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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 ... 192 193 [194] 195 196 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 824892 times)

Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2895 on: July 19, 2009, 12:23:14 pm »

I say we still let people PICK their stories. If not utterly WRITE them.

I prefer pick, since it removes stuff like Jim Dandy who fought in 64~ wars, 2 of which he started singlehandedly.

I still have no idea who was playing Jim Dandy, but you're awesome.



We need to establish a canon first. That'll be my job. I'll write a backstory once Qwerty is a bit more finished.

Let us be clear. SS13 and what Qwerty is making are going to be, essentially, two different games.

It would honestly suck if Byond treats them as different games. Because then we'll have no playerbase.

I say the game remains called SS13. Qwerty's version can be considered a complete overhaul mod.
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Giant Snowman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2896 on: July 19, 2009, 12:36:39 pm »

Look! My attempt at making a sprite:
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2897 on: July 19, 2009, 01:38:18 pm »

What is it exactly?

Incidentally, what format does the sprite need to be and what dimension? I'd like to take a crack at spriting.

If anything, I could touch up already made sprites and make them better.
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Giant Snowman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2898 on: July 19, 2009, 01:54:44 pm »

It's supposed to be a walkie-talkie.
It's very easy to im- and export png, bmp, gif and jpg files with Dreammaker. It's also got a nice in-built icon editor. Things in SS13 are always 32 by 32 pixels.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2899 on: July 19, 2009, 02:25:34 pm »

.dmi, an icon format used by BYOND's editor, and 32x32.

The icon format supports animations and even directions(1, 4, or 8 ), SS81 uses the one direction format, though with held items, it uses 4, using EAST and WEST, and SOUTH is standardised as having a player placeholder holding both, though more for ease of modification.

Oops, forgot to post for an hour or so.
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MarineElite

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2900 on: July 19, 2009, 02:33:57 pm »

For the back-story idea it should have a area in the character setup that you can randomize a back-story or type your own and they show up on the security records.
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2901 on: July 19, 2009, 03:01:43 pm »

Why use walkie talkies if there are headsets?

Incidentally, we should remake the headset model. It should be an earpiece. If anything, it should not obscure the lips like the current one does.

Incidentally, we need to be able to tell the gender of someone by examining them.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2902 on: July 19, 2009, 03:11:04 pm »

Naturally, a mask and suit should prevent this(space suit or firesuit and internals)
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Giant Snowman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2903 on: July 19, 2009, 03:17:50 pm »

I'm always annoyed that I'm never sure what someone's job is when I hear them over the radio. Think that's the docter introducing himself? It could just be an assistant hiding in a corner. He'd only get caught when someone checks the crew manifest, that is, if the Hop kept it up to date.
I started on the radio because there's no headset equipment slot yet.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2904 on: July 19, 2009, 03:27:57 pm »

Solution to area problem:
Have a high-power conduit from source to SMES to APC, while lower grade wires run from the APC to the device.

This way, we can uncouple the APC from the area.

Though it will make lighting/power links harder...

Unless we have a ceiling light object that occasionally breaks.
(more work for janitors)

Then it's just outdoor lighting...
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2905 on: July 19, 2009, 03:33:55 pm »

Naturally, a mask and suit should prevent this(space suit or firesuit and internals)

No, the voice should sound give it away.

Incidentally, there should be a gender icon in conversations. Whether on radio or in person.

But yes, on examination, a mask and suit would obscure it.

We COULD include job designations over the radio, but honestly, that's a bit far fetched. I don't see a proper handwave for it.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2906 on: July 19, 2009, 03:51:28 pm »

Name colour.

That is how chat and radio will reveal the gender.


Also, here is a sample of conduits running through primary.

I have left node locations where an APC would be found.

Spoiler (click to show/hide)

Edit:
In-game, it moves to under the walls, but in the editor, they appear above the terrain.
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2907 on: July 19, 2009, 07:40:50 pm »

Perfect. Color of name as gender identification is perfect.

You can modify the layer variable to choose which layer it appears on. Works when I make repairs and want grilles to appear under the windows.

Just set APCs to something like 100.

However, APCs should still be in the room they power. For easy repairs. Likewise, one should be able to repair an APC. Or if the APC is destroyed, rewire, as we currently can.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2908 on: July 19, 2009, 07:58:15 pm »

New version up.

This has power conduits, though no actual wires or APCs, or even a generator.

The debug command "bleed" is in. It will ask for a number, then damage a random bodypart that much.
You can debug-attack someone by clicking on them.

Still get it from here

The condnet linking is in.
All of those conduits are treated as a single network, though it has no problem if one is completely split off, it simply makes the split parts a new network.

Best part is that the same code applies to regular power cables.

And with the split, I can put a power rating on cables :) so that if too much power flows through them(their powernets, really) they have a chance of shocking people, or at extreme values(if someone hooked it up to the main generator on overdrive, say 1 mW) they would catch fire.

So, power before powered stuff?
Well, once I have APCs in, and regular wiring, doors can require power.

Maintainence areas are not quite as bland already, having a glimpse of the conduit here and there.


For the in-game, I already have it set the layer to 2 in the New() proc, but it is set much higher in the initial def so that the editor shows them above the other clutter.

Also, APCs should be constructable just like EVERYTHING else, in my dream version.
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Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2909 on: July 19, 2009, 08:07:01 pm »

Here's a hint.

Floors on layer 0.

Cables on layer 1.

Floor plating on layer 2.

Windows on layer 3. Likewise with walls.

Grilles on layer 2.9. If you plan on actually implementing grilles. I'd rather if we forsake their idea. This made me go in a ranting mood so here we go.

WHY THE FUCK ARE THE GRILLES PART OF THE OUTSIDE LAYER?! They are SO FUCKING WEAK! Along with the windows! WHY?! It makes no sense? GOONSTATION IS FUCKED UP!

I want our map to have NO external views into space. Not through weak ass windows and grilles.
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