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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 ... 261 262 [263] 264 265 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 809495 times)

Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3930 on: August 23, 2009, 12:37:20 pm »

Just throwing the concept in here.. I mean it seems pretty obvious to implement for a simple but effective tool of increasing re-playability. Don't think I ever saw two battlescape maps that were alike in X-Com (1), I mean, sure. The same basic modular components, farm-house, two story building, barn, field of vegetables, giant burning space-ship wreck... But arranged differently each time.

And ejecting a pod that's unrecoverable (alien infestation, fire, boarders, all three) sounds decently utilitarian. :D
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3931 on: August 23, 2009, 12:52:00 pm »

Now combine the two ideas. Eject toxins loaded with time bombs to another server. Server on server wars. Lead a boarding party from ejected security and steal their plasma cans. It could be great.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3932 on: August 23, 2009, 01:01:44 pm »

Needs:

  • faster code
  • bugless code
  • That energy->matter electromagnetic scoop I mentioned(as servers would naturally be up for days at a time, you stabilize everything and can come back hours later with a few sheets of metal and stuff)
  • Asteroid mining?
  • An intersystem jumpgate
  • Each server must have a 4 Z-level loop, with one Z-level having a warp gate for inter-server action. It would release the travelers randomly on the matching warp-level of the other station.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3933 on: August 23, 2009, 01:14:03 pm »

To sum up stuff-

Good work, everyone!

Also, if we wanted to have multiple servers acting together, we'd need alot of changes. Not to mention another server. I don't think my PC can handle hosting two servers at once.

Also, Server should be back up by tomorrow, as I'm coming back today. Yay.
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3934 on: August 23, 2009, 01:24:51 pm »

Good, The current one keeps crashing just as it gets fun.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3935 on: August 23, 2009, 01:26:08 pm »

mm, theres lotsa nice role-play.

also, is Yanlin, who i havent seen in a while, still an admin? some guy who seems OK was banned because he "FUCKING SUCKS" apparantly.

Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3936 on: August 23, 2009, 02:08:17 pm »

That's why I should be admin :U
[/sarcasm]
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3937 on: August 23, 2009, 02:22:56 pm »

I'm pretty sure sucking in a fornicationly manner is against the current ruleset. Was there no additional commentary?

Also Qwerty: Sprites. Do you need any? :3
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3938 on: August 23, 2009, 02:30:46 pm »

YES!

As long as any sprites continue the theme of not quite imitating SS13 and having the fake 3D shading.

Edit: reason not to map yet:
All of the directional objects(/N,/E,/S,/W and so on) need to be replaced with instances of the base object.

If you can map without using them, and stick to instances, the map will be fine, but as it is, I am currently cutting such directional objects out of my map and code, so if you map with the directional subobjects, your map will break with the next release.

You can map everything else as it is, or make instances for the directions, and everything will be fine.

Light switches and some wires are completely replaced already.
« Last Edit: August 23, 2009, 02:54:34 pm by qwertyuiopas »
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3939 on: August 23, 2009, 04:37:33 pm »

What happened to the many sprites that were sent to CIB? Also, Yes, Yanlin is still an admin. He hasn't logged on Byond in ages anyway, though, so, I doubt it will matter either for, for whatever you care about.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3940 on: August 23, 2009, 04:47:51 pm »

Two diffrent versions.
I sometimes work on my personal one, and sometimes on BS12, and in mine I intend to remake everything except ideas.

The sprite style is diffrent between them.
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IndonesiaWarMinister

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3941 on: August 23, 2009, 05:01:46 pm »

Qwerty, what language did you make the game with?

Ouch, just remembered I could just hax the source codes... Oh well, I still asked, anyway.

Edit: Oh, BYOND? For a second, I thought it was C++, or Python <- I can recycle it then.

Oh well, still, that is awesome for a BYOND program...
« Last Edit: August 23, 2009, 05:06:42 pm by IndonesiaWarMinister »
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tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3942 on: August 23, 2009, 05:05:04 pm »

Good, The current one keeps crashing just as it gets fun.

Thats probably not the server (That is MY computer you're talking about!).
But more some code part that decides to go loop infinitely... Or maybe some sort of buffer overflow?
And I found a bug... The mop acts funny when you mop the same space more than once in a row.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3943 on: August 23, 2009, 09:11:26 pm »

0.02.02 up, same download link.

I cleared the dangerous bits, so it is safe for mappers to map without their maps breaking.


If you can't find an instance for the particular wire shape, you will have to create it yourself, unfortunately, but for wires it is a simple icon state of #-# where the first number is lower, and dir1 and dir2 are each set to one of the numbers. The numbers are harder, north = 1, south = 2, east = 4, west = 8, for northeast, southeast, northwest, and southwest, add north+east and so on.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3944 on: August 23, 2009, 09:27:44 pm »

Update: small issue with light switches. Fixed.

Use 0.02.02b rather than 0.02.02
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