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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 823228 times)

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7260 on: February 17, 2010, 11:58:47 pm »

I'll be on in a guest account in a sec.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7261 on: February 18, 2010, 12:04:45 am »

I banned him.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7262 on: February 18, 2010, 12:14:30 am »

Good :D
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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.

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7263 on: February 18, 2010, 02:52:13 am »

A bomb of temp = 1.INF#
is enough to crash the server. I was asked to crash it before I logged off.
Can't even reconnect.

NVM, it's back.
« Last Edit: February 18, 2010, 02:59:14 am by quinnr »
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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.

MrWiggles

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7264 on: February 18, 2010, 04:48:01 am »

Is this one of those deceptively processor intensive games and also where can I get info on fancy things like control, so my little 2d guy can actually do stuff?
« Last Edit: February 18, 2010, 04:54:19 am by MrWiggles »
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7265 on: February 18, 2010, 08:08:15 am »

The problem with the z-level approach is that the station already uses 5 of them. 4 of those could be shared, however, as the map would have to conform to the widest and tallest maps, there will be a very large game area over many Z-levels. The problem with that, is that the game *already* is slow from the current maps, why add another map level to slow it further?

Another solution, is that maps are already code text files if you open them in notepad.
I could probably write a parser that can read the standard map format from a text file easily.

(Unfortunately, my memory failed me, and they weren't plain text files.)

I'm already writing one  :)
They are plain text

How well is it going?
(Since a map loader is an interesting concept, I am making one too, though just for my own use unless yours doesn't work well enough, assuming mine works)
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Eh!

vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7266 on: February 18, 2010, 08:11:41 am »

I think i should say that i am planning to redo every graphical thing on the station starting from the basic stuff(walls,doors) that kind of stuff. I will release the walls and doors package when i have all the versions of them ready.
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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!

Trorbes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7267 on: February 18, 2010, 10:28:00 am »

Yeah trorbes, but my source wasn't completely up-to-date at the time.
I didn't have your latest updates

Well, then you really should ask CIB (who I believe is hosting the latest source for distribution). I'm not entirely sure why you need my copy specifically when almost everyone else has more recent stuff.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7268 on: February 18, 2010, 11:36:33 am »

I think i should say that i am planning to redo every graphical thing on the station starting from the basic stuff(walls,doors) that kind of stuff. I will release the walls and doors package when i have all the versions of them ready.

Get the floors too! Everything should match then.
Don't forget, there are four kinds of doors: The one that leads to the psychiatrist office in the courtroom, the one that goes out to the testing chamber in plasma, the normal door, and the shuttle doors. There are three kinds of floors I think, I'd have to check.
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vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7269 on: February 18, 2010, 11:49:29 am »

I think i should say that i am planning to redo every graphical thing on the station starting from the basic stuff(walls,doors) that kind of stuff. I will release the walls and doors package when i have all the versions of them ready.

Get the floors too! Everything should match then.
Don't forget, there are four kinds of doors: The one that leads to the psychiatrist office in the courtroom, the one that goes out to the testing chamber in plasma, the normal door, and the shuttle doors. There are three kinds of floors I think, I'd have to check.

I'm also counting airlock and firedoor and the locked glassy ones. For floors i think i will make a new floor tile aswell.
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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!

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7270 on: February 18, 2010, 01:04:10 pm »

I forgot the glass ones..

What about the ones controled by a switch?
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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.

beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7271 on: February 18, 2010, 01:12:37 pm »

I'll list the doors.

Glass door
Glass locking door
Airlock
Fire lock
Blast door
Shuttle doors

Personally, the glass doors are probably fine.

While we are on the subject of doors, can we get a way to get through Glass locking doors without going around them?
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vagel7

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7272 on: February 18, 2010, 01:48:12 pm »

I will make the glass ones about a pixel thinner maybe and a lighter blue will be chosen for glass.
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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!

quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7273 on: February 18, 2010, 01:59:39 pm »

I'll list the doors.

Glass door
Glass locking door
Airlock
Fire lock
Blast door
Shuttle doors

Personally, the glass doors are probably fine.

While we are on the subject of doors, can we get a way to get through Glass locking doors without going around them?

We have one Mr. Tunneler. An emag card. Or a captains card :D

I agree we need to be able to break them though.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #7274 on: February 18, 2010, 02:10:44 pm »

Well ya, you can get through the wall around them, or if your a traitor you can throw down an emag, or steal the captains ID, but those are so blase. Perhaps just let them be smashed by tools, and makeable via Rglass and regular glass for secure areas. Use circuitry on them to make them lockable.
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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.
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