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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 822773 times)

Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7365 on: February 19, 2010, 06:32:15 pm »

Oh, I guess you can import graphics.

Never mind, then.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7366 on: February 19, 2010, 06:40:19 pm »

They do!
(it randomly happens and works again and stops again.)  :-\
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To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7367 on: February 19, 2010, 06:42:01 pm »

You don't understand how hard it is to fix something that happen randomly both me and googol stare at this stupid piece of code.

and in my mind the code looks perfectly right.
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Dev on Baystation12- Forums
Steam Username : Headswe

vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7368 on: February 19, 2010, 06:42:37 pm »

Currently the server is so laggy.
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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 #7369 on: February 19, 2010, 06:43:32 pm »

Currently the server is so laggy.

It's hosted my girlfriends tv and shes playing aion -.-


shes complaining to me about it begin laggy. so yeah.
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Dev on Baystation12- Forums
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vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7370 on: February 19, 2010, 06:45:26 pm »

Extra animation shots for the doors shouln't slow the game down 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!

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7371 on: February 19, 2010, 06:48:50 pm »

Extra animation shots for the doors shouln't slow the game down right?

I'm going to say nah it wont.
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Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7372 on: February 19, 2010, 07:04:30 pm »

Just make sure you time the animations properly.
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vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7373 on: February 19, 2010, 07:11:38 pm »

You guys are gonna code it,not me.
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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 #7374 on: February 19, 2010, 07:27:04 pm »

You guys are gonna code it,not me.

It's already coded. :D
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7375 on: February 19, 2010, 07:33:59 pm »

Animations are on a 10 frames per second max. Each frame takes one or more 1/10th second long tick.

You can make icons inside of DM itself and export them prepackaged.

From within DM, you can make the animations and it supports full transparency.
(You don't need BS12 to make icons, since they do not need code to run, until used in game.)

(Open BYOND, file->start dream maker, from there, file->new environment, then make a new .dmi file. In it, you can create images and movies. Movies are just animated images. To make a door animation, create a movie, set the number of directions to 1, and use as many frames as you want, though they are timed in ticks, as the rate of 10/second.)
One .dmi can contain any number of images/animations, they can be renamed, and multiple ones can have the same name within a single .dmi.

Alternatively, you can skip all that and make them in .png and someone else can import them and put them together.

Just remember, 1/10th of a second or a positive integer multiple of 1/10th of a second per frame.

The current doors have 6 frames per animation, 3 ticks per frame, starting with a fully open/closed door, and ending with a fully (opposite state) door. Or maybe I just opened the wrong file and the doors in use by the game are different, but the only thing that would vary is the total animation length.
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Eh?
Eh!

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7376 on: February 19, 2010, 08:06:52 pm »

Debugging results of the radio code:
A lucky copy/paste of the start to compare it to the start of the old code put the error right in plain sight.

So, how to break the radios:
Stand in the crackle range.

The hilariously simple mistake was

for(var/mob/O in crackle)
    O.show_message(text("\icon[] <I>Crackle,Crackle</I>", src), 2)
    return

Remove the bolded line, and it should work again.
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Eh?
Eh!

QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7377 on: February 19, 2010, 08:09:54 pm »

Maybe head shouldn't code.  ;D
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7378 on: February 19, 2010, 08:12:31 pm »

Everyone makes simple mistakes sometimes.

Fortunately, this case was a simple broken feature.
Not nearly as bad as breaking a linked list, leading to either a memory leak, a future segfault, or both.
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Eh?
Eh!

beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7379 on: February 19, 2010, 08:22:45 pm »

Its not like we don't have backup copies scattered everywhere.
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