Search found 454 matches
- Mon Nov 17, 2014 12:36 am
- Forum: Coding Feedback
- Topic: Attack animations
- Replies: 23
- Views: 5394
Re: Attack animations
The alternative is making literally tens of thousands of sprites for attack animations. No. Screw that.
- Sun Nov 16, 2014 11:06 pm
- Forum: Coding Feedback
- Topic: Attack animations
- Replies: 23
- Views: 5394
Attack animations
Are very good. Probably one of the best ideas and mechanic that players have been needing feedback for for ages.
Thank you, phil!
Thank you, phil!
- Sun Nov 16, 2014 1:34 am
- Forum: Ideas
- Topic: [poll] Old armor vs new armor
- Replies: 41
- Views: 10608
Re: [poll] Old armor vs new armor
While you might say that it has a neck guard built in, it's neither an appealing idea when thinking about body armor nor does the sprite at all look like that. What the sprite DOES look like is as if a moron was wearing regular body armor way the hell too high.
- Sat Nov 15, 2014 12:23 pm
- Forum: Ideas
- Topic: [poll] Old armor vs new armor
- Replies: 41
- Views: 10608
Re: [poll] Old armor vs new armor
Again, the old armor is not at all perfect, but I know enough that the new armor should not be covering the entire neck and none of the abdomen and look like the helmet is a bike helmet. A lot of changes could be made to the new armor to keep some of the shape similar to the old armor.
- Sat Nov 15, 2014 12:40 am
- Forum: Spriting and Mapping
- Topic: Lizard accessories
- Replies: 21
- Views: 6103
Re: Lizard accessories
I'm pretty sure I made the accessories they're using right now way back.
Anyway RR should be able to work on a whole bunch of fun dismemberment/greyscaling/mutation stuff soon, we might want to hold off on making hairstyles for them if it's going to be just a bunch of mutations later.
Anyway RR should be able to work on a whole bunch of fun dismemberment/greyscaling/mutation stuff soon, we might want to hold off on making hairstyles for them if it's going to be just a bunch of mutations later.
- Fri Nov 14, 2014 12:15 pm
- Forum: Ideas
- Topic: [poll] Old armor vs new armor
- Replies: 41
- Views: 10608
Re: [poll] Old armor vs new armor
I absolutely cannot stand the new armor as it is right now. It's mainly due to spriting reasons, they're very poorly drawn. The armor is shifted far too high up (covering the entire neck and none of the abdomen), the contrast in the colors is far too muted so you can't tell any of the details apart,...
- Thu Nov 13, 2014 7:39 am
- Forum: General Chat
- Topic: hey im new here
- Replies: 14
- Views: 4439
Re: hey im new here
Yeah good job scaring off the new guy.
- Sun Nov 02, 2014 9:14 pm
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
It's not exactly limiting if we haven't come anywhere NEAR their theoretical limit, and xenos already have a very VERY expandable amount of stuff. Take literally any creature you can think of, apply facehugger, get xeno equivalent. I don't see how that's limiting.
- Sat Oct 18, 2014 8:19 pm
- Forum: Ideas
- Topic: [POLL] Should paramedics be added to /tg/station?
- Replies: 47
- Views: 13787
Re: [POLL] Should paramedics be added to /tg/station?
You know med doctors are already kind of like paramedics. A huge improvement that would basically fill out this role would be to replace the console in the medbay lobby with a crew monitoring one like metastation. Medics could actually respond then.
- Mon Oct 13, 2014 1:08 am
- Forum: Ideas
- Topic: Admin AI holopad
- Replies: 10
- Views: 2558
Admin AI holopad
I think it'd be cool if there were a unique holopad that admins could spawn in. If admins click on it they would be given a prompt of what to appear as (centcomm admiral/official, syndie, ai hologram and a bunch of other things), all in hologram visuals, followed by choosing your name. This'd be a n...
- Sun Oct 12, 2014 2:16 am
- Forum: Coding Feedback
- Topic: [POLL] Assistant Maint Access
- Replies: 192
- Views: 46972
Re: Assistant Maint Access Poll
Folks, we have bickered over whether assistants should keep or lose maint access for years. Stop fighting over it. The reason why they have maint access, and this reason has been established and confirmed so many times before, is to keep that cesspool of players out of the main halls. That's all the...
- Wed Oct 08, 2014 1:06 am
- Forum: Ideas
- Topic: Making the UI Better
- Replies: 16
- Views: 2928
Re: Making the UI Better
Hotkeys already exist. Hotkeys are amazing, I don't want a more cluttered UI just because there's plebs that still use arrow keys. I can equip an entire security locker in a little under 2 seconds using hotkeys, git gud. Refer to my previous post. YOU can do it and so can a lot of other skilled peo...
- Wed Oct 08, 2014 12:01 am
- Forum: Ideas
- Topic: Making the UI Better
- Replies: 16
- Views: 2928
Re: Making the UI Better
we've all been playing SS13 for years now and we've all gotten very used to the UI We're used to the UI and the rules of the game. It doesn't mean they're good. Having trouble messing with hands, jumpsuits and all that "for realism" is annoying for the people who do know how to do it, and...
- Tue Oct 07, 2014 6:58 pm
- Forum: Ideas
- Topic: Making the UI Better
- Replies: 16
- Views: 2928
Making the UI Better
So we've all been playing SS13 for years now and we've all gotten very used to the UI. However, some of you may have noticed that some things are unnecessarily complicated to perform or use. Here's 3 improvements that would do a world of good for new players and veterans alike: 1. More action button...
- Fri Oct 03, 2014 1:36 pm
- Forum: Ideas
- Topic: Slurring vs Stammering
- Replies: 2
- Views: 770
Slurring vs Stammering
It has always bothered me the lizards and drunk people stutter l-l-ik-k-e t-th-e-e-ey-y'v-e-e b-b-e-e-e-een hit-t-t wi-t-t-h a t-t-tas-e-e-r When in reality they should only have a ssssoorrrt of sssluuurriing for drunkness and only on the S for lizards. As you could imagine, having a drunk, stunned ...
- Tue Sep 30, 2014 4:19 am
- Forum: Spriting and Mapping
- Topic: Linemap development thread (i finally finished the map)
- Replies: 192
- Views: 51661
Re: Culdesac Station development thread
Looks awesome! You're almost there, man. Keep going! A few things of note: The science restroom should be flipped upside down, so that you don't have that problem with sinks. The flowers in the central hub will default to ugly no-flower shrubs, ask a coder to fix this! You've still got a lot of tile...
- Sat Sep 27, 2014 5:57 pm
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
I don't think I need to point out why buffing aliens, who already crush the entire station when a half competent queen is around, and worsening the shuttle-gets-here-before-aliens-have-a-hive problem are bad ideas.
- Sat Sep 27, 2014 3:49 pm
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
I still think that a possible alternative alien game mode, when we don't need a alien hive, is to plop one or two alien 'hunters' on the station and re-enact the first Alien movie. Those would get destroyed incredibly quickly. The main killing power of aliens is facehuggers, although stun hands wit...
- Sat Sep 27, 2014 3:43 pm
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
I don't want a fight to break out here. I just want to sprite for xenos and help them grow and develop and be more interesting. I'd prefer it if they stayed as xenomorphs though.
- Sat Sep 27, 2014 11:46 am
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
The current resin is far, far easier to work with. The vast majority of players prefer it. It's way less of an eyesore with the nodes. Xenos can actually blend in to some extent.
- Sat Sep 27, 2014 4:23 am
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
There is a pink and dark blue color for resin, I was just personally the most fond of black resin (which still has a slight blue/purple tint to it).
- Sat Sep 27, 2014 3:35 am
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
Uncalled for.
Xenos are also still blue, they just have black resin which is a thousand times better than purple weeds, which were next to impossible to make new sprites out of.
Xenos are also still blue, they just have black resin which is a thousand times better than purple weeds, which were next to impossible to make new sprites out of.
- Fri Sep 26, 2014 4:14 pm
- Forum: General Chat
- Topic: Swap maps for a celebration on October 1st
- Replies: 33
- Views: 7693
Re: Swap maps for a celebration on October 1st
Both efficiency (all three maps) and asteroid station have stopped being developed months ago. There's not a huge number of new maps being made (except for allura), so this thread really only can go between metastation and box. And metastation has stopped being developed too.
- Fri Sep 26, 2014 2:28 am
- Forum: General Chat
- Topic: Swap maps for a celebration on October 1st
- Replies: 33
- Views: 7693
Re: Swap maps for a celebration on October 1st
Cipher3 wrote:Buuuut.... 60 players on MiniStation... hehe... hehehehe....
- Fri Sep 26, 2014 1:19 am
- Forum: Spriting and Mapping
- Topic: Machinary sprites/other shit
- Replies: 8
- Views: 3345
Re: Machinary sprites/other shit
I really like the machine sprites.
The alien sprites are... what are those? It's like a hovering bulbous mass of tentacles.
The alien sprites are... what are those? It's like a hovering bulbous mass of tentacles.
- Fri Sep 26, 2014 1:11 am
- Forum: Coding
- Topic: Aliens or Xenos
- Replies: 65
- Views: 16606
Re: Aliens or Xenos
Man I just want to see xenos prosper and grow as a feature. I've always loved the idea of them and their function, and was so pleasantly surprised to discover they were in this game too. It's why I started spriting: to improve them where I couldn't code. I'd never thought that there would be so much...
- Fri Sep 12, 2014 5:31 am
- Forum: General Chat
- Topic: Xenostation
- Replies: 7
- Views: 2589
Re: Xenostation
Don't worry straykitty isn't around. He's just asking what happened to it. If straykitty DID show up then we'd all have ripped our ears off by now.
- Thu Sep 11, 2014 11:25 pm
- Forum: General Chat
- Topic: Xenostation
- Replies: 7
- Views: 2589
Re: Xenostation
Xenostation and infested station have been dead for ages. Nothing is happening with them.
- Thu Sep 11, 2014 10:44 pm
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 60056
Re: Why is Artyom dying?
Why hasn't this thread been locked yet? It helped kill a server and codebase and is now another "our server is better than yours" thread. Lock it already.
- Fri Sep 05, 2014 11:26 am
- Forum: General Chat
- Topic: Why do you play in this community?
- Replies: 67
- Views: 20313
Re: Why do you play in this community?
I get the strangest feeling that this thread is going to turn sour real fast.
- Mon Sep 01, 2014 7:44 pm
- Forum: Site, Forums, And Wiki
- Topic: Official SS13 wiki thread (to-do, bitching, etc)
- Replies: 88
- Views: 40488
Re: The semi-official wiki thread (to-do, bitching, etc)
If this thing gets merged https://github.com/tgstation/-tg-station/pull/4532 Then the guide to aliens may need a fair bit of visual overhaul. There isn't anything majorly game changing aside from nightvision and the looks, but more changes can be expected to come in the future. EDIT: Now that I look...
- Mon Aug 25, 2014 6:40 pm
- Forum: General Chat
- Topic: Efficient Bombs
- Replies: 41
- Views: 17420
Re: Efficient Bombs
The simple secret to big, powerful bombs is this: Cold oxygen. I'm not sure exactly why, but if you cool oxygen to -30 or more it basically doubles the explosive power of any bomb you make. At that point you reach something near or at the bombcap very easily and you don't really need to care about t...
- Thu Aug 21, 2014 4:14 am
- Forum: Spriting and Mapping
- Topic: allura resprites everything
- Replies: 29
- Views: 8787
Re: allura resprites everything
SHOULDER
PADS
PADS
- Wed Aug 20, 2014 5:08 am
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 60056
Re: Why is Artyom dying?
This is one of the most poisonous threads I've ever seen and I'm amazed it hasn't been deleted yet for basically trying to kill a server and codebase by saying that server and codebase are dying and awful.
Get rid of this thread for the love of god.
Get rid of this thread for the love of god.
- Sat Jul 19, 2014 8:42 pm
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 60056
Re: Why is Artyom dying?
Can we all agree to let this thread die? It's not helping the situation. In fact I'm pretty sure it's directly contributing to it. We got some 30 players on artyom all last night, we'll live through this, now quit being so pessimistic.
- Sat Jul 19, 2014 2:13 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 921274
- Fri Jul 18, 2014 5:24 am
- Forum: NTStation Coding
- Topic: [AWAY MISSION] MO19: MERGED
- Replies: 9
- Views: 6900
Re: [AWAY MISSION] MO19: MERGED
This is now merged and will be available in a day or so when SoS updates the server. Good luck!
- Thu Jul 17, 2014 4:09 am
- Forum: General Chat
- Topic: Why is Artyom dying?
- Replies: 200
- Views: 60056
Re: Why is Artyom dying?
This is an extremely depressing thread.
- Mon Jul 14, 2014 2:45 pm
- Forum: NTStation Coding
- Topic: [AWAY MISSION] MO19: MERGED
- Replies: 9
- Views: 6900
Re: [AWAY MISSION] MO19: Coming Soon!™
I don't understand the hostility to away missions regarding 3 APCs. We already have some 20 in space that are used even less, yet they're fully working powernets too. Why treat away missions like complete garbage when at the same time NT is trying to look up to and improve space content?
- Sun Jul 13, 2014 6:59 am
- Forum: NTStation Coding
- Topic: [AWAY MISSION] MO19: MERGED
- Replies: 9
- Views: 6900
Re: [AWAY MISSION] MO19: Coming Soon!™
if the station is going to be really small (away mission, that is), just put down a pacman generator with a crate filled with one stack of 50 plasma. should be enough power to run an entire round, unless i am mistaken on how much power it outputs. That's how it is SUPPOSED to be powered if not for ...
- Sat Jul 12, 2014 4:11 pm
- Forum: NTStation Coding
- Topic: [AWAY MISSION] MO19: MERGED
- Replies: 9
- Views: 6900
Re: [AWAY MISSION] MO19: Coming Soon!™
I would really prefer if areas weren't responsible for how game mechanics function unless they are consistent across everything. I don't like the idea where a generator works fine on the space station because it is in a normal area, then it is moved to away missions where it doesn't work because awa...
- Sat Jul 12, 2014 4:58 am
- Forum: NTStation Coding
- Topic: [AWAY MISSION] MO19: MERGED
- Replies: 9
- Views: 6900
[AWAY MISSION] MO19: MERGED
I've spent the last few days making an away mission and actually putting detail and effort into it. Here's a couple of teaser pics: For anyone interested, here's the PR: https://github.com/NTStation/NTstation13/pull/834 And some pics: http://i.imgur.com/0KCZgiM.png http://i.imgur.com/nAyxZIk.png I'v...
- Sun Jun 15, 2014 3:00 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 921274
- Thu Jun 05, 2014 6:56 am
- Forum: Spriting and Mapping
- Topic: Efficiency Station 3.0.0d COMPLETE
- Replies: 34
- Views: 9731
Re: Efficiency Station 3.0.0d COMPLETE
Here are the map files if you're interested in adapting them to the latest code. There's probably some pathing errors that you'll have to fix as I haven't updated these in a while. Efficiency 3.0.0d: http://www.mediafire.com/download/4iga4kg3wwuulib/Efficiency_3.0.0d.rar Efficiency 2.0.4b: http://ww...
- Sun Jun 01, 2014 4:17 pm
- Forum: Spriting and Mapping
- Topic: Efficiency Station 3.0.0d COMPLETE
- Replies: 34
- Views: 9731
Re: Efficiency Station 3.0.0d COMPLETE
In case people have not heard, I have stopped working on efficiency 3. I've grown to loathe making space stations, as it requires upward 200 hours or more of work for each of them. The reasons for this are simple: I do not like my map layout at all or the limitations when designing one, and I no lon...
- Wed May 14, 2014 6:43 pm
- Forum: Spriting and Mapping
- Topic: Efficiency Station 3.0.0d COMPLETE
- Replies: 34
- Views: 9731
Re: Efficiency Station 3.0.0d COMPLETE
The interrogation room has no backroom because it's used about as frequently as the surgery observation area. It's a tinted window with a telescreen. I've added a way in from brig that isn't through the office. The transit tubes cannot be slipped underneath, you have to go around them. However, the ...
- Wed May 14, 2014 4:21 pm
- Forum: Spriting and Mapping
- Topic: Efficiency Station 3.0.0d COMPLETE
- Replies: 34
- Views: 9731
Re: Efficiency Station 3.0.0d COMPLETE
Well, you could bring out perma by another tile, add a hallway where the secpod is and put it at the end of that, with the secpod next to it. At that point it'd be so far in the back, so far removed and hidden from view, that its existence won't even be recognized. Anyone who DOES get thrown there ...
- Wed May 14, 2014 12:31 am
- Forum: General Chat
- Topic: Efficiency Station 3 on Artyom
- Replies: 14
- Views: 4714
Re: Efficiency Station 3 on Artyom
A big chunk of those issues have been fixed, miggles. As for the rest: 3. The chef isn't exactly a lethal guy by himself, and a very short stun from a beanbag doesn't make him much more deadly. 5. I personally do not like having as much detail as metastation, I feel as though it is trying too hard t...
- Tue May 13, 2014 7:25 pm
- Forum: General Chat
- Topic: Efficiency Station 3 on Artyom
- Replies: 14
- Views: 4714
Efficiency Station 3 on Artyom
So, yeah. Made another space station a few weeks after the testing of efficiency station 2. I give you EFFICIENCY STATION 3 Map Pic as of 3.0.0d Improved in many various areas over efficiency 2 to cater to more people! Let's see how people like it and get even more feedback out of it! This is probab...
- Tue May 13, 2014 6:01 pm
- Forum: Spriting and Mapping
- Topic: Efficiency Station 3.0.0d COMPLETE
- Replies: 34
- Views: 9731
Re: Efficiency Station 3.0.0d COMPLETE
I was going to ask where the captian's laptop was, then I realized this was /TG/ code... But where is the prison shuttle? There is no prison shuttle as it is used about as frequently as the court room. Basically never. I understand that a few people will get angry at me for not including it, but I'...