Take a look back at r4407

How, what and why to code in BYOND.
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MisterPerson
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Take a look back at r4407

Post by MisterPerson » #150202

https://github.com/tgstation/-tg-statio ... 846726eabb

Just as a gentle reminder how much better the code is now than it used to be, I think we should all take the time to look back at the code as it was in r4407 when /tg/station started out. Imagine being one of our pioneer forecoders trying to fenangle this madness into something cohesive and maybe you'll appreciate how much better things are now.

And of course if you have a choice shitty file or block you discover and want to share with the class for our amusement, by all means. For example, I have to draw attention to this crime against humanity.
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duncathan
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Re: Take a look back at r4407

Post by duncathan » #150211

The file isn't that bad but I fucking cracked up when I saw this line and the comment above it https://github.com/tgstation/-tg-statio ... ics.dm#L39
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Re: Take a look back at r4407

Post by PKPenguin321 » #150224

wow, even r4407 code had fat sprites. we really need to get with the times.
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Re: Take a look back at r4407

Post by MrStonedOne » #150236

https://github.com/tgstation/-tg-statio ... /mob.dm#L1

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Amnestik
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Re: Take a look back at r4407

Post by Amnestik » #150238

also the game was better then
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Re: Take a look back at r4407

Post by MrStonedOne » #150240

I also want to point out that screen shake never changed until i did pixel shakes....

https://github.com/tgstation/-tg-statio ... ob.dm#L252
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Malkevin

Re: Take a look back at r4407

Post by Malkevin » #150279

Is there some sort of guide on whats needed to be done to convert old code to work on byond 500+?

I'd be interested in converting a few snapshots into workable builds for sake of posterity.
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Re: Take a look back at r4407

Post by MisterPerson » #150345

Mostly just procs and vars with names that are now reserved. Throw, color, and animate come to mind. Those are easy fixes, just rename the offending shit. If you keep fixing the compile errors, you should eventually get something that works.
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Re: Take a look back at r4407

Post by Hornygranny » #150347

You'll have the most trouble with the map, as the paths for almost everything have changed.
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LiamLime
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Re: Take a look back at r4407

Post by LiamLime » #150357

It's such a pleasure to use a half decent IDE and strong typed language when you need to do refactoring of this sort. Right click > rename > enter > DONE!
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Re: Take a look back at r4407

Post by Remie Richards » #150358

LiamLime wrote:It's such a pleasure to use a half decent IDE and strong typed language when you need to do refactoring of this sort. Right click > rename > enter > DONE!
Visual Studio Refactors <3
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Re: Take a look back at r4407

Post by Scott » #150364

Any IDE refactors, except DM.
Malkevin

Re: Take a look back at r4407

Post by Malkevin » #150533

MisterPerson wrote:Mostly just procs and vars with names that are now reserved. Throw, color, and animate come to mind. Those are easy fixes, just rename the offending shit. If you keep fixing the compile errors, you should eventually get something that works.
Hm, wasn't compile issues I was running into

I remember running one of the old googlecode snapshots and weirdness was happening like stuns didn't work, though that was with a folder that had been on my hard drive for years so who knows how dirty it was.
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