Good Things To Port

How, what and why to code in BYOND.
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Spacemanspark
Joined: Thu Apr 17, 2014 7:45 pm
Byond Username: Spacemanspark
Location: Paradise

Re: Good Things To Port

Post by Spacemanspark » #166530

Bottom post of the previous page:

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...
:^)
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phil235
Joined: Thu Apr 17, 2014 11:39 am
Byond Username: Phil235

Re: Good Things To Port

Post by phil235 » #166892

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).
I'm a tgstation coding maintainer janitor
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duncathan
Joined: Mon May 25, 2015 4:12 pm
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Github Username: duncathan

Re: Good Things To Port

Post by duncathan » #166894

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?
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Players can and will create their own fun.
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MisterPerson
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Joined: Tue Apr 15, 2014 4:26 pm
Byond Username: MisterPerson

Re: Good Things To Port

Post by MisterPerson » #167084

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.
I code for the code project and moderate the code sections of the forums.

Feedback is dumb and it doesn't matter
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paprika
Rarely plays
Joined: Fri Apr 18, 2014 10:20 pm
Byond Username: Paprka
Location: in down bad

Re: Good Things To Port

Post by paprika » #167185

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)
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Good Things To Port

Post by Zilenan91 » #169476

Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Remie Richards
Joined: Thu Apr 17, 2014 7:11 pm
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Location: England, UK, Earth, Sol, Milky Way, Local Group, Virgo Supercluster, Known Universe
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Re: Good Things To Port

Post by Remie Richards » #169548

Zilenan91 wrote:These are cool as hell https://github.com/ParadiseSS13/Paradise/pull/4229
Shame the code for them is atrocious.
私は完璧
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Good Things To Port

Post by DemonFiren » #170188

Baystation lets its drones tag themselves for disposals delivery, might wanna look into that.
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non-lizard things:
Spoiler:
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