Website: http://nsv.beestation13.com Code: https://github.com/Beestation/NSV13 Wiki: https://nsv.beestation13.com/wiki/Main_Page
There are a number of ways to download the source code. Some are described here, an alternative all-inclusive guide is also located at https://wiki.beestation13.com/view/Downloading_the_source_code
Option 1: Follow this: https://nsv.beestation13.com/wiki/Setting_up_git
Option 2: Download the source code as a zip by clicking the ZIP button in the code tab of https://github.com/BeeStation/NSV13 (note: this will use a lot of bandwidth if you wish to update and is a lot of hassle if you want to make any changes at all, so it's not recommended.)
You can no longer compile the codebase simply through DreamMaker.
You will find BUILD.bat
in the root folder of NSV13, double-clicking it will initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile. Unix users can directly call ./tools/build/build.
You can no longer compile the codebase simply through Dream Maker.
Building NSV13 in DreamMaker directly is now deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file
.
How to compile in VSCode and other build options.
You will find BUILD.bat
in the root folder of BeeStation, double-clicking it will initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile (particularly the first time). Unix users can directly call ./tools/build/build.
If you see any errors or warnings, something has gone wrong - possibly a corrupt download or the files extracted wrong. If problems persist, ask for assistance in https://discord.gg/Vh8TJp9 or https://nsv.beestation13.com/discord
Once that's done, open up the config folder. You'll want to edit config.txt to set the probabilities for different gamemodes in Secret and to set your server location so that all your players don't get disconnected at the end of each round. It's recommended you don't turn on the gamemodes with probability 0, except Extended, as they have various issues and aren't currently being tested, so they may have unknown and bizarre bugs. Extended is essentially no mode, and isn't in the Secret rotation by default as it's just not very fun.
You'll also want to edit config/admins.txt to remove the default admins and add your own. "Game Master" is the highest level of access, and probably the one you'll want to use for now. You can set up your own ranks and find out more in config/admin_ranks.txt
The format is
byondkey = Rank
where the admin rank must be properly capitalised.
This codebase also depends on a native library called rust-g. A precompiled Windows DLL is included in this repository, but Linux users will need to build and install it themselves. Directions can be found at the rust-g repo.
Finally, to start the server, run Dream Daemon and enter the path to your compiled nsv13.dmb file. Make sure to set the port to the one you specified in the config.txt, and set the Security box to 'Safe'. Then press GO and the server should start up and be ready to join. It is also recommended that you set up the SQL backend (see below).
Just use git, or see the following subsection.
To update an existing installation, first back up your /config and /data folders as these store your server configuration, player preferences and banlist.
Then, extract the new files (preferably into a clean directory, but updating in place should work fine), copy your /config and /data folders back into the new install, overwriting when prompted except if we've specified otherwise, and recompile the game. Once you start the server up again, you should be running the new version.
Hosting requires the Microsoft Visual C++ 2015 Redistributable. Specifically,
vc_redist.x86.exe
. Not the 64-bit version. There is a decent chance you already have it if you've installed a game on Steam.
If you'd like a more robust server hosting option, check out tgstation's server tools suite at https://github.com/tgstation/tgstation-server
NSV13 currently comes equipped with these maps.
- See the _maps folder. We change this too much.
All maps have their own code file that is in the base of the _maps directory. Maps are loaded dynamically when the game starts. Follow this guideline when adding your own map, to your fork, for easy compatibility.
The map that will be loaded for the upcoming round is determined by reading data/next_map.json, which is a copy of the json files found in the _maps tree. If this file does not exist, the default map from config/maps.txt will be loaded. Failing that, BoxStation will be loaded. If you want to set a specific map to load next round you can use the Change Map verb in game before restarting the server or copy a json from _maps to data/next_map.json before starting the server. Also, for debugging purposes, ticking a corresponding map's code file in Dream Maker will force that map to load every round.
If you are hosting a server, and want randomly picked maps to be played each round, you can enable map rotation in config.txt and then set the maps to be picked in the maps.txt file.
Anytime you want to make changes to a map it's imperative you use the Map Merging tools
NSV13 supports loading away missions however they are disabled by default.
Map files for away missions are located in the _maps/RandomZLevels directory. Each away mission includes it's own code definitions located in /code/modules/awaymissions/mission_code. These files must be included and compiled with the server beforehand otherwise the server will crash upon trying to load away missions that lack their code.
To enable an away mission open config/awaymissionconfig.txt
and uncomment one of the .dmm lines by removing the #. If more than one away mission is uncommented then the away mission loader will randomly select one the enabled ones to load.
The SQL backend requires a Mariadb server running 10.2 or later. Mysql is not supported but Mariadb is a drop in replacement for mysql. SQL is required for the library, stats tracking, admin notes, and job-only bans, among other features, mostly related to server administration. Your server details go in /config/dbconfig.txt, and the SQL schema is in /SQL/beestation_schema.sql and /SQL/beestation_schema_prefix.sql depending on if you want table prefixes. More detailed setup instructions are located here: https://wiki.beestation13.com/view/Downloading_the_source_code#Setting_up_the_database
If you are hosting a testing server on windows you can use a standalone version of MariaDB pre load with a blank (but initialized) tgdb database. Find them here: https://tgstation13.download/database/ Just unzip and run for a working (but insecure) database server. Includes a zipped copy of the data folder for easy resetting back to square one.
Web delivery of game resources makes it quicker for players to join and reduces some of the stress on the game server.
- Edit compile_options.dm to set the
PRELOAD_RSC
define to0
- Add a url to config/external_rsc_urls pointing to a .zip file containing the .rsc.
- You can use cdn services like CDN77 or cloudflare (requires adding a page rule to enable caching of the zip), or roll your own cdn using route 53 and vps providers.
- Regardless even offloading the rsc to a website without a CDN will be a massive improvement over the in game system for transferring files.
Included in the repository is a python3 compatible IRC bot capable of relaying adminhelps to a specified IRC channel/server, see the /tools/minibot folder for more
Please see CONTRIBUTING.md
All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU AGPL v3.
All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)
See LICENSE and GPLv3.txt for more details.
tgui clientside is licensed as a subproject under the MIT license. Font Awesome font files, used by tgui, are licensed under the SIL Open Font License v1.1 tgui assets are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. The TGS3 API is licensed as a subproject under the MIT license.
See tgui/LICENSE.md for the MIT license. See tgui/assets/fonts/SIL-OFL-1.1-LICENSE.md for the SIL Open Font License. See the footers of code/__DEFINES/server_tools.dm, code/modules/server_tools/st_commands.dm, and code/modules/server_tools/st_inteface.dm for the MIT license.
All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.
- /tg/, for the codebase.
- CEV Eris, for the PDA sprites
- TGMC, for the custom keybinds base
- Citadel, for their beautiful lighting