Search found 742 matches
- Thu Jan 21, 2016 8:08 am
- Forum: Coding Feedback
- Topic: The second dominator problem
- Replies: 36
- Views: 4997
Re: The second dominator problem
Every gang actually gets two dom attempts, it just drops to one if you haven't dommed at least once by the time the shuttle arrives
- Thu Jan 21, 2016 6:20 am
- Forum: Coding Feedback
- Topic: Stop shuttle floors from killing shadowlings
- Replies: 11
- Views: 2242
Re: Stop shuttle floors from killing shadowlings
Shadowlings can survive on shuttles by hiding in lockers/sleepers
- Tue Jan 19, 2016 2:29 am
- Forum: Coding Feedback
- Topic: Nuke ops scaling.
- Replies: 17
- Views: 4191
Re: Nuke ops scaling.
If we did it for revheads, I don't see how it can be hard to do for ops. Well the tricky bit is that for revheads we make three revheads, hand out jobs, then if station can't support all three remove one or two of them before they're ever made aware of the fact that they're revheads. But with offst...
- Sun Jan 17, 2016 8:24 pm
- Forum: Coding Feedback
- Topic: Nuke ops scaling.
- Replies: 17
- Views: 4191
Re: Nuke ops scaling.
Something like this will be in datum antags when/if finished properly.
But it's not exactly hard to code. Just look to see how its done with head revs.
But it's not exactly hard to code. Just look to see how its done with head revs.
- Mon Jan 11, 2016 12:00 am
- Forum: Coding Feedback
- Topic: Lizards as donator only privlege
- Replies: 54
- Views: 12957
Re: Lizards as donator only privlege
Locking new cosmetic options that don't impact game balance at all: Fine
Locking anything else: No
Locking existing features: Literally a meme
Locking anything else: No
Locking existing features: Literally a meme
- Sun Jan 10, 2016 8:59 pm
- Forum: Coding Feedback
- Topic: Lizards as donator only privlege
- Replies: 54
- Views: 12957
Re: Lizards as donator only privlege
The extent of my charity to byond is that I don't tell everyone the way to turn off the pre roll adds forever every time someone bitches about them.
- Thu Jan 07, 2016 1:11 am
- Forum: Spriting and Mapping
- Topic: Human Sprites: What can be improved?
- Replies: 53
- Views: 17469
Re: Human Sprites: What can be improved?
technically we could make just player sprites 64x64 and then just render them at half scale, it would just look terrible on 1x (and probably on any other scale level too)
- Tue Jan 05, 2016 9:26 am
- Forum: Spriting and Mapping
- Topic: Human Sprites: What can be improved?
- Replies: 53
- Views: 17469
Re: Human Sprites: What can be improved?
I was more looking for little things yeah, and even then only if people thought there was a big need for it.
- Tue Jan 05, 2016 5:03 am
- Forum: Spriting and Mapping
- Topic: Human Sprites: What can be improved?
- Replies: 53
- Views: 17469
Re: Human Sprites: What can be improved?
we should implement the male version of your sprites since those fit on the normal clothing build imo To be clear it's not hard to modify the pixels female outfits take off, it is only a problem in that mutant races females either need to be redone for that bodyshape or I'd have to start tracking f...
- Mon Jan 04, 2016 5:51 am
- Forum: Spriting and Mapping
- Topic: Human Sprites: What can be improved?
- Replies: 53
- Views: 17469
Re: Human Sprites: What can be improved?
I'm digging it. Keep in mind the way human sprites work is that they have specific icon_state racial skintones. Which is why it's good to use the existing colors, because it means you can just replace the template skin colors with the colors of the various shades of skin we have.
- Sun Jan 03, 2016 4:31 am
- Forum: Spriting and Mapping
- Topic: Human Sprites: What can be improved?
- Replies: 53
- Views: 17469
Re: Human Sprites: What can be improved?
SAC please I already have a hideous pipe dream in datum antags, we'll get to that one afterwards.
- Sat Jan 02, 2016 10:13 pm
- Forum: Spriting and Mapping
- Topic: Human Sprites: What can be improved?
- Replies: 53
- Views: 17469
Re: Human Sprites: What can be improved?
ironically the pull that gave us these spessmen sprites was the same exact one that removed fatsprites. Though these two things aren't actually connected.
- Sat Jan 02, 2016 8:37 am
- Forum: Spriting and Mapping
- Topic: Human Sprites: What can be improved?
- Replies: 53
- Views: 17469
Human Sprites: What can be improved?
So there was some discussion today when the lizards came back to sybil as to why some players prefered playing lizards more. Among the more predictable answers there was one that came up a fair bit I didn't really give too much consideration before: Lizards just have much more detailed sprites. --- ...
- Tue Dec 29, 2015 6:04 pm
- Forum: Spriting and Mapping
- Topic: Nienhaus' Sprites
- Replies: 237
- Views: 93783
Re: Nienhaus' Sprites
I always though TR-8R threw away the shield because he was smart enough to realize it couldn't deflect a lightsaber.
Dude was really smart for a stormtrooper.
Dude was really smart for a stormtrooper.
- Mon Dec 28, 2015 5:18 pm
- Forum: Coding
- Topic: Feature Freeze 2016! Greentext Volume 2! has started
- Replies: 62
- Views: 16965
Re: Feature Freeze 2016! Greentext Volume 2!
I'm kinda banking on the freeze lasting a while. If it ends early I'd still appreciate it if people didn't touch antags for like a month.
- Fri Dec 25, 2015 5:46 am
- Forum: Coding Feedback
- Topic: kill ei nath
- Replies: 19
- Views: 4393
Re: kill ei nath
Guess who just got nerfed https://github.com/tgstation/-tg-station/pull/13861TechnoAlchemist wrote:Animation staff still guaranteed win but that's okay
- Thu Dec 24, 2015 11:29 pm
- Forum: Coding Feedback
- Topic: kill ei nath
- Replies: 19
- Views: 4393
Re: kill ei nath
My comments from the github --- Get out of my house. Ei nath isn't overused horseshit anymore, it requires melee range, a free hand, and enough robustness/hulkness to not get ranged stun'd. It is the 12th most taken spell, and on average a wizard with the nath will use it only once during the course...
- Thu Dec 24, 2015 8:05 am
- Forum: General Chat
- Topic: Server has been borderline unplayable for the past week
- Replies: 37
- Views: 8444
Re: Server has been borderline unplayable for the past week
DON'T USE THE TESLA
or
IF YOU MUST TURN DOWN THE PA SO THERE AREN'T A MILLION BALLS
or
IF YOU MUST TURN DOWN THE PA SO THERE AREN'T A MILLION BALLS
- Tue Dec 22, 2015 10:26 pm
- Forum: Coding Feedback
- Topic: New New New New New^50 Cult Feedback Thread
- Replies: 137
- Views: 26631
Re: New New New New New^50 Cult Feedback Thread
This is not a promise but my gut instinct is that post datum antags, both oldcult and newcult will exist as separate kinds of cults. Nothing's ever really "lost" in git, it's just a matter of working it back in. I gotta say all the huge mode changes in the last few days is gonna make my jo...
- Tue Dec 22, 2015 5:04 pm
- Forum: Coding Feedback
- Topic: Traitor AI is incredibly balanced
- Replies: 43
- Views: 8300
Re: Traitor AI is incredibly balanced
The difference between this implementation of traitor malf and the one I [had/have] in my head is that this malf is syndicate aligned. The way I [was/am/will be] looking at it most, if not all, traitors wouldn't be pals with a malf AI. That's where the real balancing trouble is. "Fighting the s...
- Mon Dec 21, 2015 8:37 pm
- Forum: Ideas
- Topic: Wizards can't use guns.
- Replies: 22
- Views: 4357
Re: Wizards can't use guns.
Just like with nuke ops, people should expect that the armory is a pretty likely first stop for wizards. The second someone screams WIZARD those guns should be moving (but not a moment before, dats meta)
- Mon Dec 21, 2015 12:29 am
- Forum: Coding Feedback
- Topic: Minor Feedback
- Replies: 693
- Views: 228830
Re: Minor Feedback
Adding mutantrace to genetics was something I've wanted to forever.
Genetics is just impenetrable code to me and I'm afraid of fucking it up. No one's touched the UI/UE side of it in forever
Genetics is just impenetrable code to me and I'm afraid of fucking it up. No one's touched the UI/UE side of it in forever
- Mon Dec 21, 2015 12:28 am
- Forum: Coding Feedback
- Topic: Witchcraft
- Replies: 19
- Views: 4769
Re: Witchcraft
Our wizards are wizards, they actually know all the spells in the book they're just choosing what to prepare for the day.TheNightingale wrote:So technically our Wizards aren't really wizards, they're sorcerors.
- Sat Dec 19, 2015 11:03 pm
- Forum: Ideas
- Topic: Wizards can't use guns.
- Replies: 22
- Views: 4357
Re: Wizards can't use guns.
See the difference between a hulk and a wizard is that one is expected to fight off 50 people at once, while the other simply aspires to.
No/10
No/10
- Fri Dec 18, 2015 6:38 pm
- Forum: General Chat
- Topic: Making Basil public? [Officially happening!]
- Replies: 50
- Views: 13541
Re: Making Basil public? [Officially happening!]
Just play on sybil like you always do jesus.
- Fri Dec 18, 2015 3:58 am
- Forum: Coding
- Topic: Feature Freeze 2016! Greentext Volume 2! has started
- Replies: 62
- Views: 16965
Re: Feature Freeze 2016! Greentext Volume 2!
This is it.
This is when I will finish datum antags.
This is when I will finish datum antags.
- Wed Dec 16, 2015 6:31 pm
- Forum: Ideas
- Topic: New Job/Department ideas
- Replies: 35
- Views: 4776
Re: New Job/Department ideas
You don't need code to do that though, just declare that's what you are. Go to the HoP and get a job title change if you're feeling fancy.Zellion wrote:Make it so you can choose subtypes of certain jobs. Librarian can be a dungeon/game master, librarian, or reporter. Stuff like that maybe.
- Wed Dec 16, 2015 5:42 am
- Forum: Coding Feedback
- Topic: Cat People
- Replies: 19
- Views: 4049
Re: Cat People
Absolutely not.
- Tue Dec 15, 2015 11:34 pm
- Forum: Spriting and Mapping
- Topic: Major Trouble from Lack Of Spriters
- Replies: 33
- Views: 9379
Re: Major Trouble from Lack Of Spriters
If someone actually offered to update the entire game's spritework for detail and consistency and then hang around enough to do spotwork on new stuff down the road I'd say that's something worth paying for. At the same time though, I don't think anyone could offer the fat stacks to make such an offe...
- Tue Dec 15, 2015 11:23 pm
- Forum: General Chat
- Topic: Making Basil public? [Officially happening!]
- Replies: 50
- Views: 13541
- Tue Dec 15, 2015 9:25 pm
- Forum: General Chat
- Topic: Making Basil public? [Officially happening!]
- Replies: 50
- Views: 13541
Re: Making Basil public?
Community could use some fresh blood, it's getting a little stale and powergamey.
Only reason I could think not to try it is that it would mean that admins:
A.) would have to spend time on basil
B.) would have to deal with pubbies
Only reason I could think not to try it is that it would mean that admins:
A.) would have to spend time on basil
B.) would have to deal with pubbies
- Sat Dec 12, 2015 10:29 pm
- Forum: Coding Feedback
- Topic: New New New New New^50 Cult Feedback Thread
- Replies: 137
- Views: 26631
Re: New New New New New^50 Cult Feedback Thread
I have to agree that this version of cult pushes too close to what other modes offer. Cult's existing niche is that it's a team antag conversion mode that actually requires a little tactics to avoid being quashed by the station.
- Thu Dec 10, 2015 4:39 pm
- Forum: General Chat
- Topic: A bunch of Russians are making walk cycles for SS13
- Replies: 17
- Views: 3167
Re: A bunch of Russians are making walk cycles for SS13
In terms of what this is, it has all the same problems fatsprites did... Except much moreso because instead of 1 set of extra dirs for each outfit there's also a bunch of seperate animation frames for each dir. It's actually even worse than that because the hands also pump a bit, which means each se...
- Tue Dec 08, 2015 7:21 pm
- Forum: General Chat
- Topic: OFFICIAL SERVER IS DOWN THREAD: MSO GOT HIGH!
- Replies: 508
- Views: 226608
Re: OFFICIAL SERVER IS DOWN THREAD: RETURN OF THE CRASH
Maybe if your lucky the server will be down for more than 8 hours and they'll have to start paying you instead.MrStonedOne wrote:10% off the server bill for every 00.1% of downtime (~45 minutes) Downtime always rounds up. (0.1001% = 0.2%)
- Tue Dec 08, 2015 12:48 am
- Forum: Ideas
- Topic: "New" gamemode: Shitstorm
- Replies: 16
- Views: 3527
Re: "New" gamemode: Shitstorm
like so many fun things, I've inadvertently gated a good implementation behind datum antags
- Mon Dec 07, 2015 10:38 am
- Forum: Off Topic
- Topic: how to survive IRL
- Replies: 36
- Views: 6067
Re: how to survive IRL
If you do DMT and shrooms, you actually do manage to clip through them occassionally Unfortunately that seems to only work on the client side, no one else can see it. Eventually the server will just temp ban you and respawn you at a random spot in the room when you log in the next morning. Total bu...
- Mon Dec 07, 2015 10:14 am
- Forum: Off Topic
- Topic: how to survive IRL
- Replies: 36
- Views: 6067
Re: how to survive IRL
More than you think isn't actually hardcoded and is reliant on people assuming that it is. I try to clip through boundaries every so often just to be sure.
- Mon Dec 07, 2015 10:06 am
- Forum: Coding Feedback
- Topic: Bleeding out is terrible.
- Replies: 27
- Views: 5327
Re: Bleeding out is terrible.
the thing about the bleeding system as it is right now is that if your in a situation where a limb has taken enough damage to start bleeding or you've got something embeded (read: this almost always means an explosion) you're probably in dire enough straights that you won't live to see significant b...
- Mon Dec 07, 2015 10:01 am
- Forum: Ideas
- Topic: "New" gamemode: Shitstorm
- Replies: 16
- Views: 3527
Re: "New" gamemode: Shitstorm
Yeah I always thought if a sling managed to integrate with a cult the proper way to play it would to treat the sling as an avatar of narnar or something and combine cult/thrall status on everyone. If the cult has to summon narnar that could make the shadowling ascending tricky but here's the funny b...
- Mon Dec 07, 2015 3:25 am
- Forum: General Chat
- Topic: other servers in SS13
- Replies: 25
- Views: 6191
Re: other servers in SS13
I always found it kinda funny that since hippie often rush merges our changes before we merge them locally that it leads them them inadvertently taking broken/nonfunctional code before other coders comb over it for issues. I know it's happened more than once with my own code.
- Mon Dec 07, 2015 3:19 am
- Forum: Coding Feedback
- Topic: Bleeding out is terrible.
- Replies: 27
- Views: 5327
Re: Bleeding out is terrible.
it's not a bug, the early stages of bleeding out can leave you unconscious but not in crit. It's being in crit that allows ghosting, not being unconscious.
- Sun Dec 06, 2015 7:13 am
- Forum: General Chat
- Topic: sibyl gets a cap of 50-60
- Replies: 26
- Views: 5825
Re: sibyl gets a cap of 50-60
It wasn't a serious suggestion, I was just showing how tricky it is to actually populate a server.
- Sun Dec 06, 2015 5:12 am
- Forum: General Chat
- Topic: sibyl gets a cap of 50-60
- Replies: 26
- Views: 5825
Re: sibyl gets a cap of 50-60
If you want a real idea that's never been tried try this out for size: Wipe Basil utterly, clone configs/saves from Sybil. Leave Basil in a perma empty state. When a round ends on Sybil with a ton of players (~100) and Basil is unused silently forward half the players to basil on reconnect instead o...
- Sun Dec 06, 2015 3:57 am
- Forum: General Chat
- Topic: sibyl gets a cap of 50-60
- Replies: 26
- Views: 5825
Re: sibyl gets a cap of 50-60
It's been tried before, The reality here is that if sybil is capped, people just won't play. It's impossible to force people to play low pop when they want high pop, which is kind of what we're known for.
- Fri Dec 04, 2015 8:54 pm
- Forum: Off Topic
- Topic: how to survive IRL
- Replies: 36
- Views: 6067
Re: how to survive IRL
Really poorly balanced, there's a lot of situations that have no counterplay at all. Also the source code is obfuscated to hell and prone to strange behavior at small scales the devs obviously thought we'd never take the time to look at.
- Wed Dec 02, 2015 5:30 pm
- Forum: Coding Feedback
- Topic: Lich balance
- Replies: 35
- Views: 7208
Re: Lich balance
http://ss13.eu/tgdb/tg/latest_stats.html#wizspell Lich spell is "LD" on this list. It's at the border of the top third of most commonly picked spells. Ever since the nerfs of https://github.com/tgstation/-tg-station/pull/12598 its definitely mellowed out in terms of use. If you kill the wi...
- Tue Dec 01, 2015 4:14 am
- Forum: Ideas
- Topic: Make fat people block holes in the station
- Replies: 17
- Views: 2824
Re: Make fat people block holes in the station
Actually not a terrible idea, some lizards do keep fat stores in their tails.
- Tue Dec 01, 2015 3:51 am
- Forum: Ideas
- Topic: Make fat people block holes in the station
- Replies: 17
- Views: 2824
Re: Make fat people block holes in the station
I want to make a system that can add pixels to outfits in the same way female outfits get a few pixels removed. It's just creating something from whole cloth on the fly at runtime is much trickier than just deleting a few pixels then calling it a day. Also when I added body markings to lizards I acc...
- Mon Nov 30, 2015 10:18 pm
- Forum: Ideas
- Topic: Make fat people block holes in the station
- Replies: 17
- Views: 2824
Re: Make fat people block holes in the station
I want to! It's a just a shame the "things I want to code but can't be arsed because there's no easy solution" list I have is like, a mile long.Super Aggro Crag wrote:RETURN FATSPRITES
E
T
U
R
N
- Fri Nov 27, 2015 5:15 pm
- Forum: Ideas
- Topic: Give xenobio actual aliums
- Replies: 25
- Views: 6706
Re: Give xenobio actual aliums
Spawning the real xenos that can't evolve into queens seems fine to me. The issue is more how out of hand xeno gets when they can grow in numbers of their own accord. A sole sentient hunter is still a pretty impressive threat, without being unmanageable to fight. I would do this right now except for...