Well as this has gotten quite a few more replies than I expected I thought I'd better make an account and reply myself!
I'm sure some of the bs12dev team will be intrested in helping out as were are working on our C++ port at the moment.
EDIT: Are you using a engine or is it written from scratch and if so what libs?
I've written my own engine from scratch. It's written in BlitzMax. It was originally C++, then D, but I found that this is probably the only language that lets me actually get what I want done in a reasonable amount of time and is fast and cross platform. It makes use of freeimage, opengl, lua (server-side scripting), enet (Base of the networking. A layer has been written on top for compressed udp and such) and a bunch of stuff custom built for it (such as a stand alone map editor and the lighting engine).
There is lua scripting on the server side, and most of the game logic will be written in it. This means the game experience can vary massively from server to server. I've started to
document this here but it's going to take a great deal of time to write all the documentation so I'll probably do it upon request.
I'm not the only one working on this project - My good friend Spacerat has been of great assistance and wrote the map editor/tile engine. I have a couple people offering to do the lua but whether they will do or not is unknown as of yet.
btw. Will be the dialogues listed on a separate console like in ss13? Cause i always taught that it would be less distracting if the sentences spoken appear on screen next to characters which talked.
Not sure about that yet - I'll probably have little bubbles that pop in for in character and have the box for out of character chat. I've got quite a few lessons learned from running a garry's mod roleplay community for years to bring to this kind of decision and I'll be taking feedback anyway so fear not!
I've been rather inundated with offers of graphics - Thanks guys! We'll be in touch about that.