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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 ... 246 247 [248] 249 250 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 809882 times)

Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3705 on: August 16, 2009, 11:15:17 am »

where is teh seva?
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

Dwarfaholic

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3706 on: August 16, 2009, 11:17:29 am »

The original traitor left, so I appointed myself the new traitor. My goal was to escape alone, and assassinate the captain.

Thought so. Could have appointed the AI traitor, too. That's always good for laughs.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3707 on: August 16, 2009, 11:18:43 am »

where is teh seva?

It'll be back up once CIB, or someone, fixes the crash issue. As it is now, you can't even play a complete round without crashing. Its not fun to have a great round ruined. I'm uploading the files now.
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3708 on: August 16, 2009, 11:28:23 am »

Actually you can play a complete round. But you cant play two complete rounds... xD
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

Dwarfaholic

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3709 on: August 16, 2009, 11:29:18 am »

Haha. Funny. Except the part where we can't play two complete rounds.
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3710 on: August 16, 2009, 11:34:43 am »

But it's also true. You can always play a complete round, sometimes play two complete rounds, rarely play three complete rounds, and it just goes steeply downhill from there.
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3711 on: August 16, 2009, 12:16:54 pm »

Great... when is the server expected to be revived? (I really do not have anything else to do.)
EDIT: oh nevermind... I need to get the crap out of my eyes and read every part of every post...
Don't you have a older version you can run?
« Last Edit: August 16, 2009, 12:19:07 pm by tp12 »
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Untill recently, before stocks ran out, it rained cats and dogs in my fortress...

Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3712 on: August 16, 2009, 12:38:41 pm »

I THINK that the "newest" version he can run that won't crash the server is before air was optimized right?
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3713 on: August 16, 2009, 01:16:18 pm »

The startup errors, I already knew about, and do nothing to harm the game. Though it could have a bit of a patch to avoid them.

Any other errors would be accidental if I caused them, by giving an updated slightly-out-of-date file, that would have accidentally reverted someone else's changes. If so, it is likely to have been mob.dm.
Please do NOT use mob.dm from the sunspotting code.
I have sent a file that adds it to human/examine.dm(and makes it an option for all mobs), and stops it if you are blind.


Also: EXPLOIT! Check line 2023 of mob.dm
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Eh?
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Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3714 on: August 16, 2009, 01:50:57 pm »

Yes, Trorbes, now that I know how to map, I shall now soon start on making a complete NEW station for us all.

Oh, you're going to do it?  Well, can I still help?  Because I do enjoy mapping.


THE SERVER IS FINALLY UP!

Edit for Qwerty-
Spoiler (click to show/hide)

Thats an error report I got.

Uh oh.

Code: [Select]
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.
proc name: attack hand (/turf/station/r_wall/attack_hand)
Shutting down after encountering too many critical errors.

So then I reboot the server.

Spoiler (click to show/hide)

And I get spammed with that last line about a hundred times, if not more.

Guess I'll host the back-up.

Yeah, that's the reason I had to shorten the Cold Loop in the first place.  I think if it's too long it screws up the solar arrays or something.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3715 on: August 16, 2009, 01:53:59 pm »

However, over pure space, it's effectiveness is greatly reduced. Is there a framework turf that is like space but not quite? That would triple the efficiency or so.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3716 on: August 16, 2009, 02:55:07 pm »

I can has server?

Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3717 on: August 16, 2009, 03:14:58 pm »

However, over pure space, it's effectiveness is greatly reduced. Is there a framework turf that is like space but not quite? That would triple the efficiency or so.
There's a lattice object that's usually supporting the HE pipes.  I removed those because I thought it might have been the problem causing the map to not load.  I don't know if that's what you're looking for, but it might work.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3718 on: August 16, 2009, 04:48:16 pm »

Hmm, I guess not.

Oddly, it seems that the length should not make a diffrence...
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Zort

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3719 on: August 16, 2009, 05:02:19 pm »

Right now, each crewman carries an ID card with an associated rank which can be set by putting it in a computer.  Would it be possible to instead have each crewman carry an ID card which is only associated with them, and a database listing the whole crew and their ranks, and have the database changeable from behind a desk in the bridge, rather than having to have the ID card in one's hand? It would make the assigning of ranks far easier because you wouldn't have to call the crewman in question down to the (ex) courtroom to promote/demote them.  And of course, every door would be connected to the database, and each time a door is fed an ID card, it would check the rank of the card.

In case I explained it poorly, basically, there's a database which says who has what rank, and everyone carries an ID card with their name on it.  If you want to open a door, you give the door your ID card, then the door looks up your name in the database and sees if you have the proper access.  This is good, because the captain can change your rank from the bridge while you're all the way across the map, instead of waiting for you to come to the bridge and give him the damn card.
« Last Edit: August 16, 2009, 05:05:56 pm by Zort »
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