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Take a look back at r4407

Posted: Sun Jan 31, 2016 3:16 am
by MisterPerson
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.

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 4:16 am
by duncathan
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

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 6:43 am
by PKPenguin321
wow, even r4407 code had fat sprites. we really need to get with the times.

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 8:30 am
by MrStonedOne
https://github.com/tgstation/-tg-statio ... /mob.dm#L1

>Hidden admin verb given to all players

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 8:31 am
by Amnestik
also the game was better then

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 8:36 am
by MrStonedOne
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

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 2:51 pm
by Malkevin
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.

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 8:22 pm
by MisterPerson
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.

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 8:34 pm
by Hornygranny
You'll have the most trouble with the map, as the paths for almost everything have changed.

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 9:27 pm
by LiamLime
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!

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 9:30 pm
by Remie Richards
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

Re: Take a look back at r4407

Posted: Sun Jan 31, 2016 9:54 pm
by Scott
Any IDE refactors, except DM.

Re: Take a look back at r4407

Posted: Mon Feb 01, 2016 9:29 am
by Malkevin
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.