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Re: Good Things To Port

Posted: Wed Jun 10, 2015 12:37 am
by MisterPerson

Bottom post of the previous page:

Increased usability and a better ui are always good additions. Of course if we don't want that information displayed, that's another thing, but if we're going to give crew moniter computers access to locations, it would be nice to give a little map to make those locations clearer.

Re: Good Things To Port

Posted: Sun Jun 14, 2015 12:31 pm
by Miauw
Zuhayr's random map generation thingies seem pretty cool.

Re: Good Things To Port

Posted: Sun Jun 14, 2015 1:40 pm
by Scott

Re: Good Things To Port

Posted: Wed Jun 17, 2015 1:23 pm
by bandit
Yogstation has a tiny room on the escape shuttle with a rug and a bowl of dog food. For Ian. Port this immediately because :ian:

Re: Good Things To Port

Posted: Wed Jun 24, 2015 1:09 pm
by Phalanx300
Goon's Changeling, and some of their Traitor Items.

Re: Good Things To Port

Posted: Wed Jun 24, 2015 1:17 pm
by Steelpoint
Goon's Changeling is sort of our old Changeling but with a Horror form as a final stage of evolution.

Not a bad thing mind you, but its become very adamant that we're not going to get anything akin to that.

Re: Good Things To Port

Posted: Thu Nov 19, 2015 8:33 pm
by Shadowlight213
https://github.com/Baystation12/Baystation12/pull/8486
Bays nice nanoui law editor system. I hate how currently admins have to fuck with var edit to do anything more than add a custom ion law for the AI.

Re: Good Things To Port

Posted: Fri Nov 20, 2015 5:27 am
by PKPenguin321
holy fuck this was six months ago why haven't we ported this yet it looks amazing

Re: Good Things To Port

Posted: Fri Nov 20, 2015 6:58 am
by iamgoofball
PKPenguin321 wrote:
holy fuck this was six months ago why haven't we ported this yet it looks amazing
Because different atmos code

Re: Good Things To Port

Posted: Fri Nov 20, 2015 7:28 pm
by duncathan
Don't listen goofball he doesn't know anything about pipenets or atmos

We could port it whenever we want but their implementation is dumb

It'd take me maybe a couple of hours to do a direct port of what they did if I ever wanted to port it

Re: Good Things To Port

Posted: Sat Nov 21, 2015 1:36 am
by Zilenan91
So how hard would it be to port a lot of the makeshift crafting options from Hippie like Baseball bats, shanks, nail boards, makeshift armor... etc.

Re: Good Things To Port

Posted: Sat Nov 21, 2015 5:57 am
by iamgoofball
Zilenan91 wrote:So how hard would it be to port a lot of the makeshift crafting options from Hippie like Baseball bats, shanks, nail boards, makeshift armor... etc.
However long it takes me to find a list of it, where the files are, and to copy-paste some shit

get me info and I'll look into it

Re: Good Things To Port

Posted: Sat Nov 21, 2015 9:47 am
by DemonFiren
...aaand spend another two months to slowly fix everything :^)

Re: Good Things To Port

Posted: Sat Nov 21, 2015 12:34 pm
by duncathan
You know it won't get in unless you port them to table crafting

Re: Good Things To Port

Posted: Sat Nov 21, 2015 5:45 pm
by iamgoofball
duncathan wrote:You know it won't get in unless you port them to table crafting
No shit, plus I'm pretty sure it's already on tablecrafting there

Re: Good Things To Port

Posted: Sun Nov 22, 2015 12:46 am
by duncathan
Okay good
The term "makeshift crafting" just had me concerned that it was stuff like hitting a jumpsuit with duct tape and then plasteel to make armor or some shit

Re: Good Things To Port

Posted: Sun Nov 22, 2015 1:23 am
by Zilenan91
On Hippie it was. Almost all of their crafting is slapping afaik.

Re: Good Things To Port

Posted: Mon Nov 23, 2015 2:46 pm
by Malkevin
Lifeweb.

Re: Good Things To Port

Posted: Mon Nov 23, 2015 5:20 pm
by Poorman
VR WORLD

A THOUSAND TIMES VR WORLD

FUCKING MARIO KART AND SHIT

ADD IN EMAG FUNCTIONS TO TRAP PEOPLE IN THE VR MACHINE UNLESS THEY CLEAR AN EXTREMELY DIFFICULT CHALLENGE IN THE VR WORLD

Re: Good Things To Port

Posted: Mon Nov 23, 2015 6:11 pm
by Phalanx300
Poorman wrote:VR WORLD

A THOUSAND TIMES VR WORLD

FUCKING MARIO KART AND SHIT

ADD IN EMAG FUNCTIONS TO TRAP PEOPLE IN THE VR MACHINE UNLESS THEY CLEAR AN EXTREMELY DIFFICULT CHALLENGE IN THE VR WORLD
VR should be included but in a Netrunner kind of way. Not in the way Goon currently has it. Hacking computers needing you to overcome VR programs which are represented as creatures etc. Upgrading computers to protect against such hacking with tougher programs. Things like that, however would require a huge load of work I feel.

Re: Good Things To Port

Posted: Tue Nov 24, 2015 9:51 am
by MisterPerson
Malkevin wrote:Lifeweb.
We can't port something we don't have ya dingus.

Re: Good Things To Port

Posted: Tue Nov 24, 2015 10:30 am
by Malkevin
Okay, but it can't be that had to make an engine that's powered by the blood of assistants

Re: Good Things To Port

Posted: Tue Nov 24, 2015 9:37 pm
by Scones
A Lifeweb would be really funny.

Re: Good Things To Port

Posted: Wed Nov 25, 2015 3:51 am
by 1g88a
Goon's temp-colored plasma fire if possible, its cool and makes toxins a bit more intuitive.

Re: Good Things To Port

Posted: Tue Feb 16, 2016 8:13 pm
by InsaneHyena
Clown car. TG needs clown car. There is literally no reason why clown car shouldn't be ported.

Re: Good Things To Port

Posted: Tue Feb 16, 2016 10:12 pm
by Remie Richards
InsaneHyena wrote:Clown car. TG needs clown car. There is literally no reason why clown car shouldn't be ported.
It's retarded.

Re: Good Things To Port

Posted: Tue Feb 16, 2016 10:29 pm
by Thunder11
A perfect match for the clown then

Re: Good Things To Port

Posted: Wed Feb 17, 2016 12:48 am
by PKPenguin321
Remie Richards wrote:
InsaneHyena wrote:Clown car. TG needs clown car. There is literally no reason why clown car shouldn't be ported.
It's retarded.
sub·jec·tive. /səbˈjektiv /
adjective
based on or influenced by personal feelings, tastes, or opinions.
  • dependent on the mind or on an individual's perception for its existence.

Re: Good Things To Port

Posted: Wed Feb 17, 2016 8:29 am
by Davidchan
Clown car should be standard clown gear, emaggable to make it deadly/faster.

Re: Good Things To Port

Posted: Wed Feb 17, 2016 9:57 am
by InsaneHyena

Re: Good Things To Port

Posted: Wed Feb 17, 2016 11:14 am
by Malkevin
clown car not cart

Re: Good Things To Port

Posted: Wed Feb 17, 2016 11:35 am
by Saegrimr

Code: Select all

var/emagged = 0	//Does something maybe
Heh

Re: Good Things To Port

Posted: Wed Feb 17, 2016 11:40 am
by InsaneHyena
clown car not cart
Why not both?

Re: Good Things To Port

Posted: Sun Feb 28, 2016 11:12 pm
by TrustyGun

Re: Good Things To Port

Posted: Sun Feb 28, 2016 11:20 pm
by lumipharon
Why is that not already a thing? Damn son.

Re: Good Things To Port

Posted: Sun Feb 28, 2016 11:55 pm
by Malkevin
How does it look with out any foreground objects?
Does the background move slightly or is it static?

If it's static then it'll be very disorienting when you're free drifting through space

Re: Good Things To Port

Posted: Mon Feb 29, 2016 1:59 am
by PKPenguin321
>only 44 line changes for this beautiful change
holy dicks
space looks so big like that
i gotta at least try to port this it's too cool to pass up

edit: five seconds into trying to read HuD code and chill and you give up

Re: Good Things To Port

Posted: Mon Feb 29, 2016 6:45 am
by DemonFiren
So, we're getting Bay power armour and fax machines when?

Exclusively so the Lawyer can get a suit of PA with a fax in it, obviously.
Or the Librarian can have his bookstocking mech.
Or the Chaplain yadda yadda grim dark future.

Re: Good Things To Port

Posted: Sat Apr 02, 2016 6:44 am
by Zilenan91

Re: Good Things To Port

Posted: Sat Apr 02, 2016 6:57 am
by PKPenguin321
we already had this briefly as part of the wolfenstein away mission

Re: Good Things To Port

Posted: Sat Apr 02, 2016 7:04 am
by Zilenan91
The wolfenstein away mission is still in the code though, so what you're telling me is that we have headless kamikazes specifically in /tg/?

Re: Good Things To Port

Posted: Sun Apr 03, 2016 12:13 am
by PKPenguin321
Zilenan91 wrote:The wolfenstein away mission is still in the code though, so what you're telling me is that we have headless kamikazes specifically in /tg/?
pretty much

Re: Good Things To Port

Posted: Sun Apr 03, 2016 12:40 am
by ShadowDimentio
Someone port this it looks sick as hell

Re: Good Things To Port

Posted: Sun Apr 03, 2016 2:44 pm
by Scott
Never going to happen.

Re: Good Things To Port

Posted: Sun Apr 03, 2016 9:37 pm
by PKPenguin321
ShadowDimentio wrote:
Someone port this it looks sick as hell
pls somebody

Re: Good Things To Port

Posted: Sun Apr 03, 2016 9:42 pm
by Zilenan91
I don't think paracoders ever finished that, so I don't think it's done.

Re: Good Things To Port

Posted: Sun Apr 03, 2016 11:57 pm
by Spacemanspark
Zilenan91 wrote:I don't think paracoders ever finished that, so I don't think it's done.
It's done, it just needed to wait until the code was updated to function with the 510 branch. It's currently waiting for one of the maintainers to merge it.
Here's the new PR.
EDIT: It might end up getting closed by the maintainers, unfortunately...

Re: Good Things To Port

Posted: Tue Apr 05, 2016 5:45 pm
by phil235
ShadowDimentio wrote:
Someone port this it looks sick as hell
Good idea, bad implementation. Not gonna happen because there's no clean way to add this unless we force everyone to have this feature (making it a player preference makes the code way harder and hacky).

Re: Good Things To Port

Posted: Tue Apr 05, 2016 6:00 pm
by duncathan
according to MrPerson there's some way we could use a plane master and some sort of transformation to accomplish it
and since transformations are client-side it couldn't be that hard to make it a pref, no?

Re: Good Things To Port

Posted: Wed Apr 06, 2016 4:03 pm
by MisterPerson
duncathan wrote:according to MrPerson there's some way we could use a plane master and some sort of transformation to accomplish it
and since transformations are client-side it couldn't be that hard to make it a pref, no?
Transforming a plane master is problematic because if the plane master leaves your screen from being offset too far, it stops applying. Which is bonkers, but whatever. You can transform the texture to get the same effect.

Anyway I've been working on parallax. Got a single layer working. I can't do multiple layers without some bugs, sadly, even though it actually looks pretty cool.

Re: Good Things To Port

Posted: Thu Apr 07, 2016 1:16 am
by paprika
parallax is probably the nest big step in immersion for ss13 after starlight which i'm obsessed with

could give the entire station a floating feeling especially around breaches from explosions (which are my favorite thing ever)