Search found 454 matches
- Fri Jun 19, 2015 4:49 am
- Forum: Ideas
- Topic: Combat Overhaul Documentation
- Replies: 34
- Views: 5826
Re: Combat Overhaul Documentation
Also for anyone who is insane enough to actually want to do this if it's at all feasible: I'm willing to to contribute lots and lots of sprites for the UI elements (like the movement state cycling buttons) and whatever else may become necessary.
- Fri Jun 19, 2015 4:41 am
- Forum: Ideas
- Topic: Combat Overhaul Documentation
- Replies: 34
- Views: 5826
Combat Overhaul Documentation
Combat in ss13, as everyone knows, is effectively clickspam movement spaz-out RNG, with a touch of equipment preparation to give you an edge (sunglasses to cancel flashes, shields to hopefully prevent a disarm attempt etc). Rather shockingly, this is a pretty bad combat system. It's largely dependen...
- Sun Jun 14, 2015 11:52 am
- Forum: Ideas
- Topic: Disablers Need To Be Regulated
- Replies: 8
- Views: 2002
Re: Disablers Need To Be Regulated
I just tested this out today, this doesn't even happen. Might have been some freak occurrence of lag on the round you were playing. Also this seems to be a bug report, put it in the issues on git.
- Tue Jun 09, 2015 5:52 pm
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 35712
Re: XHUIS' SUMMER THAW EVENT
I'm fine with that, at least ALLOW us to open the pipe and face the risk in the same way that cutting a wire without gloves will shock you, or opening a disposals tube may have garbage fly out and hit you. It'd make it at the very least possible to modify them at all, which we can't right now outsid...
- Tue Jun 09, 2015 5:34 pm
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 35712
Re: XHUIS' SUMMER THAW EVENT
Being able to unwrench and disassemble pipes that are under atmospheric pressure. It's currently the bane of atmos modification.
- Sun Jun 07, 2015 9:23 pm
- Forum: Ideas
- Topic: Gotta go fast event
- Replies: 3
- Views: 1856
Gotta go fast event
I propose that, whether by wizard magic or admin magic or maybe just everyday rng magic, there be a new event all about SPEED.
Tick rate is greatly reduced (or increased, whatever increases FPS), move speed is maxed, and click delay is removed for everyone.
Tick rate is greatly reduced (or increased, whatever increases FPS), move speed is maxed, and click delay is removed for everyone.
- Tue May 26, 2015 1:10 am
- Forum: Spriting and Mapping
- Topic: Mapping Philosophy
- Replies: 20
- Views: 4556
Re: Mapping Philosophy
Celdur is literally making a modular station. I think it'd be interesting to see how it works, but I'm fairly certain it's against the whole "inefficient" design of a map I've been thinking of. Removing hallways is a neat idea but we have to be realistic here: You have to throw in the limi...
- Sun May 24, 2015 10:08 am
- Forum: Spriting and Mapping
- Topic: Mapping Philosophy
- Replies: 20
- Views: 4556
Re: Mapping Philosophy
This is the kind of thing mappers have to wrestle with when coming up with a design for a map. Add in physical limitations on where you can fit things in and an absolute ton of details like how piping, wiring, mulebot movement and a ton of other stuff and you have yourself a monstrously complicated ...
- Sun May 24, 2015 12:44 am
- Forum: Spriting and Mapping
- Topic: Mapping Philosophy
- Replies: 20
- Views: 4556
Re: Mapping Philosophy
Yeah, I'm definitely not going to be happy if people are looking for some arbitrary middle ground. I think that trying out a map that goes to the other extreme (incredibly inefficient) to force movement where they can get dragged into traitor shenanigans would be interesting in its own way. A middle...
- Sun May 24, 2015 12:16 am
- Forum: Spriting and Mapping
- Topic: Mapping Philosophy
- Replies: 20
- Views: 4556
Mapping Philosophy
So mapping, I think we can all agree, is a giant convoluted pain in the ass to figure out. Oh, not the actual editor. Aside from a few traps and weird bits of nonsense to keep in mind, it's very easy to map. The problem is actually figuring out a design that people like. This comes in 3 factors: Fun...
- Wed May 20, 2015 7:04 pm
- Forum: Coding Feedback
- Topic: Minor Feedback
- Replies: 693
- Views: 234615
Re: Minor Feedback
Maybe make cutting wires make a fairly quiet snipping sound? If you're withing a few tiles (maybe 3 or 4 radially) you'd be able to hear it. It'd help if it's done close to departments and is being heard, so it can be stopped ahead of time.
- Tue May 19, 2015 8:27 pm
- Forum: Coding Feedback
- Topic: AI Feedback: Constructive Edition
- Replies: 224
- Views: 51990
Re: AI Feedback: Constructive Edition
I agree the new camera wires (5 of them!) with an alarm wire is super unfun. It's a giant buff that makes cameras entirely too complicated (and those desperately need to be redone) and too powerful. Making it take a couple of seconds with some wirecutters with no alarm and leaving it at that would b...
- Mon May 18, 2015 3:32 am
- Forum: General Chat
- Topic: Memorable Quotes
- Replies: 1434
- Views: 445951
Re: Memorable Quotes
I think I was testing some stuff out in the thunderdome at the time, I don't recall becoming an antag though???
- Fri May 15, 2015 3:51 pm
- Forum: Spriting and Mapping
- Topic: Underground Outpost 45
- Replies: 16
- Views: 6023
Re: Underground Outpost 45
Various things like lockers being redone, likely a lot of path updating, maybe a few consistency changes now that it's been a few months and the station has changed a bit too.
Most of the time it's just updating paths to whatever gets changed in the latest version of the code.
Most of the time it's just updating paths to whatever gets changed in the latest version of the code.
- Thu May 14, 2015 7:21 pm
- Forum: Ideas
- Topic: Dramatic TC cost reductions
- Replies: 45
- Views: 8998
Re: Dramatic TC cost reductions
It could also perhaps be handled based on the number of players there are? If there's a crew of 60 and 6-7 traitors, you'll probably need all the help you can get when you inevitably get escape alone.
- Thu May 14, 2015 1:22 pm
- Forum: Spriting and Mapping
- Topic: Underground Outpost 45
- Replies: 16
- Views: 6023
Re: Underground Outpost 45
It wasn't "removed" so much as away missions are most often kept off due to that being their default state, and them usually having conflicts with the rest of the game if not updated.
I basically haven't been updating this to newer versions, so it's being kept off until that happens.
I basically haven't been updating this to newer versions, so it's being kept off until that happens.
- Sun May 03, 2015 11:57 am
- Forum: Coding
- Topic: Feature Freeze - GREENTEXT EDITION HAS ENDED
- Replies: 38
- Views: 24410
Re: Feature Freeze - GREENTEXT EDITION
Oh wait it is I'm a dunce.
TOMORROW IS THE DAY.
TOMORROW IS THE DAY.
- Sun May 03, 2015 11:02 am
- Forum: Coding
- Topic: Feature Freeze - GREENTEXT EDITION HAS ENDED
- Replies: 38
- Views: 24410
Re: Feature Freeze - GREENTEXT EDITION
Today's the day.
Today the fun dies.
Today the fun dies.
- Sun May 03, 2015 10:53 am
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 683475
Re: Little things you learned that are game changing
That has not been true for literally two years and counting.
How out of date are you, man?
How out of date are you, man?
- Sat Apr 25, 2015 2:05 am
- Forum: Coding
- Topic: Feature Freeze - GREENTEXT EDITION HAS ENDED
- Replies: 38
- Views: 24410
Re: Feature Freeze - GREENTEXT EDITION
Phil will literally win the competition with no contest. Hell he'll probably be the only one doing any bugfixing at all and we'll see the 200 bugs be handled in a couple of weeks by him alone.
- Fri Apr 24, 2015 1:40 am
- Forum: General Chat
- Topic: Memorable Quotes
- Replies: 1434
- Views: 445951
Re: Memorable Quotes
You embarrass me~
- Mon Apr 20, 2015 5:29 pm
- Forum: Coding Feedback
- Topic: Phil Appreciation General
- Replies: 18
- Views: 5146
Re: Phil Appreciation General
I think putting him in the pest spray description for hydro would work nicely. Phil Co. or something.
- Thu Apr 16, 2015 12:47 pm
- Forum: Coding Feedback
- Topic: Phil Appreciation General
- Replies: 18
- Views: 5146
Re: Phil Appreciation General
Phil doesn't do very many controversial changes, he almost exclusively does bug fixes, and is pretty much single handedly keeping the enormous wave of bugs at bay, or very nearly.
- Thu Apr 16, 2015 2:59 am
- Forum: Coding Feedback
- Topic: Phil Appreciation General
- Replies: 18
- Views: 5146
Phil Appreciation General
I just wanted to say you're doing an amazing job keeping the game running smoothly and bug free, and I think more people should recognize all the work you put into this project.
Keep up the good work, we need more people like you <3
Keep up the good work, we need more people like you <3
- Sat Apr 04, 2015 1:38 am
- Forum: General Chat
- Topic: HOW 2 INTO ISSUE REPORTS: PICTURE EDITION: THE 3D EXPERIENCE
- Replies: 11
- Views: 3346
Re: HOW 2 INTO ISSUE REPORTS: PICTURE EDITION: THE 3D EXPERI
I wish this was written or at least edited by SAC.
- Fri Apr 03, 2015 12:39 pm
- Forum: Ideas
- Topic: Allowinga way for forced slimes to revert to slime persons
- Replies: 16
- Views: 4094
Re: Allowinga way for forced slimes to revert to slime perso
I think it'd be nice if pod people seeds could accept the jelly from slimes and slime people in the same way as human blood. It'd be a long way to get all the way back to "human" but it'd be possible.
- Fri Apr 03, 2015 12:21 am
- Forum: Ideas
- Topic: Changeling ascended communication
- Replies: 17
- Views: 2702
Re: Changeling ascended communication
I guess I should expand this to be a poll. I'll let you pick several options.
- Thu Apr 02, 2015 6:56 pm
- Forum: Ideas
- Topic: Changeling ascended communication
- Replies: 17
- Views: 2702
Re: Changeling ascended communication
So you could understand and speak to monkeys, aliens, 2 hiveminds, be able to hear all comms without a headset, department chat, private radios, PDA messages, cyborg chat, whispers at a distance, and hearing through walls?
For one point?
For one point?
- Thu Apr 02, 2015 6:00 pm
- Forum: Ideas
- Topic: Changeling ascended communication
- Replies: 17
- Views: 2702
Changeling ascended communication
So I was thinking of a way to make changeling hivemind more worthwhile. A little teamwork now and again is useful as-is, but it's definitely not useful enough to be worth the point you spend on it. I propose instead that we change its name to "ascended communication", where being able to h...
- Tue Mar 31, 2015 2:55 pm
- Forum: Ideas
- Topic: Load Away Missions
- Replies: 6
- Views: 2051
Re: Load Away Missions
If you're thinking the plasma filled away mission, it's still there. It just isn't turned on.
- Tue Mar 31, 2015 1:01 pm
- Forum: Ideas
- Topic: Load Away Missions
- Replies: 6
- Views: 2051
Re: Load Away Missions
It's actually MO19 and UO45 but ok.
Also yeah every single away mission besides those is basically shit. I'm not even voting for myself here they're actually just terrible excuses for maps, with nowhere near the effort put into them as with any space station.
Also yeah every single away mission besides those is basically shit. I'm not even voting for myself here they're actually just terrible excuses for maps, with nowhere near the effort put into them as with any space station.
- Mon Mar 30, 2015 11:33 pm
- Forum: Ideas
- Topic: Minor Alien Changes
- Replies: 22
- Views: 4922
Re: Minor Alien Changes
It has been changed now so that bodies are now melted away about 5 mins after digestion in xenos, and I think 10 for humans. There's also a description that tells you the xeno has eaten someone.
- Mon Mar 30, 2015 4:04 pm
- Forum: Ideas
- Topic: Minor Alien Changes
- Replies: 22
- Views: 4922
- Fri Mar 27, 2015 6:38 pm
- Forum: Spriting and Mapping
- Topic: Unable to read .dmm
- Replies: 7
- Views: 3263
Re: Unable to read .dmm
Try copying your backup over, and open that with notepad instead, see if it brings you the same problem. If it does your map might be lost!
- Fri Mar 27, 2015 6:14 pm
- Forum: Spriting and Mapping
- Topic: Unable to read .dmm
- Replies: 7
- Views: 3263
Re: Unable to read .dmm
Looks like a compilation error, these happen from time to time and can basically screw over your map real hard. Unfortunately byond provides extremely little reason why it doesn't open, but it SHOULD at least open the .dmm (in a blank screen) and say there are compilation errors. At that point, pres...
- Thu Mar 26, 2015 10:40 pm
- Forum: Ideas
- Topic: Heavy Magnetic Boots
- Replies: 8
- Views: 2329
Re: Heavy Magnetic Boots
Oh, I just tested it. They DO block singulo movement.
- Thu Mar 26, 2015 8:04 pm
- Forum: Spriting and Mapping
- Topic: Nienhaus' Sprites
- Replies: 237
- Views: 95437
Re: Nienhaus' Sprites
Reminds me of roger rabbit's face. Insane and terrified all the time.
- Thu Mar 26, 2015 8:00 pm
- Forum: Ideas
- Topic: Heavy Magnetic Boots
- Replies: 8
- Views: 2329
Re: Heavy Magnetic Boots
Wait they don't stop singulo pulling? What's the point of them then? Not even airflow?
Yeah just add these to the magboots and fix those two above problems. There's no need to have two separate items for it, magboots are balanced by their rarity and their slowdown already.
Yeah just add these to the magboots and fix those two above problems. There's no need to have two separate items for it, magboots are balanced by their rarity and their slowdown already.
- Thu Mar 26, 2015 1:46 am
- Forum: Ideas
- Topic: Engineering rewards for high power, structures that need it
- Replies: 21
- Views: 4078
Re: Engineering rewards for high power, structures that need
I would actually totally be for requiring a knot beneath a door in order to make it electric.
- Wed Mar 25, 2015 10:34 am
- Forum: Video Games
- Topic: Cataclysm dark days ahead
- Replies: 1
- Views: 939
Re: Cataclysm dark days ahead
We have a thread on this already:
https://tgstation13.org/phpBB/viewtopic.php?f=22&t=2684
https://tgstation13.org/phpBB/viewtopic.php?f=22&t=2684
- Wed Mar 25, 2015 9:48 am
- Forum: Ideas
- Topic: Engineering rewards for high power, structures that need it
- Replies: 21
- Views: 4078
Re: Engineering rewards for high power, structures that need
I think this'd be nice, of course the station's power demands should be seriously changed first. Make it so machines like autolathes and exosuit fabs have their construction speed dictated largely by the power setting on them, making them drain a significant amount of their APC if they're on very hi...
- Wed Mar 25, 2015 12:29 am
- Forum: Ideas
- Topic: Minor Alien Changes
- Replies: 22
- Views: 4922
Re: Minor Alien Changes
I'm still hoping to get with someone to actually work on these changes, I've been waiting on these for a pretty long while now.
- Mon Mar 23, 2015 8:25 am
- Forum: Ideas
- Topic: UI Improvements [NEED CODER]
- Replies: 15
- Views: 4479
Re: UI Improvements [NEED CODER]
We also have a bunch of cases where there are controls in both the form of windows and in game elements, as well as where things have shifted from one to the other. Things like jetpacks and air tanks having release pressures in their own white window but are activatable via the internals button and ...
- Mon Mar 23, 2015 8:06 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 922067
Re: Screenshots General
Yeah it worked out surprisingly well, I also made it so I could pick up items so I could act more like a human by holding medkits and whatever. We all kept silent the whole time and generally didn't touch anything so it was difficult to tell us apart. The mime realized I was real, though he wasn't a...
- Mon Mar 23, 2015 7:38 am
- Forum: Ideas
- Topic: UI Improvements [NEED CODER]
- Replies: 15
- Views: 4479
Re: UI Improvements [NEED CODER]
We actually DO have a better UI than most white windows, called nano UI. It's what you see when operating the chem dispenser, cryo tubes, APCs and a bunch of others. Unfortunately it's apparently very difficult to apply it to anything and requires a lot of experimenting to actually learn how to use ...
- Sun Mar 22, 2015 10:36 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 922067
- Sat Mar 14, 2015 8:04 pm
- Forum: Video Games
- Topic: The Darkest Dungeon: 2.5D Dark Souls
- Replies: 62
- Views: 18344
Re: The Darkest Dungeon: 2.5D Dark Souls
From my experience, the plague doctor is probably by far the most important class in the entire game, if only because of his stunning grenades. Being able to prevent the two guys in the back from attacking (usually high stress and high damage enemies) can prevent TONS of damage and stress. No stress...
- Fri Mar 13, 2015 3:07 am
- Forum: Coding Feedback
- Topic: Aliens
- Replies: 65
- Views: 14984
Re: Aliens
Be creative with how you fight aliens, if they have a clear advantage in one area, learn how to either work around it or negate it entirely. Numbers: The stunning only lasts so long, too many people prevents everyone from being stunlocked. Speed: Keep up and even outpace them, great for avoiding bac...
- Wed Mar 11, 2015 11:49 pm
- Forum: Ideas
- Topic: Ingame Movement: Choppy Edition
- Replies: 7
- Views: 2865
Re: Ingame Movement: Choppy Edition
Imprecise movement only happens when you make the game too fast. I think sawu discovered a middle ground where the game feels smooth but the movement doesn't skip and extra tile. This is also much less of an issue now that we have a lot more control over stuff like space movement no longer RNG slipp...
- Wed Feb 11, 2015 11:10 pm
- Forum: Coding Feedback
- Topic: [POLL] re-add trekchems with downsides
- Replies: 61
- Views: 17338
Re: [POLL] re-add trekchems with downsides
I actually really like the idea of overdosing and addictions, that's plenty enough of a downside though.