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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 ... 260 261 [262] 263 264 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 809536 times)

cib

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3915 on: August 22, 2009, 12:19:30 pm »

Jakkarra, it is basically playable, but it will probably take a bit until it gets to the content-wealth of SS13.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3916 on: August 22, 2009, 12:26:17 pm »

yes, yes, i know Cib.

i know it won't have all the features of SS13 YET.

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3917 on: August 22, 2009, 12:31:36 pm »

Well, as there is only one MAJOR hurdle left(air&stuff), one somewhat massive one(gamemodes&stuff) and then countless small details, it IS playable.

But first, have the version with working power drain from lighting.

Same download link, version 0.02.01.


Edit: it should be hostable, but I don't reccomend mapping just yet.
Because of incompatibilities I must phase out.
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3918 on: August 22, 2009, 01:04:58 pm »

Did the server crash again, or was it just a major lag spike.
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3919 on: August 22, 2009, 03:42:59 pm »

Hay I are back from horriday.
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tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3920 on: August 22, 2009, 04:28:22 pm »

Well, now at least I know it wasnt my code causing it.
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Untill recently, before stocks ran out, it rained cats and dogs in my fortress...

tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3921 on: August 22, 2009, 05:12:39 pm »

Server is down for tonight, at least, I am.
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Megaman

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3922 on: August 22, 2009, 07:26:26 pm »

*gets out knife* I DEMAND A MODE WHERE HFS ATTACK THE SPACE STATION!
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tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3923 on: August 23, 2009, 07:56:14 am »

I'm changing the zombie wall attack code a bit, zombies now actually break walls faster if they are in a swarm. (walls 8 dmg*zombies near the wall per hit. R-walls 4 dmg per hit *zombies near wall-1)
also, who do I send my changes to?
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Untill recently, before stocks ran out, it rained cats and dogs in my fortress...

chaoticag

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3924 on: August 23, 2009, 08:04:16 am »

I'm changing the zombie wall attack code a bit, zombies now actually break walls faster if they are in a swarm. (walls 8 dmg*zombies near the wall per hit. R-walls 4 dmg per hit *zombies near wall-1)
also, who do I send my changes to?
Qwertyuiopas, though I'm pretty sure Johbson might accept it as well.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3925 on: August 23, 2009, 08:23:33 am »

I can has server?

Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3926 on: August 23, 2009, 09:51:38 am »

Me and TP1212 were talking just now on the server, and have come up with a novel idea.

we were thinking, and TP came up with the idea of Server-server Interaction, using an in-universe transport system ("escape pods", or possibly shuttles) we could have players communicate and interact with other servers.

TP mentioned when asked, that Byond was made for this type of interaction and that implementation should'nt be too hard.

it would add in a couple things, a new area (docking bay, a new one) a new job (bay attendant, controls who can arrive and leave) new uniforms (one sleeve of jumpsuits in the server's colours) and a new title for inter-server players. (ambassador, basically to prevent two people with the same name co-existing).

TP will have a little more info at a later time, but for the moment, thats the plan.

qwertyuiopas

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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3928 on: August 23, 2009, 12:10:32 pm »

Inquiry, with all these tiles moving around willy nilly.. I was playing X-com earlier and I suddenly wondered.

Can we make a modular station design that changes its layout from session to session?
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #3929 on: August 23, 2009, 12:31:32 pm »

we could quite easily do that, yes, a central pod with several modules around it.

it would work quite nicely. each pod could also be ejected i suppose.
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