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Author Topic: Space Station 13: Urist McStation  (Read 2161579 times)

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #22110 on: May 02, 2015, 06:07:59 pm »

Server has been updated and is back up.

Thanks Vactor!

This means S-COM will start shortly, once people finish downloading resources.

darkpaladin109

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Re: Space Station 13: Urist McStation
« Reply #22111 on: May 02, 2015, 06:54:48 pm »

Ugh, the one time I get to play S-Com, I get lag. I mean, I propably would've gotten it all the other times, considering that I get that level of lag at nearly every event on here >.>.
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #22112 on: May 02, 2015, 07:09:41 pm »

how can we ERP while the admins are gone, when we are the admins???
No rabid, YOU ARE THE MODERATORS!

And then rabid was a admin.
One helluva origin story.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #22113 on: May 03, 2015, 12:04:37 am »

Alright, because the shuttle was being weird, I'll see if I can push a fix and get Vactor to update again. If all goes well, test will be at 5PM EST tomorrow (Sunday May 3rd) at 5PM EST or so.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #22114 on: May 03, 2015, 12:11:03 am »

I wont be able to make all of it. I might catch 5min of actual game before I would have to go.
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #22115 on: May 03, 2015, 08:55:15 am »

Server is updated and back up.
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http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #22116 on: May 03, 2015, 10:19:26 am »

Thanks Vac! This means that we can go ahead with the second impromptu test tonight,

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #22117 on: May 03, 2015, 11:56:40 am »

Thanks Glloyd. Sadly for once, I'm busy the majority of the evening today. But hey, maybe you guys will have a smooth run today.  :D
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #22118 on: May 03, 2015, 02:49:28 pm »

I don't think that test tonight is going to happen, some stuff came up IRL and now I wouldn't be able to do it until much later (8PM). If enough people are on then, I'll still do it though. Release is still on for next weekend though, along with a Friday test so I'll see you all then.
« Last Edit: May 03, 2015, 02:51:10 pm by Glloyd »
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #22119 on: May 03, 2015, 10:20:38 pm »

SCOM stuff:

Knight .45 uses .45 and you spawn with .50 instead. You can somehow shoot it, but you can't unload or reload.
Cybersuits, the last tier of hardsuit for snipers, cannot hold ANY weapons
All sniper rifles after the default one suck. Not enough ammo for anything.
Ninja suit shoes show the facing downwards sprite at all times until bloody
Airlocks on the shuttles need to be named after which shuttle they are
Knight .45 ammo should probably be less expensive

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Liction

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Re: Space Station 13: Urist McStation
« Reply #22120 on: May 03, 2015, 10:53:06 pm »

Unrelated to but also kinda important, some of the atmos pumps start on when they really should not be. this causes the Atmos APC to rapidly drain into nothing and then flicker on and off presumably destroying the lights requiring them to also be replaced on top of the massive power drain from all the pumps being on at roundstart and then the work you have to do to put all the gasses back to where they should be.
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flame99

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Re: Space Station 13: Urist McStation
« Reply #22121 on: May 03, 2015, 11:00:30 pm »

Unrelated to but also kinda important, some of the atmos pumps start on when they really should not be. this causes the Atmos APC to rapidly drain into nothing and then flicker on and off presumably destroying the lights requiring them to also be replaced on top of the massive power drain from all the pumps being on at roundstart and then the work you have to do to put all the gasses back to where they should be.
In all fairness, atmos power is completely fucked until you have the SMES set up anyways (Be it through setting input/output to 150,000/150,000 W each or wiring the APC directly to the grid). But yeah, that should be fixed.
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Vakothu

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Re: Space Station 13: Urist McStation
« Reply #22122 on: May 04, 2015, 02:08:57 pm »

Unrelated to but also kinda important, some of the atmos pumps start on when they really should not be. this causes the Atmos APC to rapidly drain into nothing and then flicker on and off presumably destroying the lights requiring them to also be replaced on top of the massive power drain from all the pumps being on at roundstart and then the work you have to do to put all the gasses back to where they should be.
Yeah, this has already been posted as an issue on the Github.
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bluwolfie

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Re: Space Station 13: Urist McStation
« Reply #22123 on: May 04, 2015, 02:31:29 pm »

I didn't play s-com but this is kind of a suggestion (Which may of already been implemented/thought of) but I thought it would be cool if you had a face hugger stage/section or two, just so the threat can come back with your crew, you know?
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #22124 on: May 04, 2015, 04:09:36 pm »

Unrelated to but also kinda important, some of the atmos pumps start on when they really should not be. this causes the Atmos APC to rapidly drain into nothing and then flicker on and off presumably destroying the lights requiring them to also be replaced on top of the massive power drain from all the pumps being on at roundstart and then the work you have to do to put all the gasses back to where they should be.
Yeah, this has already been posted as an issue on the Github.

I'll fix it for this weekend, it'll be in with the next S-COM update.
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