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Author Topic: Spacestation 13 *New Topic*  (Read 310764 times)

beorn080

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Re: Spacestation 13 *New Topic*
« Reply #165 on: June 30, 2010, 01:08:43 am »

Grake: The "unfinished" part is the station, there are TONS of new features in the goondev version. Plus, it is far less laggy, in case you haven't noticed. Once mapping issues have been taken care of, and the coders have a feel for the goondev code, they will begin transferring over the B12 stuff.
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Grakelin

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Re: Spacestation 13 *New Topic*
« Reply #166 on: June 30, 2010, 01:14:17 am »

It would have made more sense to get the feel of the gooncode before moving our station over to it, in my opinion.

Maybe I just don't know how much people were suffering before, because I didn't actually notice very much lag in the old version.
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beorn080

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Re: Spacestation 13 *New Topic*
« Reply #167 on: June 30, 2010, 01:20:06 am »

This code is FAR more responsive compared to the latest iteration of BS12.
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MagmaDeath

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Re: Spacestation 13 *New Topic*
« Reply #168 on: June 30, 2010, 01:23:07 am »

 Retracted
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x2yzh9

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Re: Spacestation 13 *New Topic*
« Reply #169 on: June 30, 2010, 01:30:54 am »

It would have made more sense to get the feel of the gooncode before moving our station over to it, in my opinion.

Maybe I just don't know how much people were suffering before, because I didn't actually notice very much lag in the old version.
You... You didn't notice very much lag???!!!!

I.. I am speechless.

nuker w

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Re: Spacestation 13 *New Topic*
« Reply #170 on: June 30, 2010, 02:04:39 am »

I am also surprised how you missed the lag. And to get people to leave, do my way. Mass stealth murder the crew. It scares the shit out of em.
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Dwarfaholic

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Re: Spacestation 13 *New Topic*
« Reply #171 on: June 30, 2010, 02:18:13 am »

I am also surprised how you missed the lag. And to get people to leave, do my way. Mass stealth murder the crew. It scares the shit out of em.

But if they're dead, how do you convince them to leave?
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Cajoes

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Re: Spacestation 13 *New Topic*
« Reply #172 on: June 30, 2010, 08:00:53 am »

I am also surprised how you missed the lag. And to get people to leave, do my way. Mass stealth murder the crew. It scares the shit out of em.

But if they're dead, how do you convince them to leave?

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ReaperSWE

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Re: Spacestation 13 *New Topic*
« Reply #173 on: June 30, 2010, 08:16:18 am »


http://filesmelt.com/dl/talk.dmi

We NEED talk icons.
Just a quick overlay when someone/something talks. It's damn difficult to keep track of who's talking in a conversation.
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gvazdas

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Re: Spacestation 13 *New Topic*
« Reply #174 on: June 30, 2010, 09:44:29 am »


With half the station missing, and a wiped banlist, (We couldn't port the banlist from our old stuff to this new goon dev stuff) both admins and players can't expect a serious round, I know, I've been on the server, there is really too little of the station for one. This will get fixed, obviously, with time, two maps are under works, the port map and the new map, and I've never personally mapped with the goon dev, so I don't know if its harder or not, but what I'm saying is, a serious round is *barely* possible on the current, half done map, so everyone should really adjust their expectations for such. The code needs tweaking, you have to remember the goon code was built for the goons, who love their fun crazy style.

The map is half done, the admin stuff has been completely changed, (meaning most of us have to relearn most of the commands again, and get used to the very heavy changes) the old banlist is gone, and the code is heavily geared to a different playstyle most of us are not accustomed to, it's like expecting actors to still be able to act well in freezing cold water.

Long story short, enjoy your half-serious rounds, don't worry too much about the bans, you're not missing much currently, and they can always be removed when the awesome train gets going again.
I have to agree, there aren't a lot of serious rounds.
I am not playing too much because when Headswe is on, he doesn't allow me to speak over OOC, adminhelp and makes me explode (not literally) when I play.
I still play when headswe isn't on though  :) .

Oh, and guys, can we get the goon 'Secret Door' code in? I really want to make a secret base for myself when playing a traitor round being an engineer.
« Last Edit: June 30, 2010, 09:47:40 am by gvazdas »
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quinnr

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Re: Spacestation 13 *New Topic*
« Reply #175 on: June 30, 2010, 09:57:49 am »


http://filesmelt.com/dl/talk.dmi

We NEED talk icons.
Just a quick overlay when someone/something talks. It's damn difficult to keep track of who's talking in a conversation.
Do like.
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Pick Yer Poison

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Re: Spacestation 13 *New Topic*
« Reply #176 on: June 30, 2010, 11:34:43 am »

I like 'em too, but I think the intercoms should change color to red or something instead. It just seems like it would fit better to me.
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Rakonas

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Re: Spacestation 13 *New Topic*
« Reply #177 on: June 30, 2010, 11:53:54 am »

Oh, and guys, can we get the goon 'Secret Door' code in? I really want to make a secret base for myself when playing a traitor round being an engineer.
You mean false walls? We lost those with the goon code so I don't see how the goons have them...
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gvazdas

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Re: Spacestation 13 *New Topic*
« Reply #178 on: June 30, 2010, 12:18:21 pm »

Guys, I'm having some problems with securitrons.
I am an engineer and a securitron keeps chasing me saying I have level 4 infraction.
I know they arrest personnel that are not security and have tasers or other security equipment.
I don't have it though.

Oh, and by the way, can't we just re-create the fake wall code? I really need to make a secret small base in the ship somewhere and I need a false wall just to make sure nobody sees an airlock that doesn't suppose to  be there.
« Last Edit: June 30, 2010, 12:44:19 pm by gvazdas »
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The Scout

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Re: Spacestation 13 *New Topic*
« Reply #179 on: June 30, 2010, 12:45:05 pm »

When I try to join the game it says invite only. Curse you people.
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