Search found 742 matches
- Sat Sep 03, 2016 8:01 am
- Forum: Coding
- Topic: Best code comments
- Replies: 78
- Views: 35821
Re: Best code comments
if it ever changes to work it'll be really valuable, considering no other accessory gives any sort of armoring
- Mon Aug 22, 2016 9:30 pm
- Forum: Coding Feedback
- Topic: Larva Collision is Retarded Now
- Replies: 4
- Views: 1311
Re: Larva Collision is Retarded Now
I've also seen, occasionally, statue mobs that are being treated as pass mob, despite them being the least passible thing around. Something is definitely goofed up here.
- Fri Aug 19, 2016 6:32 pm
- Forum: General Chat
- Topic: Game Modes
- Replies: 2
- Views: 1395
Re: Game Modes
game_options.txt in the config folder, look for the lines labeled PROBABILITY and set the modes you don't want to 0. You don't have to change anything else to accomplish this, it will take effect at the start of the next round. Changing default objectives is a bit harder. There's another setting in ...
- Tue Aug 02, 2016 2:25 pm
- Forum: Spriting and Mapping
- Topic: Universal Color Palette(??)
- Replies: 87
- Views: 28176
Re: Universal Color Palette(??)
Without some sort of script that automatically converts sprites on merge I can't see a limited palette ever being practical to enforce.
- Sun Jul 31, 2016 9:29 pm
- Forum: Coding Feedback
- Topic: How should space content be handled?
- Replies: 43
- Views: 11641
Re: How should space content be handled?
I've never heard anyone who suggested that space should be gutted. If https://github.com/tgstation/tgstation/issues/19276 was fixed space would be a lot less frustrating to explore.
- Sun Jul 31, 2016 2:33 am
- Forum: Ideas
- Topic: Orphaned station instances
- Replies: 10
- Views: 2963
Re: Orphaned station instances
We lack the player base to sustain a feature like this
- Tue Jul 26, 2016 10:12 pm
- Forum: Coding Feedback
- Topic: Space ruins are too hard to find
- Replies: 17
- Views: 4429
Re: Space ruins are too hard to find
Make Teleporter beacons. Huck them into space on an angle from various points around the station (important). Later in the game go to the teleporter and see if any landed near anything interesting.
I might make this easier to do sometime soonish.
I might make this easier to do sometime soonish.
- Tue Jul 19, 2016 4:55 pm
- Forum: Spriting and Mapping
- Topic: Setting Lobby Screen location?
- Replies: 2
- Views: 1524
Re: Setting Lobby Screen location?
The start location is set though the placement of the /obj/effect/landmark/start . In the dead center of the splash screen there's one tile that has plating instead of an indestructible wall, that's where you place the landmark. You place the splash imagery at the bottom left corner.
- Fri Jul 08, 2016 10:10 pm
- Forum: Coding Feedback
- Topic: Repairing bomb damage no longer a real option.
- Replies: 47
- Views: 10488
Re: Repairing bomb damage no longer a real option.
CEs need to grow a backbone and recall the shuttle when their engineers have started to sealed up a hole that got the shuttle called.
- Tue Jul 05, 2016 1:05 am
- Forum: Off Topic
- Topic: How sexist are you?
- Replies: 29
- Views: 8609
Re: How sexist are you?
Lifehacks: just strongly disagree to everything and answer "prefer not to answer" for every question that allows it for a perfect score.
- Thu Jun 30, 2016 2:14 pm
- Forum: Closed Policy Discussion
- Topic: Multiple antag types and conversions within the same round
- Replies: 54
- Views: 10591
Re: Multiple antag types and conversions within the same rou
Yeah people got it pretty much on the mark, team objectives trump personal objectives if they conflict with each other. If they don't conflict and you can reasonably try for both then that's fine, go for the rare doublegreentext.
But all this is just unenforced policy right now.
But all this is just unenforced policy right now.
- Thu Jun 30, 2016 12:26 am
- Forum: Coding
- Topic: Implement Instant Runoff voting for polls [paid code]
- Replies: 7
- Views: 2856
Re: Implement Instant Runoff voting for polls [paid code]
Well expecting people to rank a field of 30 is a bit much, people would just give up.
- Tue Jun 28, 2016 9:50 pm
- Forum: Coding Feedback
- Topic: Science is no longer balanced to roundtimes.
- Replies: 49
- Views: 12238
Re: Science is no longer balanced to roundtimes.
I blame mobas for ruining peoples time perception in round based multiplayer games
[Only a half joke]
[Only a half joke]
- Tue Jun 28, 2016 2:57 pm
- Forum: Ideas
- Topic: [POLL]Is it worth the time/effort to enforce a sci fi theme?
- Replies: 67
- Views: 16942
Re: Is it worth the time/effort to enforce a sci fi theme?
Lavaland is fine as long as thematically its consistent with itself.
You're going down to a hellworld, its ok for that to look different than a station in space.
You're going down to a hellworld, its ok for that to look different than a station in space.
- Tue Jun 28, 2016 2:47 pm
- Forum: Coding Feedback
- Topic: Science is no longer balanced to roundtimes.
- Replies: 49
- Views: 12238
Re: Science is no longer balanced to roundtimes.
A lot of people say they want longer rounds, but every time a coder tries to slow game progression down players do their best to subvert it. Examples: * Midround Antag/Mulligan Antag system gets turned off 95% of the times it would fire * Admins not recalling stubbed muh toe shuttle calls * Red aler...
- Sat Jun 25, 2016 12:56 am
- Forum: Ideas
- Topic: make floral somatoray mutate plant people
- Replies: 5
- Views: 1683
Re: make floral somatoray mutate plant people
Nope, I just didn't see it hiding in species_types, now the effect is doubled up
W H O O P S
W H O O P S
- Mon Jun 20, 2016 3:54 pm
- Forum: Ideas
- Topic: Give nearly every mode a rare chance of happening
- Replies: 11
- Views: 2399
Give nearly every mode a rare chance of happening
Current Game Mode Odds blob = 0 changeling = 0 traitorchan = 4 (12.9%) double_agents = 4 (12.9%) traitor = 5 (16.1%) clockwork_cult = 2 (6.5%) cult = 3 (9.7%) extended = 0 gang = 3 (9.7%) handofgod = 0 meteor = 0 abduction = 0 monkey = 0 nuclear = 4 (12.9%) revolution = 3 (9.7%) sandbox = 0 shadowli...
- Mon Jun 20, 2016 6:05 am
- Forum: Coding Feedback
- Topic: Umbras [Reverted]
- Replies: 5
- Views: 1177
Re: Umbras
crosspost from github: Under the guise of a rewrite they were essentially gutted and left with a pair of new powers that essentially boiled down to "you can push someone over and read the notes they didn't set" and "You can ride around with a mob but can't actually do anything in this...
- Sat Jun 18, 2016 9:43 pm
- Forum: Ideas
- Topic: make floral somatoray mutate plant people
- Replies: 5
- Views: 1683
Re: make floral somatoray mutate plant people
Will add this to https://github.com/tgstation/tgstation/pull/18455
kinda surprised it wasn't already a thing
kinda surprised it wasn't already a thing
- Wed Jun 15, 2016 3:56 pm
- Forum: Spriting and Mapping
- Topic: Embed sprites
- Replies: 10
- Views: 3010
Re: Embed sprites
This would be very hard to maintain, there's a LOT of things that can embed, but are just a lot less ubiquitous than spears
- Sun Jun 12, 2016 3:16 am
- Forum: Ideas
- Topic: Whitelist nukeops
- Replies: 38
- Views: 8065
Re: Whitelist nukeops
We already have thislumipharon wrote:Only thing nukeops (and all team antags) need is a reasonable minimum play time before they can opt in.
Sure, it won't stop retards from fucking it up, but it will stop literally new players from doing it.
- Fri Jun 10, 2016 3:37 am
- Forum: Spriting and Mapping
- Topic: Growable foods not used in any recipe
- Replies: 11
- Views: 2668
Re: Growable foods not used in any recipe
Proper recipes transfer their base reagents too though, that doesn't actually change anything. Quickly the pizzas would run into the reagent container volume cap. Depending on if the bonus nutrients are transferred before or after the normal reagents the Margherita Pizza would either have the same a...
- Fri Jun 10, 2016 3:30 am
- Forum: Spriting and Mapping
- Topic: Growable foods not used in any recipe
- Replies: 11
- Views: 2668
Re: Growable foods not used in any recipe
Making custom food imparts no bonus nutrients. Making a recipe does. It also has a better sprite. Stop trying to feed me your juryrigged psudeopizza it does actually, nerdlord, the pizza base still exists and each item you add to it will increase the nutrients and reagents amount. i'll feed you all...
- Fri Jun 10, 2016 2:57 am
- Forum: Spriting and Mapping
- Topic: Growable foods not used in any recipe
- Replies: 11
- Views: 2668
Re: Growable foods not used in any recipe
It's an automatically generated list (that I manually put together), some of these things do have alternative culinary uses, or can be used in a more general recipe that accepts a parent of that item. If I had a penny for every time some dingus went to make a cheese pizza and instead served "ch...
- Fri Jun 10, 2016 2:45 am
- Forum: Spriting and Mapping
- Topic: Growable foods not used in any recipe
- Replies: 11
- Views: 2668
Re: Growable foods not used in any recipe
If I had a penny for every time some dingus went to make a cheese pizza and instead served "cheese wedge pizza" I'd be a millionaire. The point of this is that making a single sprite to represent a dish is about as simple as a sprite request can be, so I'm just leaving this door open for a...
- Fri Jun 10, 2016 2:40 am
- Forum: Spriting and Mapping
- Topic: Growable foods not used in any recipe
- Replies: 11
- Views: 2668
Growable foods not used in any recipe
The following is a list of food items that you can grow but not use directly in any recipe in the game. If someone is ever looking for a dumb small project that only needs a single sprite, designing a recipe around one of these items could be a good way to get your spriting feet wet. Poisoned Apple ...
- Wed Jun 08, 2016 1:06 pm
- Forum: Ideas
- Topic: Saving Progress/Items between rounds
- Replies: 48
- Views: 10972
Re: Saving Progress/Items between rounds
If you're worried about goofy var edited superweapons escaping meme rounds there's a var for that now (var_edited), and persistance stuff like this was actually one of the reasons why I did that.
- Wed Jun 08, 2016 6:21 am
- Forum: Closed Policy Discussion
- Topic: basil off the hub
- Replies: 125
- Views: 29157
Re: basil off the hub
I don't know if you guys noticed but the "summer flood" didn't even happen this year. In previous years you'd see the bump even with all the servers having never been on the hub. I think they're all playing overwatch or something, Idk maybe they'll show up later in the season once that gam...
- Mon Jun 06, 2016 1:40 am
- Forum: Ideas
- Topic: "don't bother" Flag
- Replies: 26
- Views: 5004
Re: "don't bother" Flag
Undermines a core concept of the game.
Some servers offer this as a donation incentive.
Some servers are really lame.
Some servers offer this as a donation incentive.
Some servers are really lame.
- Sat Jun 04, 2016 11:06 pm
- Forum: Ideas
- Topic: Round Role Requirements
- Replies: 13
- Views: 3385
Re: Round Role Requirements
Antag selection was moved before roundtype selection to keep antag rolls fair for sec, but then sec doesn't get played anyway in part due to a problem that can only really be solved by moving roundtype selection back before antag selection.
- Sat May 28, 2016 5:08 am
- Forum: Coding Feedback
- Topic: manual crafting removal
- Replies: 108
- Views: 27335
Re: manual crafting removal
1. Add any intermediary items like wired rods to the recipe list. Optionally stop adding intermediary items in the future. 2. Add a check for when a spessman adds/removes an item to his hand to check against the item in his other hand. 3. Reference this against the list of recipes to see if it's val...
- Wed May 25, 2016 7:25 pm
- Forum: Closed Policy Discussion
- Topic: The slow deterioration of round length
- Replies: 100
- Views: 22323
Re: The slow deterioration of round length
Has been a problem F O R E V E R.
Lots of really good but HARD to implement solutions. There is however a really easy one that just isn't done because people would bitch: Just raise the ship refueling timer like 10 minutes.
Lots of really good but HARD to implement solutions. There is however a really easy one that just isn't done because people would bitch: Just raise the ship refueling timer like 10 minutes.
- Tue Apr 26, 2016 10:11 pm
- Forum: Off Topic
- Topic: Windows 10 - the message on the tgstation13 welcome page
- Replies: 169
- Views: 43236
Re: Windows 10 - the message on the tgstation13 welcome page
Sounds like you got a bad case of "trusting microsoft not to fuck everything up".
- Tue Apr 26, 2016 8:43 pm
- Forum: Off Topic
- Topic: Windows 10 - the message on the tgstation13 welcome page
- Replies: 169
- Views: 43236
Re: Windows 10 - the message on the tgstation13 welcome page
Never use the windows store, never use window store only apps. use standalone programs of apps instead of apps whenever they exist. Mircosoft wants to become the intermediary control for any and all programs on Windows. Humoring them is the first step to that dark future where every single thing on ...
- Tue Apr 26, 2016 8:33 pm
- Forum: Coding Feedback
- Topic: Blob
- Replies: 54
- Views: 10608
Re: Blob
I miss blobs as humans. Having free reign of where you start has just made every blob round "the meta game science" blob round.
- Wed Apr 20, 2016 7:52 pm
- Forum: General Chat
- Topic: SS13 on Firefox
- Replies: 2
- Views: 1280
Re: SS13 on Firefox
Whatever happened to all that hype about a year ago when people were freaking out about playing tgstation on firefox? Did coderbus ever figure it out? I recall difficulties. The web client works, but it's just hilariously easy to ban evade on so connections from it aren't allowed on any server of m...
- Mon Apr 18, 2016 9:59 pm
- Forum: Ideas
- Topic: Return implanted antags at a reduced chance
- Replies: 22
- Views: 3555
Re: Return implanted antags at a reduced chance
Guys, antag selection is done BEFORE job selection. It's been like this for ages. To implement this we would have to reimplement the biased job before antag system Eh not really. Everywhere you see a line that contains: restricted_roles = restricted_jobs tab it out once and put this line in front o...
- Sun Apr 17, 2016 11:07 pm
- Forum: Ideas
- Topic: Lizard stings
- Replies: 7
- Views: 1477
Re: Lizard stings
For the record in my totally unofficial canon the way lings actually sting is by shooting organic darts from an organ located under the tongue.
And I just coded tongues.
HMMMMMMMMMMMMMMMM
And I just coded tongues.
HMMMMMMMMMMMMMMMM
- Sat Apr 16, 2016 4:39 am
- Forum: Ideas
- Topic: Catpeople in Sybil
- Replies: 28
- Views: 6215
Re: Catpeople in Sybil
they were ever only intended as a joke and only added with the promise that this would never happen.
- Fri Apr 15, 2016 1:08 am
- Forum: Spriting and Mapping
- Topic: I made slugpeople
- Replies: 57
- Views: 14149
Re: I made slugpeople
A janitor slugperson just endlessly cleaning in a circle, weeping softly
- Mon Apr 11, 2016 6:45 pm
- Forum: Spriting and Mapping
- Topic: About greyscale sprites
- Replies: 3
- Views: 1529
Re: About greyscale sprites
Hidden deep in the source code is a file that explains how to preview byond colorization in photoshop. If vibrancy is your goal you should whitescale the sprite to make it as vivid as possible If detail is your goal you should work with greyscale sprites with good contrast between the shades https:/...
- Thu Apr 07, 2016 7:33 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 268752
Re: Sprite Requests
I need tongues, see https://github.com/tgstation/-tg-station/pull/16704 for details. Take this once in a lifetime opportunity to canonize lizard tongue design so people know what they look like when they use them for horrible acts of roleplay.
- Thu Apr 07, 2016 3:31 pm
- Forum: Coding Feedback
- Topic: New movement
- Replies: 38
- Views: 8705
Re: New movement
If your experience don't predate the last 24 hours or so that's because we test merged it offDrynwyn wrote:I can't feel the difference. *shrug*
Re: TONGUES
I'm not sure where this thread went but https://github.com/tgstation/-tg-station/pull/16704
- Wed Apr 06, 2016 8:30 pm
- Forum: Coding Feedback
- Topic: New movement
- Replies: 38
- Views: 8705
Re: New movement
The more I see the less I like, and I could phrase that a million different ways but the emotion stays the same.
Besides changing the visible range of the world I would argue there's no single change that is as drastic as this. All this to allow for higher FPS that no one is even asking for.
Why?
Besides changing the visible range of the world I would argue there's no single change that is as drastic as this. All this to allow for higher FPS that no one is even asking for.
Why?
Re: TONGUES
"lets bundle this really simple idea with this really complicated one that never gets done despite a lot of desire for it"
And you wonder why the coders don't visit
And you wonder why the coders don't visit
Re: TONGUES
I'm glad I have your support in these trying times on tongue issues.Super Aggro Crag wrote:i believe youIncoming wrote:if you can believe it tying speech mods like hissing to physical tongues is a thing I've wanted for a while
Re: TONGUES
if you can believe it tying speech mods like hissing to physical tongues is a thing I've wanted for a while
- Sun Apr 03, 2016 4:42 pm
- Forum: Coding Feedback
- Topic: New movement
- Replies: 38
- Views: 8705
Re: Porting bay/vg/goon/para movement
Reposting my thoughts from the pull --- Was never a fan of this, having the character so perfectly centered on the screen at all time gave me a sense of the world moving around the character instead of the character moving around the world. --- After some playing around with this on a live server I'...
- Sun Apr 03, 2016 4:15 am
- Forum: Coding Feedback
- Topic: Memememememememe
- Replies: 50
- Views: 14892
Re: Memememememememe
Our servers have been posting low numbers for Saturday all night and I'd like to unfairly blame this as the cause because I just hate memes that much.