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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 ... 283 284 [285] 286 287 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 810123 times)

kholhaus

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4260 on: September 03, 2009, 12:02:38 am »

Don't forget to make all things in that part of the map indastructible.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4261 on: September 03, 2009, 03:44:05 am »

Well I've finished a sketch of the station, (as well as a rough draft in dream maker)

Code: [Select]
╔═════════════╗███╔══░░░░░░░░══╗███╔═══╬═══╬═══╗
║+++++++++++++║███║+++██████+++║███║+++║+++║+++║
║+++++++++++++║███║++████████++║███║+++X+++X+++║
║+++++++++++++║███║++████████++║███║+++║+++║+++║
║+++++++++++++╠═══╣++████████++╠═══╬═══╝+++╠═══╣
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║+++++++++++++X+++X++████████++X+++X+++++++X+++║
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║+++++++++++++╠═══╣++████████++╠═══╣+++++++╠═══╣
║+++++++++++++░*++║++████████++║+++░+++++++║+++║
║+++++++++++++░+++║++████████++║+++░+++++++X+++║
║+++++++++++++░+++║+++██████+++║+++░+++++++║+++║
╚════╬═X═╬════╬═X═╬════════════╬═X═╬░░░╬═X═╬═══╝
Yannow what? sod it.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4262 on: September 03, 2009, 05:55:33 am »

I'll oversee the first few players for you.

To make sure it works.

IHateOutside

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4263 on: September 03, 2009, 06:28:37 am »

Is the server down at the minute?
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4264 on: September 03, 2009, 10:17:38 am »

I may or may not have found the crash source, and it may be a simple lack of a newline.

Logically, it is in the right place to trigger some rounds but not others, particularily during long rounds, and be difficult to pin down a specific trigger.


Edit: was not the issue.

However, the file(s) seem to be the issue. Maybe.

Virus: each time an infected mob /Life()s, every virus they have starts a new perpetual loop. The loop sleep(20)s, but never ends.


Though it may or may not be the cause, try commenting out lines 52-54 and then see if the crash still happens. I asked a Pennyarcade user who experienced the same problem after transfering some of the BS12 features, so it must be some of our recent code. Virus.dm is just the easiest one to see that may be the problem.
And it does a lot of process spawning and looping.

Edit again: I may have misunderstood how it works a bit, but that file is still a primary suspect of the crash.
« Last Edit: September 03, 2009, 10:35:02 am by qwertyuiopas »
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4265 on: September 03, 2009, 11:46:47 am »

Tutorial code update:

It has reached extreme complexity and flexibility.

The one thing the current setup can do that the old one can't is test against a range, though with the new format, that would be accomplished by a separate trigger.

Oh, and tutorial id manipulation must go back in.
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tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4266 on: September 03, 2009, 12:07:16 pm »

I will use all my powers of comprehension of the code to see if I can coax the virus code into crashing the server....
(And I removed that evil command for the time being...)
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4267 on: September 03, 2009, 12:30:14 pm »

I'm still trying for a server.
And by still trying I mean I've got a free shell server.
Hoorah.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4268 on: September 03, 2009, 12:39:43 pm »

Well, I believe that the new tutorial code is able to do everything the old code did, but it has more complexity. However, this complexity adds robustness.

It would be easier in TF2 to simply have 5 premade cap point objects set up in a line format (red owns one end, blu the other, middle 3 available for cap in the standard linear tug-of-cap-war), but then only the most basic CP_* maps would be possible.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4269 on: September 03, 2009, 01:19:16 pm »

Issue with brig-edit: the pipe loop is broken, and atmos cannot pass through the upper half.

Though this does reduce greif potential, it does so by damaging a system that should be working, and has a purpose under normal conditions.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4270 on: September 03, 2009, 01:49:49 pm »

Well that doesn't sound good. But I've always thought the atmos piping to be absurd. Why is the plasma storage even hooked up with the atmospheric vents!?

Spoiler (click to show/hide)
Commented one
Oh yeah, I put this together in paint.. PAINT! I hate paint! Ugh! So cumbersome. And no layers. I'd rather sketch it in charcoal... - Edited in commentary, feel free to add your own comments.
« Last Edit: September 03, 2009, 02:43:27 pm by Cajoes »
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4271 on: September 03, 2009, 02:29:40 pm »

GIVE THE MAN SOME DETOX.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4272 on: September 03, 2009, 03:25:37 pm »

GIVE THE MAN SOME DETOX.


... Good or bad?
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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.

beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4273 on: September 03, 2009, 03:29:21 pm »

The plasma storage is hooked up, cause you might need to purge the station in fire, IE blob or zombie.
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tp12

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4274 on: September 03, 2009, 03:31:02 pm »

GIVE THE MAN SOME DETOX.


... Good or bad?
Im guessing he's recommending a injection of anti paint? (photosirup?)
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