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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 822764 times)

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7380 on: February 19, 2010, 08:59:54 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.

Gawd. i was sitting and look at that fucking return should it really be thiere?

and in the end i forgot it.
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7381 on: February 19, 2010, 09:00:55 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.
HOW DID WE MISS THAT.

Well atleast it explains the thing, and why it failed seamming randomly
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7382 on: February 19, 2010, 09:01:43 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.
HOW DID WE MISS THAT.

Well atleast it explains the thing, and why it failed seamming randomly

Agreed it such a facepalm moment.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7383 on: February 19, 2010, 09:32:22 pm »

Just for fun, I decided to try making a map. Well, I didn't plan anything beforehand, so I started building at the shuttle, gave a door from the job assignments into an administrative area, and then found that other than the HoP's room, the hallways I added were nearly worthless(well, a shortcut to maintainence areas for bridge-enabled players), so I added an administrative break room(the main door is all-access, though). Still not enough, I had a flash of inspiration: An emergency bridge, containing only a minimum, but better protected than the bridge itself!

It would be designed to be internal to the station, so meteors and things would have to go through at least an extra maintainence corridor to reach it.

(Also: trying to keep wire/pipe overlap to a minimum, and creating it on a small, 60x60 map, though I will probably expand it later.)

(Later, I will try to map a prototype semi-randomized, chunk-loaded map, where some of the rooms are loaded into generic room grids at run-time)

(This is all part of a general goal to make a fully modular map, with at the very least, the Z-layers interchangable, all loaded at run-time. This map itself that I am working on will be a standalone station/CentCom combo, with external maps for AI, etc.)

Spoiler (click to show/hide)
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7384 on: February 19, 2010, 09:49:30 pm »

Question: Any way you can PM me that code qwerty so I can make a map as well?
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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.

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7385 on: February 19, 2010, 10:00:00 pm »

Question: Any way you can PM me that code qwerty so I can make a map as well?

You don't need the fucking code use the goonstation source.

Btw things added today


qwertyuiopas fixed the radio :D
You can now build computer frames and assemble them into a Card,Com,Aiupload computer

and some small edits to the zombie mode
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7386 on: February 19, 2010, 10:00:40 pm »

What code?

You would require the entire code to map, and I would rather not carelessly release the code to one person, because that one can become two, then three, and each of those three might let it out to another two or so, and eventually someone carelessly, or gloatingly, releases a download link publicly...

Additionally, it is still under constand development, so synchronizing code across all mappers and coders is increasingly difficult with larger numbers. Jhobson(did I spell that correctly?) did a decent job of organization, but with his inactivity here, it is even harder to keep everything together with larger numbers of people.

However, I will give you this advice:
Find an older copy of the code.

Most of it should be compatible, so you can at least map the /turf, so that if/when you get the recent source, you can merely add the last details. I think most/all turf, wires, pipes, and likely airlocks are unchanged enough to be compatible, probably also APCs, SMESs solar power, chairs, beds, booze, some/all computers, maybe the AI, windows, windoors, grates...

You can map most of a map in the old versions. If you have 90% done, the last 10% should be quite easy, right?

Edit: I would like to add, like many posts here, it was started before someone else posted...
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7387 on: February 19, 2010, 10:04:33 pm »

Maybe head shouldn't code.  ;D

Don't be mean!  :D

Hey, where is the old goon source available?
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bluephoenix

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7388 on: February 19, 2010, 10:30:24 pm »

IMO the "run" speed should be lowerd a bit, I really dont like it how at an instance a person can just zip past you in one or two frames it would feel more real and make playing as security easier and more fun.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7389 on: February 19, 2010, 10:32:32 pm »

There is no real fighting in this game...there is two ways things can go:
You hit them once with a stun or toolbox before they know you are attacking them. Then beat them to death/handcuff and jail.

You hit them, or they see you, and they run. The end.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7390 on: February 19, 2010, 10:33:00 pm »

Well, the goons have massive flash traps that flash anyone running by, but don't flash walkers. Something similar might be fun.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7391 on: February 19, 2010, 10:36:47 pm »

Wait, a buildable object? How?
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7392 on: February 19, 2010, 10:41:20 pm »

Code-wise?
Easily.

But balancing it would be harder.

(Long ago, I added buildable airlocks. Other things are just as easy)
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7393 on: February 19, 2010, 10:46:18 pm »

@laws:  I always have a valid RP reason for carting around a gas mask and cylinder.  I admit that wearing that mask would be suspicious, but ask yourself, "Is it good RP to taze someone just because they are wearing a mask?"

P.S.  My reason is that I'm a paranoid anti-social engineer.  Dur.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7394 on: February 19, 2010, 10:49:52 pm »

Engineering and maintainence have an excuse, as they either need to operate in a potentially deadly overheated engine area, or repair hull breaches.

Atmospherics has *less* of an excuse, assistants, security, and scientists *none* at all.
Though medical may have an excuse to cary a medical mask or two, as it relates to their job...
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