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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 822074 times)

Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13680 on: June 15, 2010, 10:00:49 pm »

Byond doesn't do the "look down on a floor from above" thing, best you could get is a static image.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13681 on: June 15, 2010, 10:01:30 pm »

which would be fine by me.  Better than empty grey space.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13682 on: June 15, 2010, 10:02:55 pm »

Nah, it'd feel weird if when things explode the lower floor all looks the same.
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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13683 on: June 15, 2010, 10:42:48 pm »

And coding that in would either be stinking hard or impossible.... But I vote yes for the ship design. Also, i'm gona ask again, how does the atmos system work with items, weight class or what? Also, am I helping dev or do I need to do a beter, well designed idea?

Any way, with the ship idea, if you did do it (which would be awsome) I vote that we kick the rescue shuttle to the curb and and make an escape pod needed idea, like.....

Escape pods dispatched! ETA 10 minutes
10 minutes later...
Escape pods docked, report to ships escape docks. Pods auto deploy in 2 minutes
And maybe...
Due to budget cuts, centcom only enough pods for the captain, heads and the captains best freind. Once deployed, ship will auto-destruct for damage control. Have a nice day

Also, (maybe even another job for this.... pilot?) having the shuttle being able to be controled would be very cool, maybe just some flashy GIF with a star map, guy clicks it, chooses place, engineers prep engine, pilot configures stuff, (maybe) hyperdrive set up and maybe when in hyperdrive, if you dispose of "rubbish", it is destroyed.

Not a clue how this would work, (and it could go against the backstory (or be an admin/people gimmick)) the ship is atacked... by another real ship, with people with guns etc. Could be interesting. Also it could cause a "real" syndi atack.

I'm shure i'll think up more but thats all for now.  :D
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13684 on: June 15, 2010, 11:10:21 pm »

As far as it goes, in the bs12 codebase weight was one of four classes and each had a threshold of airflow before it'd move.

In GS it wasn't fully imlemented (each item is treated as weighing the same in the airflow procs) but that can be rectified.
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13685 on: June 15, 2010, 11:12:15 pm »

Ok, its been killing me, what does the ZAS cycle timer thingy do? Thats for air flow, right? Does turning it down make the air go faster, or does turning it up do that, or what does it do? Also, whats the standard cycle time, it doesnt tell you.  ???
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13686 on: June 15, 2010, 11:34:27 pm »

Turning it down speeds up air stuff, but also lags the game more.  Turning it up increases the granularity of updates, making it less accurate, but causes it to use less CPU power.

Off the top of my head I don't know the default.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13687 on: June 16, 2010, 12:34:56 am »

It'd be nice to have something like Cowed, where admins can see the CPU Usage%

Maybe even edit the ZAS automatically dynamically from this.
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gvazdas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13688 on: June 16, 2010, 02:19:26 am »

Hey guys, how's the 3D station going? I didn't read a lot about the new station since it's for those who will work on it, or those who are curious.
And for how long am I banned? I'm having a lot of free time now because I don't have anything to help for my parents/neighbors or just friends. I don't have a lot to play since I play only singleplayer games, and SS13 is one of the only multiplayer games I play.
So, how long exactly?
Cheers!
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Pillow_Killer

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13689 on: June 16, 2010, 02:59:31 am »

I really hope forever.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13690 on: June 16, 2010, 03:32:09 am »

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gvazdas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13691 on: June 16, 2010, 03:34:41 am »

 :'(
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It's a piece of crap, pretty much useless, and I need to spend my money in the smartest way.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13692 on: June 16, 2010, 04:17:45 am »

Wait, what did gvazdas do?
Besides being generally annoying.

AND what is our IP/Why are we private?
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Deon

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13693 on: June 16, 2010, 04:29:24 am »

I've sent you PM with the address.

Yeah, what did Gvazdas do?
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Fastler

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13694 on: June 16, 2010, 05:40:39 am »

Hmm, looking at the wiki, I think the address I found here was wrong, could someone PM me the real one please.

And if you go with a ship design, I would recommend some sort of generational ship, long and cylindrical. Instead of an escape shuttle I would then put in escape pods that can only be opened from the bridge with a timer set for when they leave the ship. (The pods would all have to have working engines in order to be safe :D ) Have Arrivals and supplies come in by transporter instead of shuttle.
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