but you can also set it to any random value and it will stay in grayscale. <br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>&nbsp;&nbsp;&nbsp;&nbsp;sensor_icon_state = "mysensorsprite"</code></div></div><br />
This should match the icon_state you created in step 3(b). Sensors might not setup correctly at the moment but remind me to fix it because it's probably just a quick tweak. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">5. Final steps - testing (read this for shuttles, ships, stations, asteroids)</span><br />
<br />
Press control+k or choose Build -&gt; Compile (from the top menu list). Shuttles can skip the rest and go directly to 5c<br />
<br />
What we need to do now is to make sure the map files are loaded correctly by the code. When they are loaded should be handled by the code (ie the gamemode or whatever code spawns your thing in midround) but we need to do some final stuff to determine how they are loaded. Compile the code and open up each of the map files for your ship or station. If there are any errors double check you have copy pasted the code correctly. In step 4 we defined a metaobject which contains the information on how to properly load, create and initialise our ship or station. Ships and stations/asteroids are done slightly differently (eventually I'm going to make them the same which will simplify this a bit). In order to initialise both and spawn them on the map for testing we need to place a specific meta info object on each of the map files for our thing then place a different kind of meta info object into the overmap at the coordinates we want it to spawn in for testing. <br />
<br />
Note 1: If you can't find it in the object list then remember to click the + for each / in the type path and explore until you find it (make sure you have compiled at the start of this step). <br />
<br />
Note 2: If you are having trouble placing one of the meta info objects make sure your placement cursor type is set to "Add" (an icon of a filled in box with a plus side in the top right corner) which is the leftmost of 3 buttons near the bottom of the middle pane directly left of the map window. If you are in "Fill" mode you might need to click and drag to place the object, and if you are in "Select" mode you won't be able to place it at all. <br />
<br />
Note 3: The object list displays the PATH but not the NAME. Once placed on the map you will see something's name when you right click on it. If done correctly both kinds of meta objects (for ships) or the meta object we place on the overmap (for stations and asteroid bases) should be the same dimensions and sprite as our ship when it appears on the overmap. The meta object we place in the map files for stations and asteroids should just appear as a blue cross.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">5a. Final steps for ships</span><br />
<br />
(i) In the bottom left corner of EACH MAP FILE, place exactly one of that meta object we defined in the code in step 4b (/obj/effect/zlevelinfo/ship/my_ship which you should have renamed). <br />
<br />
(ii) In the top map file (the highest on the list) right click on the meta object we just placed, open up the dropdown list and select "Edit..." then scroll down to where it says use_me_to_initialise in the left hand column. Change the value on the right to 1. This doesn't strictly need to be done on the top map file but it should only be done on exactly one of them. <br />
<br />
(iii) Finally open up the map __overmap.dmm and place a /obj/effect/overmapobj/ship then rename it to exactly the same name as the meta info object we created in step 4(b) and placed down in 5(a)(i). To change the name, right click on it and select "Edit..." then scroll down to where it says "name" in the left column. Put the name into the corresponding box in the right column. Remember the coordinates on the overmap where you placed it, then tick the map files to include them in the DME (note: this should only be done for testing). Delete the object from the overmap after you have finished testing it. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">5b. Final steps for stations/asteroids</span><br />
<br />
(i) In the bottom left corner of EACH MAP FILE, place exactly one of /obj/effect/zlevelinfo and name it the same as the meta info object we created in step 4&copy; (note: the NAME not the TYPE). To change the name, right click on it and select "Edit..." then scroll down to where it says "name" in the left column. Put the name into the corresponding box in the right column. <br />
<br />
(ii) In the top map file (the highest on the list) right click on the meta object we just placed, open up the dropdown list and select "Edit..." then scroll down to where it says use_me_to_initialise in the left hand column. Change the value on the right to 1. This doesn't strictly need to be done on the top map file but it should only be done on exactly one of them. <br />
<br />
(iii) Finally open up the map __overmap.dmm and place a /obj/effect/overmapobj then rename it to exactly the same name as the meta info object we created in step 4&copy;. To change the name, right click on it and select "Edit..." then scroll down to where it says "name" in the left column. Put the name into the corresponding box in the right column. Remember the coordinates on the overmap where you placed it, then tick the map files to include them in the DME (note: this should only be done for testing). Delete the object from the overmap after you have finished testing it. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">5c. Final steps for shuttles</span><br />
<br />
Shuttles should simply be placed into a pre-existing ship or station (ie one of the hangars in the cruiser map) and they're good to go (make sure your map cursor is set to "Add" mode). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">6. Running the code and testing your thingy</span><br />
<br />
Recompile and run your code after editing the map. If you are testing a shuttle, just go to where you put it in the cruiser map. Otherwise steer the cruiser to the coordinates you placed your ship on the overmap, jetpack over and start exploring or flying it around. A little creative adminghosting, adminporting and/or var-editing will get you there much faster, or you can place player spawn markers onto your ship and spawn there at round start (a little bit more complex). <br />
<br />
Revisit any of the previous steps to modify or tweak things as needed. This is a long and complex guide so if you have any issues come to me for help. And if you find any bugs or think something is broken, go ahead and create an issue on github to get it addressed! There are also a few tweaks which I need to do which will simplify some stuff like step 5. <br />
<br />
In total this guide is 3.5 hours, 3447 words, 265 lines and 7 standard drinks worth of Sailor Jerry's Caribbean Spiced Rum.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Open Alpha: ETA Soon TM (the final crunch!)]]></title>
			<link>https://projectunsc.org/forum/showthread.php?tid=204</link>
			<pubDate>Wed, 24 Feb 2016 13:35:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://projectunsc.org/forum/member.php?action=profile&uid=10">Cael_Aislinn</a>]]></dc:creator>
			<guid isPermaLink="false">https://projectunsc.org/forum/showthread.php?tid=204</guid>
			<description><![CDATA[We had a lil strategy meeting tonight and we're down to the last few items before the official public launch: mapping in the hangars into the cruiser and Insurrection asteroid base and coding in system-wide sensors. There's also a bunch of other features which may make it in (like NPC ships and ship turrets) but at this stage are more likely to get delayed into the weeks or months post-launch. <br />
<br />
I don't wanna put a date on it but we're looking at late next week for the earliest and probably a fortnight or so on the outside.]]></description>
			<content:encoded><![CDATA[We had a lil strategy meeting tonight and we're down to the last few items before the official public launch: mapping in the hangars into the cruiser and Insurrection asteroid base and coding in system-wide sensors. There's also a bunch of other features which may make it in (like NPC ships and ship turrets) but at this stage are more likely to get delayed into the weeks or months post-launch. <br />
<br />
I don't wanna put a date on it but we're looking at late next week for the earliest and probably a fortnight or so on the outside.]]></content:encoded>
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