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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 ... 449 450 [451] 452 453 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 823954 times)

Thrain

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6750 on: January 16, 2010, 07:39:58 pm »

Quote
Connecting to byond://70.79.213.220:1522...failed
is it only me having this problem?

if its down why does it say its up?
« Last Edit: January 16, 2010, 07:52:55 pm by Thrain »
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6751 on: January 16, 2010, 07:51:57 pm »

the server is down BRO.

EDIT: ▼WHO CARES RELAX BRO
« Last Edit: January 16, 2010, 08:43:52 pm by zchris13 »
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Thrain

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6752 on: January 16, 2010, 08:43:09 pm »

server still down?
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6753 on: January 16, 2010, 09:08:05 pm »

It is, Im surprised it crashed. Ill bring it up back up right now.
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Thrain

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6754 on: January 17, 2010, 01:03:56 am »

can some one post a updated picture of the station?
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Farce

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6755 on: January 17, 2010, 01:20:40 am »

Hrm.  I would like to try this, but it intimidates me slightly.

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6756 on: January 17, 2010, 01:30:18 am »

Hrm.  I would like to try this, but it intimidates me slightly.

Don't let it, its really a fun game thats easy to get into. Very little drama nowadays too.

can some one post a updated picture of the station?

Ill try to find out how.
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6757 on: January 17, 2010, 01:58:17 am »

REally, its far more user friendly then DF, though perhaps the same amount as lethal. Just try to remember not to run through any random airlock. That's a good way to get spaced.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6758 on: January 17, 2010, 02:13:44 am »

And the lag. Count your button presses.
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woose1

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6759 on: January 17, 2010, 02:20:30 am »

I live like right next to Johbson, so I don't get any lag at all.
...
*Sticks out tongue*
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6760 on: January 17, 2010, 02:27:03 am »

The game itself is lag.  It is composed of lag, written in C lag+.  Playing it is selling your very soul to the lag.
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immibis

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6761 on: January 17, 2010, 02:56:21 am »

The game itself is lag.  It is composed of lag, written in C lag+.  Playing it is selling your very soul to the lag.
It's written in BYOND.
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6762 on: January 17, 2010, 05:40:28 am »

The game itself is lag.  It is composed of lag, written in C lag+.  Playing it is selling your very soul to the lag.
It's written in BYOND.

Incorrect its written in DM.
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6763 on: January 17, 2010, 06:34:04 am »

The game itself is lag.  It is composed of lag, written in C lag+.  Playing it is selling your very soul to the lag.
It's written in LAG

Incorrect its written in LAG.
fixd.
DM as a code is quite slow, so there's always some lag due to processing, I think.
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qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #6764 on: January 17, 2010, 08:54:37 am »

It's written in LagScript. All the fun of Lag++, but with the additional overhead of being a script language and running on an interpreter.

(What follows is only theory)

My theory on it: I believe that the game runs an update every tenth of a second. sleep() delays the code by the specified number of updates. 0 just puts it at the end of the list of things to do, or maybe puts it right after the current code.

The engine does networking at the end of each update, so if the code cannot fully complete within one tenth of a second, there will be lag.

So, if that is correct, breaking up a long loop with a sleep(1) in it, like I did for the power propagation, gives the engine time to update everyone on what has happened.

Other code that could be improved in this way:
Solar power updates
Airflow (spread it out among 5 updates?)

Though in both situations, the consequences should be considered first. Maybe an airflow tick for each Z-level?
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