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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 824189 times)

Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4305 on: September 05, 2009, 09:15:19 am »

I propose the re-opening of the prison Shuttle.

also, SS81 will be awsum.

Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4306 on: September 05, 2009, 11:03:36 am »

I am in the process of setting up a server.
Harr.
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kholhaus

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4307 on: September 05, 2009, 12:32:48 pm »

Hell, I'd buy that.

i'd also halp if aaaanyone wanted to mod it into the Source engine :3

I could help with map design if that were TO EVER come to existance.

You could also base the code somewhat off of Spacebuild2 or 3 for Gmod!

Ohhhh yeaaaaaaaah.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4308 on: September 05, 2009, 12:35:35 pm »

i'm a mapper, i could map. "obviously", but then again, it'd mostly need to be modelling for the whole, Y'know, Smash everything and whatnot.

Oh, yeah, Server Plz?

Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4309 on: September 05, 2009, 12:51:13 pm »

^that.
Also LOL I got banned from Snipe Shack for calling one of the admins a family nazi.
Because he was trying to force TheSurvivor and I to play at seperate times.
Harr.
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kholhaus

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4310 on: September 05, 2009, 12:53:13 pm »

All you'd really need is this to incorporate it. Of course, without normal BYOND, some things will change. Note I am talking in theory. If you can pull this off, I applaud you. HARD.

-An inventory/menu system that spawns the item in the gameworld, but also removes it from menu, and vice versa.

-There's already suit dispensers, so just a little modifying there.

-New things could be added, such as planets that you can visit, we could also have a slightly configured version of life-support.

-For interacting with certain objects, There'd have to be, yet again, a menu. To use objects, we'd need some sort of basic sprite. Then of course {If hit by blah, change to blah.}.

-Hull breaches could be handled through area entities that are destroyed when the outer parts are destroyed, and if or if not the adjacent area is space'd, but that would be a bit complex. If you can innovate another way, I'd be glad to hear about it.

-Hangars with spaceships! You could also have keys to said spaceships and an ignition module, so that only someone with those keys could open it.

-And of course, lockers are obvious. Just put something in, with or without an electrical lock, and no real other coding.
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4311 on: September 05, 2009, 12:58:35 pm »

It'd be fairly easy actually, what we need are some source Coders.

i have a guy who could possibly help with models, as could i.

Oh, and for Inventory and changing attack options and such, just use "q"

e is obviously use.

It might actually work BETTER than the regular Version.

Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4312 on: September 05, 2009, 01:00:19 pm »

Okay, this is driving me nuts.
Spoiler (click to show/hide)
Halp me! :o
« Last Edit: September 05, 2009, 01:27:48 pm by Cajoes »
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kholhaus

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4313 on: September 05, 2009, 01:02:25 pm »

Of course of course. It will work better, since there'd be nothing to lag it, since GMOD is pretty loose anyway. As long as noone with real bad connection joins, server speed'll be at an all-time high!

Only one problem. How to handle grief.

Also, we'd need a TOTALLY remodeled Hud. One that tells you when you're cuffed, low on oxy, etc.

Also pop-up messages telling how to play.

So anyone an expert in source coding?
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4314 on: September 05, 2009, 01:04:41 pm »

Cuffed is easy, Viewmodel is.

Low on Oxygen, Gasping,

i'll design the hud now.

Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4315 on: September 05, 2009, 01:27:26 pm »

Wait a sec, theres no NEED for a hud! there should only be a Hud if you Equip certain items.

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4316 on: September 05, 2009, 01:32:10 pm »

Okay, this is driving me nuts.
Spoiler (click to show/hide)

APC direction.
You need the APC facing in the direction of the terminal.



Also, about the source engine?

It wouldn't work.


There is just too much complexity in unneeded directions, and all the optimizations are for mostly-unchanging maps.

Plus, it will require steam and a source game to run.



For a 3D SS13, I would reccomend the torque game engine, with some sort of octree optimization similar to blockland. However, the retail version is infested with noobs and terrible mods. If you can get your hands on the old alpha, it would make a great(though outdated) game engine.

Pluse, the TGE supports in-game script changes. Also, every object is given a unique numeric ID, so you can say 173523.setposition("183 2578 -234.8724"); rather than right click->x->num->183, repeat for y and z, and worry about finding the object after each jump. Also, the skybox is a visual-only cube stretching to infinity around the player, not a finite box.

However, the best solution is C or C++, writing an entirely new engine, since physics would be relatively simple(especially if everything was constrained to a 3D grid, though could be at any offset in the grid "tile", so the player can wander around 32, 76, 1 and still block it properly.


Bottom line: the source engine is the worst engine for dynamic worlds because it can't precalculate the bsp tree to improve render times, and it is optimized to show only tiny bits of highly detailed map at a time.



ALso: SS81: finally working on airflow again!
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4317 on: September 05, 2009, 01:36:47 pm »

We have a LOT of C++ coders on the forums, Why not go make a thread asking them?

it'd be VERY fun in 3D, are we allowed to use the Havok engine? that'd get hysics down easy.

Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4318 on: September 05, 2009, 01:47:34 pm »

Wait a sec, theres no NEED for a hud! there should only be a Hud if you Equip certain items.

I was about to say...

Okay, this is driving me nuts.
Spoiler (click to show/hide)

APC direction.
You need the APC facing in the direction of the terminal.

*rabble-rabble*

It is! It is! It even displays some red wiring when I'm just out of visual range! But it won't deliver power! I-

*makes a pillar with APCs in ALL directions and rings it with terminals*
*Hooks one up*

... Oh /now/ it works. Why do you mock me, power-grid!? Rar!

Tutorial-81 is now being wired.

addendum: thanks
Extra addendum: Now it stopped working again, what the eff, man. >.<
« Last Edit: September 05, 2009, 02:12:22 pm by Cajoes »
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Mono124

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #4319 on: September 05, 2009, 01:51:12 pm »

I am in the process of setting up a server.
Harr.


*Looks* I see no server! THIS IS BLASPHEMY!
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