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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


Pages: 1 ... 879 880 [881] 882 883 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 808114 times)

Deon

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13200 on: June 03, 2010, 07:55:21 pm »


HERE COMES THE DOOR!

God damn it, it took a while to make all the states. It's in dmi of a normal airlock door.

Done.



Oh cool. B12 is a really nice touch(I know it was on before, but still).
The top animation also lacks a panel which covers wires. I was just lazy to redo the animation. Anyway, you can see the place where the panel was on the smashed door.
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Saint

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13201 on: June 03, 2010, 07:56:32 pm »

BAY 12 WE HAVE A PROBLEM!
Animations for the mob.
I am fully willing to draw EVERY FUCKING THING 9-12 TIMES.
However, we are going to have the problem of adding all this to the game, specificaly animations because of how the body moves I have to draw everything (and even more than that if it has animation to that hand item) 9-12 times and then animations for that hand item on top of that.
So we reach a problem,
Do we do animation or not?
Because I drew a beard and it wiggles when you walk and looks badass.
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Deon

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13202 on: June 03, 2010, 07:58:07 pm »

I personally decided to skip animation for Project Zero until I reach a more playable state for the same reason. B12 would look badass with animation, but it's not really necessary. However it would be cool.
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Orb

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13203 on: June 03, 2010, 08:05:12 pm »

Personally, I would rather have animations for destruction related parts of SS13. Be cool to animate a bomb ticking, and when it explodes it sends out a shockwave(you can see it, it be plasma colored). You get hit by it, and you would get infected with plasma.

Bomb ticking would still be cool though...perhaps have the time left displayed on the clock(if you redesign the bomb with a digital clock showing or something).
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13204 on: June 03, 2010, 08:05:53 pm »

Sukasa and I have decided to send the semi-old binaries to west for now.
 :D

And this is simply so we can test how well the server handles a load, since I'm in the middle of recoding parts of networking to make them run not-slow.
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Deon

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13205 on: June 03, 2010, 08:09:05 pm »

Hey Sukasa, is the template OK? I was afraid I did something wrong.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13206 on: June 03, 2010, 08:10:26 pm »

Personally, I would rather have animations for destruction related parts of SS13. Be cool to animate a bomb ticking, and when it explodes it sends out a shockwave(you can see it, it be plasma colored). You get hit by it, and you would get infected with plasma.

Bomb ticking would still be cool though...perhaps have the time left displayed on the clock(if you redesign the bomb with a digital clock showing or something).

Who said bombs have plasma?

Hey Sukasa, is the template OK? I was afraid I did something wrong.

Deon, if you did what the template had, it's good. I don't think doors have been changed.
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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.

westsider_gw

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13207 on: June 03, 2010, 08:14:42 pm »

Putting the server up.. just gimme a few minutes to set everything up.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13208 on: June 03, 2010, 08:15:24 pm »

quinnr feels nostalgic about old atmos.
Yay for old atmos.

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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.

westsider_gw

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13209 on: June 03, 2010, 08:28:20 pm »

Actually.. I got the server up and its public/joinable.. but nobody who joins (including myself) is able to set an RP name.. no idea why.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13210 on: June 03, 2010, 08:33:34 pm »

Lemme try...

Can't connect. Sadness!
« Last Edit: June 03, 2010, 08:35:06 pm 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.

Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13211 on: June 03, 2010, 08:36:42 pm »

Westsider, you'll need to make sure you have libmysql installed for dream daemon, too.
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13212 on: June 03, 2010, 08:38:25 pm »

That could be it. Also then the admins will actually be admins.
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westsider_gw

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13213 on: June 03, 2010, 08:43:29 pm »

Whoops.. dont have that. Also- the forwarded port seems to be no-longer forwarded for some reason. Fixing that.
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13214 on: June 03, 2010, 08:50:54 pm »

yeah, you need libmysql or else nothing that uses the database will work...  bans, admins, and user profiles all use the database.
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