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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


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Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 808737 times)

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10260 on: April 13, 2010, 08:03:38 pm »

nothing is drawn to scale at all, get over it. (yes I have a really freaking huge monitor too so excuse size please)

Spoiler (click to show/hide)

It includes a organized map of the slots but more importantly it shows tabs that work like intent to hide the invantory and a second to only show hands and pockets.

Oh no...no....

1. This is too large. Not size wise, but too many things on the HUD, making it expand into the game world too much. I like having my equipment menu always open, not having to open and close it because it's too huge.

2. It's not ugly. If you think it is, have you looked at both the HUDs?
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10261 on: April 13, 2010, 08:04:34 pm »

Forgot about one-way pipes and pumps.

GUI:
Did you know that the GUI can be placed outside of the map area, instead of over valuable viewing range that we have now?
You can see it in this old SS81 image(that had lighting even before the goons)


As for the manifold missing the metal, I know. However, the goal of these were to be relatively easy to draw so that I lost less valuable coding time than trying to imitate them exactly, while still conveying the object at a glance by preserving the shape.

Edit:
I should note that the bonus effect of off-map GUIs is that then they don't get affected by the lighting code in BS12...
« Last Edit: April 13, 2010, 08:06:06 pm by qwertyuiopas »
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10262 on: April 13, 2010, 08:09:46 pm »

Non dark UI = good.
I wouldn't mind a larger GUI if we put it off the map.


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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10263 on: April 13, 2010, 08:22:28 pm »

nothing is drawn to scale at all, get over it. (yes I have a really freaking huge monitor too so excuse size please)

Spoiler (click to show/hide)

It includes a organized map of the slots but more importantly it shows tabs that work like intent to hide the invantory and a second to only show hands and pockets.

Oh no...no....

1. This is too large. Not size wise, but too many things on the HUD, making it expand into the game world too much. I like having my equipment menu always open, not having to open and close it because it's too huge.

2. It's not ugly. If you think it is, have you looked at both the HUDs?
But it makes more atomical sense as the head stuff is on the head and stuff, and It was mostly the hide slots that I was doing, the equipment layout can be anything really.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10264 on: April 13, 2010, 08:37:15 pm »

2 pockets, and a utility belt thing. That is one thing the goons did right. But you have to be the batman to have one that can actually store anything.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10265 on: April 13, 2010, 08:40:36 pm »

2 pockets, and a utility belt thing. That is one thing the goons did right. But you have to be the batman to have one that can actually store anything.

Engineers spawn with one...there are a few around the station too. Non-engineers don't need it...
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10266 on: April 13, 2010, 08:54:22 pm »

Got distracted from making pipes for BS12, and instead temporarily revived SS81 to improve the lighting. Now it won't delay the game momentarily when a major switch is pulled(instead giving a rolling blackout effect, as it updates up to 500 per second, 50 per 1/10th), and more states of darkness.

And I got a screenshot of the full menu, too.



Now, back to piping...
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Megaman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10267 on: April 13, 2010, 09:00:21 pm »

personally I wish security had a belt of their own that can contain cuffs, a taser, and a baton.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10268 on: April 13, 2010, 09:01:42 pm »

Yeah, but the one problem with that is that you didn't include flashbangs.

Also, the point is you have to chose between baton or tazer on your belt.
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Megaman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10269 on: April 13, 2010, 09:02:59 pm »

heh, forgot to put bangs there. anyway, how about double clicking the belt for your baton/taser, clicking the belt to get a flashbang or cuffs from a menu that pops out.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10270 on: April 13, 2010, 09:13:55 pm »

I like the idea of a tool-belt that can store a few smaller items, like a toolbox around your waist.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10271 on: April 13, 2010, 09:18:09 pm »

Which engineers DESPERATELY need, by the way.
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Grakelin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10272 on: April 13, 2010, 09:20:53 pm »

2 pockets, and a utility belt thing. That is one thing the goons did right. But you have to be the batman to have one that can actually store anything.

Engineers spawn with one...there are a few around the station too. Non-engineers don't need it...

Considering how the space station is set up in such a way that completely unqualified people can become a Plasma Researcher just by asking for it at the Personnel Office, I don't think restricting something like a tool belt makes any sense whatsoever.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10273 on: April 13, 2010, 09:22:06 pm »

Well, how do you decide who is qualified or not for a position?
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Grakelin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #10274 on: April 13, 2010, 09:24:57 pm »

I always assumed the guys who spawned as Plasma Researchers had Ph. Ds.

Nobody else does, though. I've never heard the word 'Doctor' come out of anybody else's mouth before.
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