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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 823003 times)

vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7320 on: February 19, 2010, 07:16:48 am »

When i make the door open sprite,it has to be halfway open right?
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7321 on: February 19, 2010, 07:32:14 am »

Well, I can send you the files if you want.
They are currently in a git repository on dropbox

And yeah. I would like to be able to remove the Z-level hardcoding

Could I get a URL?
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7322 on: February 19, 2010, 07:37:53 am »

Yeah uploading now.

Also the main repository is on dropbox.

EDIT: Sent
« Last Edit: February 19, 2010, 07:44:34 am by Googolplexed »
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7323 on: February 19, 2010, 07:45:05 am »

Do you think that replacing hardcoded Z-levels with something like

/proc/getZ(var/layer)

Where layer is a constant, like LAYER_SPACE or LAYER_STATION, would be good enough?

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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7324 on: February 19, 2010, 07:51:57 am »

Yeah, thats what I was actually thinking of doing.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7325 on: February 19, 2010, 08:04:23 am »

#define Z_STATION      1
#define Z_CENTCOM      2
#define Z_PRISON      2
#define Z_SUPPLY      2
#define Z_THUNDERDOME   2
#define Z_MAZE         2
#define Z_ADMIN_ROOM   2
#define Z_TRANSIT      3
#define Z_AI_SAT      4
#define Z_SPACE         5

/proc/getzlevel(var/level)
   return level


in code\setup.dm?

It isn't the fully versatile system, but the #defines can be changed when better code is put in place without changing anything else in the code.
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7326 on: February 19, 2010, 08:09:10 am »

Yeah, Actaually looking through the source code, there isn't many instances where the Z value is referenced, running a quick search for .z only brought up about 20 results
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7327 on: February 19, 2010, 09:05:23 am »

When i make the door open sprite,it has to be halfway open right?

You know what il  put up the old goon station source ive got so you can exactly see the animations
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vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7328 on: February 19, 2010, 10:24:18 am »

When i make the door open sprite,it has to be halfway open right?

You know what il  put up the old goon station source ive got so you can exactly see the animations

i have a copy of SS13,it has a playable map aswell.

Hmm seems like i just have to do the ones when they are opened and closed,not for opening and closing(speculations in viewing the dmi files)
« Last Edit: February 19, 2010, 10:31:05 am by vagel7 »
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7329 on: February 19, 2010, 11:29:26 am »

When i make the door open sprite,it has to be halfway open right?

You know what il  put up the old goon station source ive got so you can exactly see the animations

i have a copy of SS13,it has a playable map aswell.

Hmm seems like i just have to do the ones when they are opened and closed,not for opening and closing(speculations in viewing the dmi files)

Doubleclick them and you will get into the animation view
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7330 on: February 19, 2010, 11:34:15 am »

So that's how you do it. I couldn't find out how to animate them.
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7331 on: February 19, 2010, 12:15:59 pm »

There are 6 on the arrival shuttle, 1 in each of the supply closets. There are multiple masks and a tank dispenser in tool storage. There are several more masks plus firesuits and another dispenser in engineering. Atmos has a emergency closet too. All the heads and the captain have a Ecloset in their room. Medical has medical masks if you can get access to oxygen tanks. Fire station has masks and firesuits, also just needs tanks. There are two Eclosets at the end of the emergency shuttle arms. There are a few scattered about in the maintenance tunnels. There are I believe six medical masks in EVA storage along with a tank dispenser plus jetpacks. There are several Eclosets in crew quarters. There is at least one Ecloset in both of the security stations. I think I got them all.

So yea, for 12 players, there are more then enough freely accessible internals for everyone to have them, assuming something is going wrong.

Edit: A thought. First, fire station needs some form of air. As hilarious as it was, firefighters running in to combat plasma driven flame with no oxygen on their back is pretty dumb. Second, I think medical storage needs an oxygen canister, and an N2O canister, for refilling the anesthetic tanks. Third, under no circumstances should plasma research have easy access to internals. That should help keep noob griefers from bomb making.  Fourth, same with security. It's rather fun watching security chase an atmos tech down and all pass out from CO2 he released earlier. Fifth, one preplaced oxygen tank should be full of N2O to deter early grabbing of internals. Second, Gas is funny.

Sorry but thats just retarded, youd probably just end up killing someone when they were trying to get to air, as they were suffocating.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7332 on: February 19, 2010, 12:17:20 pm »

It was 3am. You expect my best work at 3am?
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7333 on: February 19, 2010, 01:04:13 pm »

How about this pre-filled one turns to oxygen if not grabbed very early?
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Cecilff2

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7334 on: February 19, 2010, 04:32:07 pm »

How about all tanks have lower amounts of air in them to start with.  You can get a full dose if completely necessary from an oxy canister.
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