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Home Page: https://nuclear14.com
License: GNU Affero General Public License v3.0
Multiplayer survival role-playing game set in a post-nuclear apocalyptic world
Home Page: https://nuclear14.com
License: GNU Affero General Public License v3.0
Food
Need to remove this for most if not all wasteland animals
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Generic TODO list of basic gameplay stuff we need.
So the crate I added as a special type that needs destroyed to drop its loot apparently can swallow items.
I think the components need changed so it's a crate type storage rather then an item type storage so that you can't put things in it unless it's "open".
They also need deconstruction graphs that empty their contents and give planks.
These aren't final but rather a guide for anyone looking to add vendors to the game.
These will need appropriate sprites and it would be nice if complementary posters and signs (wall, floor) are added too, even if just a logo.
Having variants of similar vendors would also be nice for variety in inventories.
YoutTool = H&H Tools / Snap-Off
Robotics = RobCo Vendor / General Atomics
Janitor = Abraxodyne Vendor
Chemistry = Abraxodyne Chemicals Vendor
Medical = Med-Tec Vendor
Botany = Greenway Hydroponics Vendor
Non definitive list, open to more suggestions.
During the update I found out you can get ores, but crafting recipe calls for "raw" version which obviously isn't the ores. There is no way to convert ores into raw materials.
Sack interaction is wonky... I honestly don't know what to make of them or what they're really for. Are they something of an AOE pickup thing? Maybe recycling things into their default parts? I really don't know what they do since you can put stuff into them, but they don't have inventory UI.
Ores look like any other rocks. I broke the entire NE of the map to find very few ores. Of which only like 2-3 were lead/sulfur and fertilizer?
Why are you an ore?
This is straight up just illegal.
The loot pool needs updating on certain weapons and ammo types. The ones I am aware of are as follows...
5.56
12.7
22lr
45
308
There is only the hiking backpack military backpack added to the map itself. There is no way to get any backpack, belt or webbing other than those 2 world spawns.
Similar to backpacks there are too few in the pool and listing out all the ones which aren't added would be too lengthy.
Once again, there are too many to list as there is only a very short circulation of armors, gloves, boots and helmets. Some of which aren't even in circulation.
The best way to sort out the clothing and backpacks is for them to be in the loadout sections.
As for armors, belts and similar. There should be a limited amount in the pool which will be scrap and rare interesting ones with some unique around map.
There is a lack of roles people can take even in survival to interact with each other. Making just a little tiny bit like doctor, farmer, guard and such would make even the wave survival run a bit smoother due to people having jobs.
Also having a dedicated doctor would mean people aren't entirely out of the round when one dies. Since there would be a defib. Maybe blood even.
Add construction for:
Upstream PR 13157 introduced job and department description tooltips.
Once this is merged into the stable branch we'll need to add these for our factions and roles.
Easy job for any new contributor as it's just localising the descriptions, look at the upstream PR for reference.
A list of TODOs both from PRs and from code comments.
This is stuff left out of an original PR due to time, complexity or lacking other features and have been made "TODO" in order to get the PR out and not feature creep and delay PRs.
berserkpowder, bitterdrink, healingpowder, healingpoultice, hydra, traumapack, mourningpoultice
apparently I must have removed this because it used to work. Maybe re-evaluate their size as well as their mask
Given this fork is brand new, we need to remove all references to SS14 throughout, including entities that are specific to SS14 and cannot be reused.
Where possible, leave examples of entities rather than straight removing everything, and also where possible, change names, sprites and descriptions of existing stuff that can be reused.
Additional context
Feel free to do this folder at a time or subject at a time.
I want revolvers to be either loadable directly from the 44 dispensers or have speed loaders. They are a nightmare to use right now. That's all.
When some players are playing a round and it ends, when the next round goes to lobby they have an option to join but not to ready up. Thus they need to reconnect to correct it.
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When you try to craft a sack, it breaks all the interactions with crafting.
(it could be also caused by moving while crafting sack)
Bit of a To Do list to get sunnyvale ready.
mapping
Rotated bounding boxes for street lights are wrong.
Because street lights are mapped only and not constructed, we can make the bounding box simple,and just make a separate entity for the rotated sprite.
One entity for up down, one for left right. Will have to do this for some other pre war stuff too that doesn't do well rotated.
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Essentially our player base is currently upstream so the faction is nanotrasen.
We need to copy this base and modify it to suit our needs as a new base. Easy for new contributors.
Then we need variations on it for our main factions (mainly looking at Vault, Wasteland and Enclave as these are most likely to have turrets, maybe BoS too).
This is so that automatic defences don't kill people of that faction e.g. pre war bunkers killing enclave.
Animals will also need a base mob down the line with the animal faction. This is so we can create a perk (trait) that adds that faction to the player for Animal Friend.
Non player facing.
I don't see why we have a separate yml file for having all the playtime tracking entities when it can just be added to the bottom of the actual role.yml file, just like starting gear is.
Keeps everything in one neat place relevant to that role and reduces file changes / commits.
Will do this when I'm at a computer that can do one commit instead of singles.
There's plenty of people going into the game as deathclaws and breaking electrical grids and similar which makes it a nightmare to play even in the wave mode. Doubly so since it's stuff you cannot fix.
You can offcourse make other lights, but the moment round 10 hits. There's someone breaking power. I reckon explaining deathclaw intelligence better or making certain power stuff unbreakable should fix this.
See Sunnyvale To Do list for other things that need added.
Peptide Specific Stuff
[infolinks] discord = "" github = "" patreon = "" website = "" wiki = ""
Notafet Tasks
Experienced Coder Tasks
Anyones Tasks
They spawned when we ran sunnyvale, needs turned off.
Currently the only real noticeable use for the SPECIAL is the minor bonuses and the funny talk below 3 INT.
I want everyone to dump their ideas for unique interactions which can be applicable for different point levels in SPECIAL.
Gary has the sprites.
Quite easy to add a new species to the game however they need to be whitelist only.
The main issue is we need a bunch of unique clothing for them as well as inhands sprites for most / all weapons and items unique to then
So, I think the next step for normal playability is to have different ways to make gauze or get cloth other than taking apart clothes. You get plenty of them from looting, but in RP there will be few players in towns looting and it'll depend on luck and previous storage.
Being able to make brute, burn and blood packs is also a huge thing since you are unable to make stims without blood packs, but there is no way to get them as I mentioned earlier.
Similarly, there should be ways to revive people and defib is the only way and not all factions have access to it, but you can always make a version which doesn't require battery but has some kind of other requirement. Like smelling salts for example!
So I'm reseting the codebase to upstream as of todays commit.
To save my sanity instead of cherry picking every commit we ever had over the past 2 years I'm copying over all relevant resources files. This means NO CODE will be transferred over, as its the code portions that are outdated and hard to maintain by myself.
As such below is a list of things that were a casualty of the move and in another list, everything that would be nice to be fixed and any relevant information I can find.
ClothingSpecialModifier
in Head and OuterClothing as well as check prototypes/nuclear14/special
and # TODO:RESET:STATS
# TODO:RESET:TIMEDSTORAGEFILL
to find all relevant commented out entities.# TODO:RESET:WAVEDEFENCE
to find all relevant commented out entities.# TODO:RESET:WAVEDEFENCE
There may be more code related stuff I missed but this is a 2 year old codebase now near enough and it's hard to track.
No that's it. Making gunpowder doesn't yield gunpowder.
More drug reactions / crafting is easy enough to add. We need to:
To give our resident spriters something to do and save my sanity here's a bunch of stuff we need.
Reminder that if you can make sprites as 64x64 instead of 32x32 please do. If you find 32x32 easier, feel free to use that but it may get replaced if a higher resolution sprite becomes available.
You can submit them as bare sprites or I can show you how to do an official pull request and do the full .rsi file, or use an existing example, it's real easy
Found a nice list of reference images from Fallout 2 here.
Bold indicates higher priority.
All weapons should come with relevant equipped sprites e.g. back for large guns and belt for small guns.
From PR #138
In order of importance. Can be 32x32 or 64x64 but where we need more detail such as for ghouls I recommend 64x64.
Use the upstream hand gathering system once merged for wasteland plants and scrap loot piles.
Reproduction
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We need guidebook entries for all sorts of stuff to help guide players new to the fallout universe, new to RP and just curious about learning more.
Below is an outline of guidebooks that need added, as well as a guide below that on how to contribute guidebooks for newbies.
Factions
Weapons & Ammo
Lore
Mobs / AI
Medicine
Crafting
Check out pull request #153 and check out the file changes page to see what it takes to add guidebooks.
Guidebooks consist of:
Resources/Prototypes/Nuclear14/Guidebooks
. This is a yml file and easily edited in notepad++ like the other files.Resources/Locale/en-US/Nuclear14/guidebooks.ftl
and these are what translate the file name to something readable in game. Simple format e.g. guide-entry-nuclear14 = Nuclear 14
/ServerInfo/Guidebook/Nuclear14/
but go up a folder and you'll see the upstream entries for guidance.Now let's explore the factions guidebooks to see what needs to be done to structure some guidebook entries.:
- type: guideEntry
id: Factions
name: guide-entry-factions
text: "/ServerInfo/Guidebook/Nuclear14/Factions/factions.xml"
children:
- BrotherhoodOfSteel
- CaravanCompany
- NCR
- Townsfolk
- Tribes
- VaultDwellers
- Wastelanders
- MinorFactions
# Brotherhood of Steel
- type: guideEntry
id: BrotherhoodOfSteel
name: guide-entry-brotherhoodofsteel
text: "/ServerInfo/Guidebook/Nuclear14/Factions/BrotherhoodOfSteel/index.xml"
children:
- BrotherhoodMidwest
- BrotherhoodWashington
# Midwest Chapter
- type: guideEntry
id: BrotherhoodMidwest
name: guide-entry-brotherhoodmidwest
text: "/ServerInfo/Guidebook/Nuclear14/Factions/BrotherhoodOfSteel/midwestmain.xml"
Above is an example of a top level directory, in this face Factions. Factions is a child of Nuclear14
as specified in another guidebook prototype but in this file Factions
also has it's own children listed. One of the entries is BrotherhoodOfSteel
. This matches the ID on the next entry down. The children ID and the guideEntry
ID must match for it to show as a child entry in game. This is repeated again for the individual faction entry with no children at the bottom.
In each case we can see a unique ID for each entry linked to the above entry through the children:
list, each one has a name specified as guide-entry-name
which links to our localisation file mentioned earlier, and finally a text:
path which leads to the xml document with the contents.
Holograms.
Limited to the range of an emitter.
Portable emitter for hologram companions.
Immune to all damage except energy.
Some fork had them? Park maybe.
For reference this is the little 1 tile bunker door found in the nuclear plant.
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Unable to open or interact with sack other than put stuff in it.
Inventory interaction is a bit broken with it.
This is a feature tracker issue for the branch / PR I'm currently working on to add loadouts to all of our current roles.
Turning this into an issue because it's currently a blank slate so you can't just add a loadout for everything; this highlights entities that are missing that we need to complete the loadout as well as storage fills / catalogues like filled backpacks that are required for completing loadouts.
This issue will grow and shrink as a checklist.
General
Brotherhood Related
Caravan Related
NCR Related
Tribal Related
Vault Related
Wastelanders
Additional Roles (events, etc)
Yep, title says it all
Yes.
See title.
As per title. Find the PRs that add CPR and any relevant more recent fixes, extract what's needed and PR here.
Pretty easy issue for anyone to take on.
Up for debate but I think we should probably change some of the fonts to be more styalised.
https://github.com/space-wizards/space-station-14/pull/2159/files
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far too much money is being put in random spawners. hundreds.
See title, instead of tacking on our own localisation entries to existing files we should segregate them into our own files to further reduce conflicts with upstream.
The only things that currently have .ftl info as far as I'm aware are the roles/job names and supervisor entries as well as any drugs in the game.
Upstream are slowly adding localisation information for a lot of systems so it makes sense to get our ducks in a row now.
Additional context
.ftl information can be split into macro file names such as drugs.ftl, reagents.ftl, roles.ftl
AI are spawning around the edge of the map and aren't rushing at players despite having an ESP range of 1000.
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Raised this as an upstream issue as they can surely benefit from it.
space-wizards/space-station-14#17944
Essentially, an option to specify a prototype that you need to be near to fulfil the crafting e.g fire pit, oven, workbench, reloading bench.
Even further it would be better to hide or categorise said recipes based on what you can do based on what's near you.
Welp, time to go over all this.
This is a basic roadmap to the changes needed to get the minimum viable product out the door and launch the server. Largely this ties into #2 and involves respriting and porting of content.
Not everything here is required but a lot of them are easy low hanging fruit, and are needed in the long run so it's a list of things for people to pick from.
All changes should go in the Nuclear14 folder then resources or textures, and shouldn't alter the original files. Make a new base item if possible to inherit.
I'll add to this when I get some more time.
List of plants and their requirements
removed from scope
To do:
Medicine
Stretch goals
Sassafras tree = root for tea and root beer.
Cotton plant
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