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Re: Rework Cult Stun

Shotguns sound fucking hilarious now.
by Oldman Robustin
Wed Feb 12, 2020 2:31 am
 
Forum: Ideas
Topic: Rework Cult Stun
Replies: 82
Views: 3802

Re: Rework Cult Stun

If I actually knew how to code I'd make cult like it used to be: no summon objective, they just have to convert x amount of crew members and have x escape aboard the shuttle. Or we could up the number of roundstart cultists, remove conversion entirely, and stun too. In this community there are scar...
by Oldman Robustin
Sat Feb 08, 2020 6:20 am
 
Forum: Ideas
Topic: Rework Cult Stun
Replies: 82
Views: 3802

Re: Clock cult 2019

I can't speak for every refactor but a lot of them are simply find & replace jobs once the core code has been changed. All this code discussion just reinforces my initial perception of what really happened, someone was salty about an admin forcing the mode so they had to throw together whatever ...
by Oldman Robustin
Tue Oct 22, 2019 4:58 pm
 
Forum: Coding Feedback
Topic: Clock cult 2019
Replies: 48
Views: 5005

Re: ITT: We lament over all the dead coding PRs that were pretty great

So you're saying the loading worked but the issue was how to implement it? As I recall I made it so that the functionality was controlled with a new argument for loading any map/template, with the default being the existing orientation (which was considered 'East' I think), so if you added a "S...
by Oldman Robustin
Mon Oct 21, 2019 5:18 pm
 
Forum: Coding
Topic: ITT: We lament over all the dead coding PRs that were pretty great
Replies: 15
Views: 2759

Re: Clock cult 2019

what does being spread out over several files have to do with anything? If you read the commentary from the person who removed it, it seemed like a lot of features and dependencies were hard to locate. I have no idea where we stand on things now but I'm pretty sure previous 'best practices' were to...
by Oldman Robustin
Mon Oct 21, 2019 3:45 pm
 
Forum: Coding Feedback
Topic: Clock cult 2019
Replies: 48
Views: 5005

Re: Give lawyers an actual job

I see the following "code enforcement" issues: 1) "Getting the judge to do something remotely approximating an actual judge." Right now I just see this as a feature. Sometimes the judge will show up and be a shitter and everyone will just have to embrace the drama that ensues. Li...
by Oldman Robustin
Fri Oct 18, 2019 6:55 pm
 
Forum: Ideas
Topic: Give lawyers an actual job
Replies: 25
Views: 2036

Re: Clock cult 2019

snip It's pretty obvious nobody likes to read. https://tgstation13.org/phpBB/viewtopic.php?f=9&t=24271#p519396 Unsurprisingly though Robustin, Your code was in a fuckload of files too, even if to a slightly lesser degree than Clock Cult, your coding practices aren't all that great either if I'm...
by Oldman Robustin
Fri Oct 18, 2019 6:14 pm
 
Forum: Coding Feedback
Topic: Clock cult 2019
Replies: 48
Views: 5005

Re: Clock cult 2019

So it sounds like we used the nuclear option on our code to solve what was an issue with *checks notes* ... a single admin? While it wasn't being specifically maintained - just by virtue of being in the code it was getting automatically updated as we changed the names of procs, item paths, code stru...
by Oldman Robustin
Fri Oct 18, 2019 3:44 pm
 
Forum: Coding Feedback
Topic: Clock cult 2019
Replies: 48
Views: 5005

Re: ITT: We lament over all the dead coding PRs that were pretty great

I loved the randomized ruin template concept, and tried to use the code from it for a station goal thing, but never got it working without bugs. Steam vents was still a top tier idea, even if some of the other things you included were questionable. I think I saw someone try to add directional map l...
by Oldman Robustin
Fri Oct 18, 2019 3:07 pm
 
Forum: Coding
Topic: ITT: We lament over all the dead coding PRs that were pretty great
Replies: 15
Views: 2759

Give lawyers an actual job

- Let each unique lawyer (roundstart/latejoin) have the ability to take 1 legal action per round. - The two options (available via PDA or ID-locked console in law office) would be (1) File a habeas petition and (2) File indictment papers - Each option would require a summary of the pleading and have...
by Oldman Robustin
Thu Oct 17, 2019 7:19 pm
 
Forum: Ideas
Topic: Give lawyers an actual job
Replies: 25
Views: 2036

Re: ITT: We lament over all the dead coding PRs that were pretty great

Engipoints would have been a glorious addition that made the Department relevant beyond being a WMD depot for antags and free insulated gloves/toolbelt for would-be assistants too lazy to steal them. The repair vehicle, Engi-shuttle, mannable/aimable emitters, the atmos market, remote shieldgen, adv...
by Oldman Robustin
Thu Oct 17, 2019 5:47 pm
 
Forum: Coding
Topic: ITT: We lament over all the dead coding PRs that were pretty great
Replies: 15
Views: 2759

Re: Fusion temperatures are getting a little stupid.

It wouldn't be THAT hard to tamp down the reaction formulas to bring them down to more realistic levels. The most sensible solution to me would be to just have stupidly high temps melt the floor (unless its reinforced). Space gives the fusion gas a good succ and the problem kinda resolves itself. Pe...
by Oldman Robustin
Wed Oct 02, 2019 8:24 pm
 
Forum: Coding Feedback
Topic: Fusion temperatures are getting a little stupid.
Replies: 50
Views: 4135

Re: Statbus II: Statnarok

That customized date range is extremely helpful, thank you.
by Oldman Robustin
Mon Oct 22, 2018 5:13 pm
 
Forum: Site, Forums, And Wiki
Topic: Statbus II: Statnarok
Replies: 146
Views: 30498

Re: Statbus II: Statnarok

Just came to say that having Win/Loss data for modes moves from monthly data to its own "All Time" page completely defeats the point of tracking win-rates. How much Revs, Cultists, Nukeops, etc. won from 2012-2016 is largely irrelevant. I used that data to understand the state of the game ...
by Oldman Robustin
Sun Oct 21, 2018 9:28 am
 
Forum: Site, Forums, And Wiki
Topic: Statbus II: Statnarok
Replies: 146
Views: 30498

Re: How to better the revolution game mode.

One of the reasons I've never touched Rev is too many people have a different idea of what the mode should be. I could try and post even the most bare-minimum improvement to end the most common complaints like "Here's a way to end stalemates without being unfair to either side" and then so...
by Oldman Robustin
Wed Oct 17, 2018 5:33 pm
 
Forum: Ideas
Topic: How to better the revolution game mode.
Replies: 31
Views: 1860

Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp

I gave my reasons for the attitude, Nabski blowing off my Ahelp from the night before and then literally blowing off my legs that round was enough to have my eyes roll into orbit when I get chain-bwoinked by his inquiry into my statement. The irony is only heightened when I'm already at the top of t...
by Oldman Robustin
Tue Oct 16, 2018 11:11 pm
 
Forum: Successful Complaints
Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Replies: 71
Views: 7723

Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp

Also @Cobby's deleted message... If I asked you what prompted it then it should end with a "Command report had it twice so figured it needed extra attention, I'll fix/report it end of round if it's a bug that reveals the mode", yes. Is that how this situation went? I think you're still mi...
by Oldman Robustin
Mon Oct 15, 2018 5:11 pm
 
Forum: Successful Complaints
Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Replies: 71
Views: 7723

Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp

Also @Cobby's deleted message. You take things waaayyy too far there bro. Revolution showed up in the Command Report. I warned Security to watch for Revolutionary Activity. For admins that should 100% be the end of any scrutiny about my statement - if an admin wants to scrutinize a possible bug - th...
by Oldman Robustin
Sat Oct 13, 2018 5:42 pm
 
Forum: Successful Complaints
Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Replies: 71
Views: 7723

Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp

"This entire thing took about a minute and you didn't even interact with another player during it." - One of the reasons I don't play Captain much is that I take the role seriously and when you play Captain seriously it's a very involved process. Therefore it's extremely frustrating when s...
by Oldman Robustin
Sat Oct 13, 2018 5:07 pm
 
Forum: Successful Complaints
Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Replies: 71
Views: 7723

Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp

Your response's made it seem like if I sat there and tried to get an answer the crew was going to be more or less captainless, so I replaced you to avoid making the round fucky for everyone else involved. I wanted to use admin prison but captain in a rev round. You realize that me playing captain w...
by Oldman Robustin
Sat Oct 13, 2018 2:08 am
 
Forum: Successful Complaints
Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Replies: 71
Views: 7723

Re: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp

I mean, really, in what 3rd tier shithouse server is it acceptable to kill the person playing Captain in a revolution so that they can "devote" more time to their ahelp responses? Because, as I explained to Nabski, in all my time here I've NEVER seen an admin power trip hard enough to pull...
by Oldman Robustin
Sat Oct 13, 2018 1:49 am
 
Forum: Successful Complaints
Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Replies: 71
Views: 7723

[Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp

Byond account and character name: ForcefulCJS/Oldman Robustin Admin: Nabski Time and Server(Bagil or Sybil) incident occurred: 830pm EST - Bagil ROUND ID HERE: 95365 Detailed summary: 1) Be Captain 2) Set Station Name to "WHY ARE MY FEET SO LOUD AHH I COULDNT HEAR YOU OVER MY FEET" 3) Nabs...
by Oldman Robustin
Sat Oct 13, 2018 1:35 am
 
Forum: Successful Complaints
Topic: [Nabski] Griefs, kills, then bans my Capt in TWO rev rounds b/c I posted a bug to Github, not Ahelp
Replies: 71
Views: 7723

Re: General discussion about mode percentages

I don't credit "stuff I hear in OOC/Discord/etc.", I doubt the overall attitude towards Ops has changed given that we've had Warops for years now. The issue with repeat rounds is true of course, Warops is especially vulnerable to that complaint because the gameplay for the first 20 minutes...
by Oldman Robustin
Thu Oct 11, 2018 5:11 pm
 
Forum: Policy Discussion
Topic: General discussion about mode percentages
Replies: 23
Views: 1632

Re: General discussion about mode percentages

The poll was done in April. Clockcult was the lowest, followed by extended and Rev. Extended was also the most polarizing mode, around 18% of our playerbase has extended as their favorite mode - only traitor has more "favorite mode" votes. However, the other 82% of the playerbase hates ext...
by Oldman Robustin
Wed Oct 10, 2018 9:39 pm
 
Forum: Policy Discussion
Topic: General discussion about mode percentages
Replies: 23
Views: 1632

Re: Assimilation Gamemode Feedback

none of you have actually given any reasons why more extended like rounds are bad The polls showed that It's easily the most divisive mode we have. Many love it, but even more hate it. Plus the common sense notion that conflict drives the SS13 narrative, and the mode dictates the nature of that con...
by Oldman Robustin
Mon Oct 01, 2018 6:25 pm
 
Forum: Coding Feedback
Topic: Assimilation Gamemode Feedback
Replies: 75
Views: 6321

Re: Blood Cult Barrier Rune Nerf

Last I checked janitors can still mop (not soap, or spray, just MOP) barrier runes.
by Oldman Robustin
Mon Oct 01, 2018 5:51 pm
 
Forum: Coding Feedback
Topic: Blood Cult Barrier Rune Nerf
Replies: 9
Views: 730

Re: Enable blood brothers

I also tried to develop traitor partners last year but traitor code was such spaghetti with so many snowflake checks and procs where you had to visit 4 files just to figure out what they did that I gave up because testing was extremely difficult. I do think we need to experiment with this more and e...
by Oldman Robustin
Wed Apr 18, 2018 3:32 pm
 
Forum: Policy Discussion
Topic: Enable blood brothers
Replies: 59
Views: 5675

Re: New welding eye damage

File this under "WHY"

You get spammed with eye warnings and messages now and there was absolutely nothing wrong with the previous system.
by Oldman Robustin
Wed Apr 18, 2018 3:23 pm
 
Forum: Coding Feedback
Topic: New welding eye damage
Replies: 22
Views: 1609

Re: Bloodcult feedback thread

wasn't this literally what robustin built his new cult around? Where'd you get that idea? The only big change I've made was moving from talismans to "touch spells". My only vision for constructs was sacrificing some of their combat strength for added utility. My "ideal" for bloo...
by Oldman Robustin
Mon Apr 09, 2018 4:06 pm
 
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 5603

Re: REMOVE LING remove ling

Kor remains opposed to a ling test since he's convinced it will just end up encouraging sec to round up the entire crew or something.

I think we can have a test that's sufficiently time and energy intensive that sec won't have the means or the will to just sit around and testing everyone.
by Oldman Robustin
Mon Apr 09, 2018 3:59 pm
 
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 8773

Re: Remove Conversion Modes From Rotation

Rustledjimm wrote:I'll get updated linear results for you Oldman.


Thank you.
by Oldman Robustin
Sat Apr 07, 2018 8:02 pm
 
Forum: Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 7372

Re: Bloodcult feedback thread

Constructs need to go in my opinion. Why does the cult need them anymore when they have significantly more weapons than they did when they were introduced. It also means that the cult gets an easy way to make bodies uncloneable which is not something they should have. Make them have to go through t...
by Oldman Robustin
Sat Apr 07, 2018 7:25 pm
 
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 5603

Re: Bloodcult feedback thread

I really appreciate this level of balance and fine tuning. Also yay one spell. Having played a few cult rounds the flexibility of two spells did feel like a really strong starting position. Having to choose between offensive and defensive options is a great way to make the empower rune far more des...
by Oldman Robustin
Sat Apr 07, 2018 6:54 pm
 
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 5603

Re: Remove Conversion Modes From Rotation

STOP USING EXPONENTIALLY WEIGHTED VOTING TALLIES THIS ISNT A HEADMIN ELECTION. Please ask MSO to post the linear-weighted results like he did with the preliminary results a week ago. Nothing aggravates me like the fact we only get player feedback once a year on this shit and when we do we save the ...
by Oldman Robustin
Sat Apr 07, 2018 8:59 am
 
Forum: Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 7372

Re: Bloodcult feedback thread

What do you mean they don't show up in-hand? They all have the same in-hand icon, just using different colors. Talismans only made inventory noise if you used them from your bag. Using spells (with the exception of EMP) takes as many clicks as it did before. You'd click once to equip them, once agai...
by Oldman Robustin
Sat Apr 07, 2018 8:42 am
 
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 5603

Re: Clockwork Cult (now off of rotation, suggestions go in this thread)

I always felt the defense setup was more suited to NukeOp/Syndie/Gangster-type item sets. The core concept was solid enough but when your defense relies on 80% shit you can't control (walls, speartraps, wardens, ghost-controlled marauders), 15% weapons you stole, and 5% your actual shitty combat abi...
by Oldman Robustin
Sat Apr 07, 2018 1:05 am
 
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 39199

Re: Bloodcult feedback thread

We broke stats, again, so its very hard to get an idea of how cult is doing after the talisman removal. It felt strong though so I was doing a weekly nerf to reign in the most abused stuff but after the freeze hit I had no data OR ability to keep making changes. I had planned to add more limits to t...
by Oldman Robustin
Fri Apr 06, 2018 9:58 pm
 
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 5603

Re: Robustin appreciation topic.

I-Ive done it. I cracked overlay code. The results of my improvement are... indescribable. Overlays, human overlays especially, were by far the greatest source of lag known to our servers. They completely overshadowed even atmos for processing consumption on Midpop+ servers. I picked up and put down...
by Oldman Robustin
Fri Mar 30, 2018 11:09 pm
 
Forum: Coding Feedback
Topic: Robustin appreciation topic.
Replies: 23
Views: 1532

Re: Clockwork Cult 2.0

Likert Scale or Yes/No But for the love of god lets get some polls going for all the modes so we can get some real data in here. Even 50/50 doesn't say much until we see other polls with the same parameters. Between that and Statbus being offline/broken I feel like we're only regressing in terms of ...
by Oldman Robustin
Thu Mar 29, 2018 12:10 am
 
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 39199

Re: Robustin appreciation topic.

Aww shucks. I'm working on overlays now, which are the real performance killer when the servers get busy, but its even more of a headache than atmos - which at least tried to follow predictable rules. Keep in mind I am not a coder by education or profession, so its really nice to get positive feedba...
by Oldman Robustin
Wed Mar 28, 2018 10:02 pm
 
Forum: Coding Feedback
Topic: Robustin appreciation topic.
Replies: 23
Views: 1532

Re: We literally just removed smoke machine because of revenant salt

The machine is awful for deathmix because its doesn't scale with volume like grenades do. You put in 6 different nasty poisons and the victim will breathe in so little of each that it will metabolize out of their system in <2 seconds. Grenades on the other hand, you don't have to drag them around fo...
by Oldman Robustin
Wed Mar 28, 2018 5:27 am
 
Forum: Coding Feedback
Topic: We literally just removed smoke machine because of revenant salt
Replies: 58
Views: 4583

Re: Clockwork Cult 2.0

I'll make a poll for traitor, a fairly liked mode, and see the results I'll also do changeling, a fairly disliked mode, and see the results then we can compare this to what clockcult got Please do it for every mode so we can get a sense of where things stand. It doesn't have to be all at once but w...
by Oldman Robustin
Thu Mar 22, 2018 6:33 pm
 
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 39199

Re: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START

@Qbopper I don't even know how you can call this a "fuckup" for anyone who was a victim of this stupidity. If you post that the freeze will begin for an EST English-speaking server on the 21st, then nobody should reasonable expect that deadline to trigger when its fucking midnight of the 2...
by Oldman Robustin
Thu Mar 22, 2018 8:44 am
 
Forum: Coding
Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
Replies: 22
Views: 2685

Re: Clockwork Cult 2.0

We just entered a freeze so its pointless to discuss now anyway. As I've said elsewhere, my inspiration for cc has been dried up for quite a while. I've been pretending I could still hop in it whenever I wanted, but I honestly immediately lose motivation whenever I code for it, and have since just a...
by Oldman Robustin
Wed Mar 21, 2018 5:00 am
 
Forum: Coding Feedback
Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
Replies: 455
Views: 39199

Re: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START

Why didn't you just talk to me like the other two people that this happened two? They both got approval to finish their in progress stuff after like ten seconds of discussion about their situation. I've been in IRC all day and you never messaged me, so if not me, who is the target audience of this ...
by Oldman Robustin
Wed Mar 21, 2018 3:58 am
 
Forum: Coding
Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
Replies: 22
Views: 2685

Re: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START

hahah lmao try to game the system win stupid prizes You realize you're the maintainer I'm referring to in the OP? The one I spent my Saturday coding angular (non-Cardinal) directional lighting for because you seemed enthusiastic about it? I could've finished the ruin that day. You're also the maint...
by Oldman Robustin
Wed Mar 21, 2018 1:31 am
 
Forum: Coding
Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
Replies: 22
Views: 2685

WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START

Both this freeze and last started at seemingly random times. The only response to this is the same attitude that has it happening in the first place, "Quit whining bitch you're entitled to nothing". I support the idea of Feature Freezes yet I end up so bitter about the idea of donating my ...
by Oldman Robustin
Tue Mar 20, 2018 11:32 pm
 
Forum: Coding
Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
Replies: 22
Views: 2685

Re: Sleepers no longer automatically generate chemical PR

The current sleeper system is just too easy for my tastes, I get the convenience of having a FIXES-EVERYTHING-IN-SECONDS machine but honestly I think a more involved healing system would make doctor's jobs more satisfying. I suggested to the PR creator that they remove the "glass cover" on...
by Oldman Robustin
Tue Mar 13, 2018 8:44 pm
 
Forum: Coding Feedback
Topic: Sleepers no longer automatically generate chemical PR
Replies: 144
Views: 8543

Re: Turn off mulligan

Mulligan is literally the only reason we still have wizard mode. I agree its terrible and its just a crutch keeping wizard on life support since most wizard rounds just end up being traitor rounds and thus its not really offensive to most players. Its a massive kick in the balls for security though,...
by Oldman Robustin
Mon Mar 12, 2018 6:59 pm
 
Forum: Policy Discussion
Topic: Turn off mulligan
Replies: 21
Views: 1405

Re: We literally just removed smoke machine because of revenant salt

are you guys seriously pretending that if you put it into techwebs someone's actually gonna use it? The thing sat in chemistry every round for months and it was still getting used in <10% of rounds. Within those examples about 50% was what I'd call "silly" uses like using it for carpet, c...
by Oldman Robustin
Mon Mar 12, 2018 5:12 pm
 
Forum: Coding Feedback
Topic: We literally just removed smoke machine because of revenant salt
Replies: 58
Views: 4583
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