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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 825244 times)

Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9105 on: March 27, 2010, 12:44:14 pm »

The flashlights break not because of the lib, but because of how the lights interact with the lib.  Basically, it's just a few missing cases that have to be implemented in attack_hand() (yay for overriding procs)
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9106 on: March 27, 2010, 12:44:33 pm »

A light siphon for traitor would be awesome.
Make it like Dumbledore's and I'll love you forever.

Actually I'll icon it.
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Dwarfaholic

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9107 on: March 27, 2010, 12:45:45 pm »

A bug about the thermal goggles: if it's dark, you can see people through walls as intended, but if they get close to you, they suddenly become affected by the dark, meaning that in sufficiently dark places you can only see other people if they're not near you. It's very odd.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9108 on: March 27, 2010, 12:48:45 pm »

Dwarf: that's because of the lighting lib.  But I won't get that done anytime soon, if I can at all :-\

Also, updated the flashlight so it lights up properly when you pick it up and put it down  ;D
« Last Edit: March 27, 2010, 12:53:37 pm by Sukasa »
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9109 on: March 27, 2010, 01:47:36 pm »

Where can I get the SS13 source code?
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9110 on: March 27, 2010, 01:57:51 pm »

If you want *a* SS13 codebase, google the "Persh Stable" and pull that one down, that's how I first got a copy of SS13.  If you want the codebase we use here, you'll have to convince Headswe or Googolplexed to give you access.
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9111 on: March 27, 2010, 02:14:12 pm »

Which'll be pretty hard.
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QuakeIV

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9112 on: March 27, 2010, 03:40:37 pm »

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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9113 on: March 27, 2010, 03:41:28 pm »

Yeah, I just wanted the base code.
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9114 on: March 27, 2010, 04:04:39 pm »

I'm getting really bad lag whenever I join the server. Is that just me or what?
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9115 on: March 27, 2010, 05:59:35 pm »

Edit: Nother thing, the ID system for checking dualkeyers seems odd.

Whats wrong with it ?, The only reason it shows up so much is because when the same-person logs in and out it gets called, the code itself should work fine.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9116 on: March 27, 2010, 06:07:37 pm »

Yeah, alright, thats what I was seeing. Just seemed odd with a ton of they messages, but no they referenced.
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Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9117 on: March 27, 2010, 06:26:26 pm »

Also, is it just me, or did the server crash
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Matz05

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9118 on: March 27, 2010, 06:36:31 pm »

By simply implementing lights for lighting rather than magically giving light to lit areas, you have accomplished the first step towards such a system, if you ever wanted to extend it that way. The key point of using a physical network is simply that players can only properly interact with physical objects and text interfaces. Asking them what network to connect a light to is just unfair, as they could set up a light room showing what parts of the station are in use, or they would get frustrated trying to match the light to the switch, and match switches to each other, and then the greifer comes along who makes a second switch for every light set in a remote base...
Not that such remote switches are impossible with cabling, but at least someone with a t-ray scanner could trace the cables back to their base(In fact, such a setup would suddeny be barely greif, as it is much closer to actual RP. First, it is easy to find them by tracing cables, and second, they must create them in the first place.)

Much later, maybe add a wireless LAN system for sending inter-machinery messages, and then you can reveal the conveyor, pod door, and mass driver IDs to the players(assign it a random but consistant 4-digit hex string, randomized at the start of the round, and replacing each mapper-ID set with a unique code), especially as it would allow remote prison doors and other neat features, and explains how the AI could operate them. That gives the potential later update that anything the AI does must go through such WLAN interfaces, and thus exposes all of those functions to crafty players. Add modular components such as timers and logic gates, and you have a primitive wireless wiremod so that you actually *CAN* cre.te an automaed airlock cycle that drains the air before letting you out, to conserve valuable resources, and all from in-game with no mapper input!


THIS. IS. NEEDED.

NOW.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #9119 on: March 27, 2010, 06:50:09 pm »

Server back up.

Too many critical errors...
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