Search found 454 matches

by WJohnston
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.
by WJohnston
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...
by WJohnston
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.
by WJohnston
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...
by WJohnston
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.
by WJohnston
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.
by WJohnston
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...
by WJohnston
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 ...
by WJohnston
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...
by WJohnston
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...
by WJohnston
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.
by WJohnston
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...
by WJohnston
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???
by WJohnston
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.
by WJohnston
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.
by WJohnston
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.
by WJohnston
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.
by WJohnston
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.
by WJohnston
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?
by WJohnston
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.
by WJohnston
Fri Apr 24, 2015 1:40 am
Forum: General Chat
Topic: Memorable Quotes
Replies: 1434
Views: 445951

Re: Memorable Quotes

You embarrass me~
by WJohnston
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.
by WJohnston
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.
by WJohnston
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
by WJohnston
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.
by WJohnston
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.
by WJohnston
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.
by WJohnston
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?
by WJohnston
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...
by WJohnston
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.
by WJohnston
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.
by WJohnston
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.
by WJohnston
Mon Mar 30, 2015 4:04 pm
Forum: Ideas
Topic: Minor Alien Changes
Replies: 22
Views: 4922

Re: Minor Alien Changes

by WJohnston
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!
by WJohnston
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...
by WJohnston
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.
by WJohnston
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.
by WJohnston
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.
by WJohnston
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.
by WJohnston
Wed Mar 25, 2015 10:34 am
Forum: Video Games
Topic: Cataclysm dark days ahead
Replies: 1
Views: 939

Re: Cataclysm dark days ahead

by WJohnston
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...
by WJohnston
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.
by WJohnston
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 ...
by WJohnston
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...
by WJohnston
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 ...
by WJohnston
Sun Mar 22, 2015 10:36 pm
Forum: General Chat
Topic: Screenshots General
Replies: 2758
Views: 922067

Re: Screenshots General

Image

The wolf among sheep.
by WJohnston
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...
by WJohnston
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...
by WJohnston
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...
by WJohnston
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.