Russians role in SS13 Development compared to english speakers

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IceCactus
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Russians role in SS13 Development compared to english speakers

Post by IceCactus » #466757

Disclamer. This post isn't meant to offend or insult anyone.
NSFW:
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List of builds originally made by Russian speaking developers
Bunkerbuild (by Cattus)
Colonial Marines
Derveen Izometric Build
Eris (The 5th build by MichaelShepard)
Escalation (by madman)
Fallout 13 (by pahomlancer)
Flegetton (by catratcat)
Grimorium Verum (by Panchoys)
Lebensraum (by Ava)
Lifeweb
Metro (by Madmannobrain)
Neekothing
Nine store building (by Messiah)
Polarstation
Prishtina
Sand city (by Derveen)
Stalkerbuild
Starship Troopers build (by windbrand)
Twostation
WW2
Zerg build (Tlenobuild)

List of builds originally made by english speaking developers
Vorestation

________________________________
CHANGE MY MIND
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Steelpoint
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Re: Russians role in SS13 Development compared to english speakers

Post by Steelpoint » #466758

What is this post trying to say.
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V.V.Putin
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Re: Russians role in SS13 Development compared to english speakers

Post by V.V.Putin » #466764

The main point is that pindosi can't into development obviously
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Lumbermancer
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Re: Russians role in SS13 Development compared to english speakers

Post by Lumbermancer » #466765

I don't know what pindosi means, I know only cyka blyat and kurwa.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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MrStonedOne
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Re: Russians role in SS13 Development compared to english speakers

Post by MrStonedOne » #466777

Most of those builds were started by russians and finished by the english, this just proves whats always been known, russians have no follow through and the english get stuck picking up the slack.
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oranges
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Re: Russians role in SS13 Development compared to english speakers

Post by oranges » #466779

List of russian servers with more than 5 players:
<nothing>


:roll:
somerandomguy
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Re: Russians role in SS13 Development compared to english speakers

Post by somerandomguy » #466781

List of builds made by English speaking devs:
* tgstation
* hippie
* literally every other build
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Atlanta-Ned
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Re: Russians role in SS13 Development compared to english speakers

Post by Atlanta-Ned » #466783

oranges wrote:List of russian servers with more than 5 players:
<nothing>


:roll:
Who would win?

A bunch of drunk Russians or one orangey boi?
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Re: Russians role in SS13 Development compared to english speakers

Post by MrStonedOne » #466785

Full List of builds originally made by English speaking devs:

http://www.byond.com/games/Exadv1/SpaceStation13

All roads lead back to exadv1 my dood.

Full List of builds originally made by Russian speaking devs:

https://tgstation13.org/wiki/Byond_the_impossible
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PKPenguin321
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Re: Russians role in SS13 Development compared to english speakers

Post by PKPenguin321 » #466808

imagine bragging that you made lifeweb and CM lol

anyways wrong board
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Mickyan
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Re: Russians role in SS13 Development compared to english speakers

Post by Mickyan » #466811

Real talk, from my professional experience working with various russian modders and developers, oftentimes the stuff they make can be very impressive and quirky but also put together somewhat haphazardly and hard to work with

The term euro-jank exists for a reason after all
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Be nice to each other.
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Re: Russians role in SS13 Development compared to english speakers

Post by lmwevil » #466832

oranges wrote:List of russian servers with more than 5 players:
<nothing>


:roll:
tfw oranges is right yet again
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Re: Russians role in SS13 Development compared to english speakers

Post by obscolene » #466856

IceCactus wrote:Neekothing
Is this supposed to be an accomplishment?
neekothing_basics.txt:
Spoiler:
Okay. For some reason, you're on the station complex located in a "Heart of Fours". You, probably, read specialist manuals, but still do not know about basic survival. So I will tell you a bit of stuff how to not drop dead:

1) Food.
Oh, food. Hunger is VERY bad since it forces you to drop down from time to time. Dinning room at the south of the station have some sanwitches, donuts, and beer (yep, beer is fitting). Botanics can grow lepista nuda, regeneshrooms or cucumbers and toss some for you. Chemistry can supply you with some sugar. Goods dispensers can supply you with a bit of beer and donuts. Security have a fuckload of donuts from the start.
Also, worm vats. Left to the bridge/nuclear bay enterance there is a large green vat. Load an ammonia bottle inside of it. Wait. Click on it; If there're not enough worms (they'll breed if even one left), select "No" wait even more. Then spam "Yes" to kill 2 proteine worms each time and get a tube full of pure nutriment. Inject the tubes inside the beaker in a box under the vat (or, better, remove the now empty ammonia bottle and use it). Get a sip or two. Remove chemcontainer from the vat (if you did not it already) and put nutriment inside to breed even more worms. You can return later to have more worm nutriment.

2) Wounds.
Sometimes after taking damage, you'll also take a wound. It will spam blood everywhere and damage you. Wounds are cured by bandages (found in emergency lockers, arrival room, medbay and research division), prothesine or warnipizine. You should bandage/heal with drugs them ASAP or you will take a lot of damage.

3) NO LIMBS OH NO
If your head is out, you shoud drag it with yourself because you do anything with body, but see with head (don't ask why you're still alive without head). Ask a doc or a researcher to cut it with scalpel, but hide your brain well or somebody will put it into the robot or eat it.
Other limbs can be replaced in engimed (medbay east).

4) Random fights is always a bad idea. You can stuck into somebody with axe/chainsaw/scalpel or even blaster and die. Random murders will cause you to get gibbed and/or banned. Releasing gas without reason also usually followed by ban. Yup, there are only two actual reasons why I can ban you.

5) The area near shuttle is almost always dark. It is assistants duty to refill F.U.E.L. lamps around, but usually assist just run around doing stupid things. Use fuel bottles (one is lying at the assist's tool store and one is after the door just right to the shuttle enterance), engineer's F.U.E.L. canister or just everything filled with liquid fuel. Just click on a tile with a fuel lamp to lit it up.

6) Shuttle can be called via cosmoflot console at the bridge. Click it with evacuation initiator (one is just at the bridge, one is at the cap's den, one is at the prosecutor mini-fortress) to call the shuttle. Krokodil magazines will show you how much time left before the shuttle is gone.

7) UNcalling shuttle is harder. One deinitiator can be fond at the captain's cabinet and one - at the prosecutor den.

8) If you're starting as a captain, then you have no key at the key slot. Your golden key is at the cabinet southwest at your burrow.

9) Never OD on (especially unknown) drugs (if you're not cognitologist with your friend ready to inject you with antipsychotics).

10) Some drugs (paracetamol, for example) needs to be extracted from druggy medicine before you get fucked up. Freezer, electric range (found at the public kitchen in front of assist tool store as well as in the cognis trip room) and, of course, chemistry piller/extractor are your friends. Also, some things like silicon are painful to inject and they're in an opiate pills. Extract them too if you want to get REALLY high (some drugs are far more euphoretic while injected/snorted, not swallowed).

11) If you've got flu and cough around, ask a doctor to feed you 1-2 tabs of rimantadine/amantadine or, at least, adamantine. DXM from cough syrups and opiates (like codeine) will stop your coughing, but will not cure the flu.
somerandomguy wrote:List of builds made by English speaking devs:
* tgstation
* hippie
* literally every other build
>only lists 2 servers
>they're the same codebase
555-come-on-now
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Spoiler:
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derven
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Re: Russians role in SS13 Development compared to english speakers

Post by derven » #466901

No matter who does it, the result is important.
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bman
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Re: Russians role in SS13 Development compared to english speakers

Post by bman » #466946

itt defensive burgers
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DemonFiren
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Re: Russians role in SS13 Development compared to english speakers

Post by DemonFiren » #466953

Mickyan wrote:Real talk, from my professional experience working with various russian modders and developers, oftentimes the stuff they make can be very impressive and quirky but also put together somewhat haphazardly and hard to work with

The term euro-jank exists for a reason after all
It's a combination of Russians being half Asian and constantly riding the Ballmer peak.
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non-lizard things:
Spoiler:
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pubby
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Re: Russians role in SS13 Development compared to english speakers

Post by pubby » #466975

sticky this thread imo

make it a monument
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Re: Russians role in SS13 Development compared to english speakers

Post by Not-Dorsidarf » #466991

Russians seem to produce a wide variety of janky codebase that everyone gets excited about, copies exactly one feature from at which point it is forgotten about forever.
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Re: Russians role in SS13 Development compared to english speakers

Post by PKPenguin321 » #467001

credit where it's due though, eris is a really pretty codebase and they have multi-z which is cool as fuck
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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