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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


Pages: 1 ... 182 183 [184] 185 186 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 811260 times)

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2745 on: July 16, 2009, 04:51:40 pm »

You need the .dmb and resource files that you het from downloading the latest version (SS13 V6)
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2746 on: July 16, 2009, 05:06:53 pm »

Isn't there also a map download? Like Bay Station 12's last save?
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2747 on: July 16, 2009, 06:00:26 pm »

It's encoded in the .dmb.

Also, another SS81, now with a "no air" object, rather than a no air variation of certain turfs, an air indicator, and some other improvements.

A note on the graphics:
All that is diffrent in the design, is that the lower right edges are slightly darker, the upper left lighter. Such a simple change, when not overdone, gives a nice modern look to things. A slightly larger more gradient version is what made the windows XP look so much better than 98 and earlier.
This sort of fake 3d can be seen almost EVERYWHERE with computers. It's slightly more work for artists, but has great results.
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woose1

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2748 on: July 16, 2009, 06:04:16 pm »

Huh. I can't seem to put any items in the world, though.
...
Wait, holy shit I'm un-muted! This calls for celebration!
*Gets out the sham-pahgen*
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2749 on: July 16, 2009, 06:45:18 pm »

Well, it seems uploading .02 gave me a massive burst of inspiration to continue, so here is .03!

The only diffrence is health, a health indicator, mobs having a world tick, taking damage in airless zones(later you will also take damage in cold areas, as well as space, all stacking for maximum damage).

Also, not visible yet is that the oxygen indicator has a mid-state.
It is not visible because the air-tick is not ready, so it just check if the turf has a gases object(to change to a more generic name to reflect it's purpose to handle any gas or liquid in any object)
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MarineElite

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2750 on: July 16, 2009, 07:20:08 pm »

Griefers on the server....
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2751 on: July 16, 2009, 08:44:23 pm »

So many links....Which one is the current up-to-date server file?
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2752 on: July 16, 2009, 08:53:19 pm »

Something I thought about:
All of the tools use the attack proc to manipulate objects.

So, my idea is to have an item use proc that goes on to do the regular attack proc only if it returns false.

Also, give players an activity var that increases with physical exertion and decreases over time.
It increases the mob's oxygen requirement.
That way, a resting player, bonus for laying down, can last longer on internals.
Also would be a great place for genetics manipulation.

Musings include a body weight setting, from 80% to 150%, that slightly alters how much oxygen you need, how fast you get hungry/thisty(if either are included as game mechanics) and how fast medications and substances take effect.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2753 on: July 16, 2009, 08:54:34 pm »

My links are for a version being developed by me, a total rewrite, mostly to see if I can recreate it with better structure, but also as a good way to learn the enviroment.

SS81, where the 81 is the ASCII value for Q.
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2754 on: July 16, 2009, 08:56:25 pm »

will all this extra code eventually lag the server?
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2755 on: July 16, 2009, 09:05:01 pm »

What?

I don't know(If you are talking about my total rewrite, because I haven't gotten near to finishing, so it may either run faster or slower).


Bonus for coders as I get off for the night
(Numbers and formula may change)
Code: [Select]
var/oxy_needed = 35 - (!awake)*10  + (!prone)*15//convert prone to boolean 1 or 0, also
//standing players take more oxygen
oxy_needed=round(oxy_needed*(1+sqrt(active*1.2)/20))
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Broose

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2756 on: July 17, 2009, 01:45:39 am »

Just a curious question, how do the average populations of the goons' servers and our server compare?
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2757 on: July 17, 2009, 01:52:04 am »

pretty badly for us, i think they get around 40ish players at a time, spread out around all their servers.

By The Way,

im thinking abut converting ss13 to an FPS version when i learn C or C++ or C# or something...

Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2758 on: July 17, 2009, 03:51:35 am »

Make that a different game then, as i dont think the maker will allow a game with the same plot but different coding allowed.
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2759 on: July 17, 2009, 05:07:44 am »

Qwerty, here's a neat little hint. Make the wall and floor textures CONTINUOUS. Like in our current version. I don't want every tile to be square like that. I want it to give the illusion if a continuous wall.
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WE NEED A SLOGAN!
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