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What would you like to see most in Cowed's next update?

more ores and uses for them and tin
- 19 (33.9%)
more craftable items (bows, berry pie, fishing rods)
- 26 (46.4%)
Cupboards being destroyable or movable
- 11 (19.6%)

Total Members Voted: 56


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Author Topic: BYOND Cowed  (Read 55158 times)

head

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Re: BYOND Cowed
« Reply #465 on: May 23, 2010, 05:51:03 pm »

byond://81.230.95.29:1339

Base code.
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qwertyuiopas

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Re: BYOND Cowed
« Reply #466 on: May 23, 2010, 05:57:58 pm »

It would be best to give players directions from the start and get better art...
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head

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Re: BYOND Cowed
« Reply #467 on: May 23, 2010, 06:06:39 pm »

It would be best to give players directions from the start and get better art...

No shit?
just the basics.
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Ozyton

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Re: BYOND Cowed
« Reply #468 on: May 23, 2010, 06:08:52 pm »

Player models, we need them... mainly so that we can base every other item off of them. We don't need fancy directional stuff. In fact, fancy directional stuff just makes it harder to tell who's who IMO.

EDIT: And who wants to look and people's back anyways?

EDIT 2: Oh yes. Is the inventory system going to be more SS13 based or more Cowed based/ I think SS13 is more DF-like in my opinion.
« Last Edit: May 23, 2010, 06:13:39 pm by OzyTheSage »
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qwertyuiopas

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Re: BYOND Cowed
« Reply #469 on: May 23, 2010, 06:23:50 pm »

You can't properly backstab someone without fancy directional stuff!

The point would probably be to avoid becoming another SS13 clone!

I suspect that you are A SPY! Working for cowed to try to prevent us from exceeding it in every way!

!
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Megaman

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Re: BYOND Cowed
« Reply #470 on: May 23, 2010, 07:10:40 pm »

If you guys pull this off, i may actually redownload Byond
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qwertyuiopas

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Re: BYOND Cowed
« Reply #471 on: May 23, 2010, 07:13:45 pm »

What? An incentive?

However, to start, we would need somewhere to share code and a system to maintain readability.
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head

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Re: BYOND Cowed
« Reply #472 on: May 23, 2010, 07:20:00 pm »

What? An incentive?

However, to start, we would need somewhere to share code and a system to maintain readability.

I'l see about that.

everyone is going to whine at me.
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qwertyuiopas

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Re: BYOND Cowed
« Reply #473 on: May 23, 2010, 07:30:06 pm »

By readability I generally mean proper categorization so that we don't have such monstrosities as demo.dm and atoms.dm found in SS13 and generally less that 20 files per folder, while keeping atom defs and code in different directories altogether. Like this:
Code: [Select]
Code
 |--Defs
 |  |--Turf
 |  |--Objects
 |  |  |--Weapons
 |  |  |--Tools
And so on, with each word in the example a folder containing ~10 code files, some splitting into further folders with their own files.

That way, if you know what type of object you are looking for, you can find it's definition easily, and if similar devision occurs in the actual code files, it would be easy to edit specific procs without using search to hopefully find the right one. The semi-recent items distribution in SS13 would be a great example, but limited in scope, of the desired structure.

Maybe have
/code
  /def
  /object
  /gameplay

where gameplay is non-object code like verbs, /world, global procs, game logic...
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head

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Re: BYOND Cowed
« Reply #474 on: May 23, 2010, 07:31:01 pm »

By readability I generally mean proper categorization so that we don't have such monstrosities as demo.dm and atoms.dm found in SS13 and generally less that 20 files per folder, while keeping atom defs and code in different directories altogether. Like this:
Code: [Select]
Code
 |--Defs
 |  |--Turf
 |  |--Objects
 |  |  |--Weapons
 |  |  |--Tools
And so on, with each word in the example a folder containing ~10 code files, some splitting into further folders with their own files.

That way, if you know what type of object you are looking for, you can find it's definition easily, and if similar devision occurs in the actual code files, it would be easy to edit specific procs without using search to hopefully find the right one. The semi-recent items distribution in SS13 would be a great example, but limited in scope, of the desired structure.

Maybe have
/code
  /def
  /object
  /gameplay

where gameplay is non-object code like verbs, /world, global procs, game logic...

Exactly.
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Evilgrim

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Re: BYOND Cowed
« Reply #475 on: May 23, 2010, 07:33:14 pm »

Wow, heh. I really do hope we make Dorfed or whatever it is.
And I would really enjoy it..
I'm also willing to perform some spriting if need be? Heh.
Although my quality is surely worse than anyone else, I'm still wiling to try.
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Duelmaster409

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Re: BYOND Cowed
« Reply #476 on: May 23, 2010, 07:34:36 pm »

Hey, this actually seems like a good idea. Fuck Cowed! DORFED.

I have around 5 years of programming (not just DM) experience. I would be glad to help, if anyone wanted me to!
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quinnr

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Re: BYOND Cowed
« Reply #477 on: May 23, 2010, 08:33:38 pm »

No Git please. Please no.
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qwertyuiopas

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Re: BYOND Cowed
« Reply #478 on: May 23, 2010, 09:07:56 pm »

What would make you dislike git so much? A bad experience with it?
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quinnr

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Re: BYOND Cowed
« Reply #479 on: May 23, 2010, 09:33:35 pm »

Git hates my computer. I can't get it to work no mater what.
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