Although I haven't been active recently, part of me has always been an SS13 nerd. I popped into the "cellautomata" server back in 2002, to finally escape SS13 completely in 2016, around the same time Brexit became a thing.
So, I hope you can realise that I never found true love. That much time with ...
Search found 14 matches
- Fri Oct 11, 2019 2:41 am
- Forum: Off Topic
- Topic: [shitpost] I think this girl likes me, but I don't know what to say...
- Replies: 11
- Views: 7793
- Mon Oct 19, 2015 10:16 am
- Forum: Off Topic
- Topic: Advertisement for project Terminus
- Replies: 5
- Views: 1939
Advertisement for project Terminus
Hi,
The following post links to an classified ad on the BYOND forum regarding Project Terminus. It's a developer-seeking-developer, so if you're not into developing then you may want to click away.
http://www.byond.com/forum/?post=1969222
I hope I'm not intruding, but I felt my project was close ...
The following post links to an classified ad on the BYOND forum regarding Project Terminus. It's a developer-seeking-developer, so if you're not into developing then you may want to click away.
http://www.byond.com/forum/?post=1969222
I hope I'm not intruding, but I felt my project was close ...
- Thu Jun 25, 2015 7:54 pm
- Forum: Coding
- Topic: Can I do this?
- Replies: 15
- Views: 4830
Re: Can I do this?
Also to alleviate any possible concerns: if I'm going to work on this I'm definitely making it configurable so people that don't want it don't have to use it. But I would still like it to be accepted to /tg/, which is kind of my point with this thread. To push changes that /tg/ may not necessarily ...
- Thu Jun 25, 2015 7:53 pm
- Forum: Coding
- Topic: Can I do this?
- Replies: 15
- Views: 4830
Re: Can I do this?
but loading the map at runtime would be hella slow.
I'm thinking that this might work if the map is loaded during the time players are setting up their character. Or at least parts of the map.
And there's a bunch of parts that aren't used. Don't need to load the Central Command part of the map ...
I'm thinking that this might work if the map is loaded during the time players are setting up their character. Or at least parts of the map.
And there's a bunch of parts that aren't used. Don't need to load the Central Command part of the map ...
- Thu Jun 25, 2015 7:23 pm
- Forum: Coding
- Topic: Using -tg-station in Git as a submodule
- Replies: 0
- Views: 1178
Using -tg-station in Git as a submodule
Hi,
I'm using -tg-station in Git as a submodule, and I thought I'd post the how-to here.
What is this about?
My repository now looks like this:
http://station.nullquery.net/img/2015-06-25/submodules1.png
The "tgstation" folder is a link to the nullstation/-tg-station repository. This is my ...
I'm using -tg-station in Git as a submodule, and I thought I'd post the how-to here.
What is this about?
My repository now looks like this:
http://station.nullquery.net/img/2015-06-25/submodules1.png
The "tgstation" folder is a link to the nullstation/-tg-station repository. This is my ...
- Thu Jun 25, 2015 1:11 pm
- Forum: Coding
- Topic: Can I do this?
- Replies: 15
- Views: 4830
Re: Can I do this?
Why would you want to move things away from compile time and add them to run time?
Because then you can decide if you need to load it, or if it can happen later.
Also IIRC if you run a server it still has to load all the type paths. Reducing them would then be a positive change at both compile ...
Because then you can decide if you need to load it, or if it can happen later.
Also IIRC if you run a server it still has to load all the type paths. Reducing them would then be a positive change at both compile ...
- Thu Jun 25, 2015 10:05 am
- Forum: Coding
- Topic: Can I do this?
- Replies: 15
- Views: 4830
Re: Can I do this?
I meant neither, sorry.
I'm referring to removing useless declarations altogether (map objects ftw) and/or moving some definitions to runtime (with a shared type path).
One last thing I'd like to look into is removing the map from the compile process, instead loading it at runtime. I'm not sure ...
I'm referring to removing useless declarations altogether (map objects ftw) and/or moving some definitions to runtime (with a shared type path).
One last thing I'd like to look into is removing the map from the compile process, instead loading it at runtime. I'm not sure ...
- Thu Jun 25, 2015 5:49 am
- Forum: Coding
- Topic: Can I do this?
- Replies: 15
- Views: 4830
Can I do this?
Hi,
Wondering what changes will be allowed on /tg/.
My latest development is still the html_interface module. I'm hoping to continue work on this, but first I'd like to know if there are oppositions to any of the following other changes overhauls I have in mind:
Either condensing type paths and ...
Wondering what changes will be allowed on /tg/.
My latest development is still the html_interface module. I'm hoping to continue work on this, but first I'd like to know if there are oppositions to any of the following other changes overhauls I have in mind:
Either condensing type paths and ...
- Sat Nov 22, 2014 11:59 am
- Forum: Coding
- Topic: HTML interface module (need a /tg/ dev to look at this!)
- Replies: 25
- Views: 13356
Re: HTML interface module (need a /tg/ dev to look at this!)
Looks nice but i hope it will not follow nano ui fate
This. Please try to stay with us and continue development for /tg/!
Well, I'd like to apologize in advance then, because I'm currently working on a platform with wb, a /vg/station developer. We're hoping to produce a stable codebase that ...
This. Please try to stay with us and continue development for /tg/!
Well, I'd like to apologize in advance then, because I'm currently working on a platform with wb, a /vg/station developer. We're hoping to produce a stable codebase that ...
- Mon Nov 10, 2014 9:09 pm
- Forum: Coding
- Topic: HTML interface module (need a /tg/ dev to look at this!)
- Replies: 25
- Views: 13356
Re: HTML interface module (need a /tg/ dev to look at this!)
Just to clarify this is a replacement for nano ui correct?
Does it handle things like distance and visiblity as well as nanoui used too?
It uses hooks so you can specify what constitutes an active client. This can be based on distance, whether the device is powered, if the sun is facing ...
Does it handle things like distance and visiblity as well as nanoui used too?
It uses hooks so you can specify what constitutes an active client. This can be based on distance, whether the device is powered, if the sun is facing ...
- Mon Nov 10, 2014 6:29 am
- Forum: Coding
- Topic: HTML interface module (need a /tg/ dev to look at this!)
- Replies: 25
- Views: 13356
Re: HTML interface module (need a /tg/ dev to look at this!)
I think it makes sense for me to host my own server so that I can implement and roll out these features and they can be tested, but I don't think I'd be able to attract many players without help from others. I could try to join an existing server, but I don't think anyone wants a rogue developer ...
- Mon Nov 10, 2014 6:27 am
- Forum: Coding
- Topic: HTML interface module (need a /tg/ dev to look at this!)
- Replies: 25
- Views: 13356
Re: HTML interface module (need a /tg/ dev to look at this!)
Is the code up somewhere (github repo)?
Code is currently in the Hypatia Station Github repository. See https://github.com/HypatiaStation/HypatiaStation for the full repository, or https://github.com/HypatiaStation/HypatiaStation/tree/master/code/modules/html_interface for the module specifically ...
Code is currently in the Hypatia Station Github repository. See https://github.com/HypatiaStation/HypatiaStation for the full repository, or https://github.com/HypatiaStation/HypatiaStation/tree/master/code/modules/html_interface for the module specifically ...
- Sun Nov 09, 2014 10:11 pm
- Forum: Coding
- Topic: HTML interface module (need a /tg/ dev to look at this!)
- Replies: 25
- Views: 13356
Re: HTML interface module (need a /tg/ dev to look at this!)
That is my intention, if I'm allowed to do so...Gun Hog wrote:Please say you are going to develop this for TG and convert our interfaces to it!
- Sun Nov 09, 2014 9:10 pm
- Forum: Coding
- Topic: HTML interface module (need a /tg/ dev to look at this!)
- Replies: 25
- Views: 13356
HTML interface module (need a /tg/ dev to look at this!)
Hi,
I've been working on a pluggable HTML interface module that's supposed to replace the computers and other browser windows in the game. It works pretty well, and I'd like to contribute my work to the /tg/station project.
So er... Would anybody know how to go about doing that? :D
The HTML ...
I've been working on a pluggable HTML interface module that's supposed to replace the computers and other browser windows in the game. It works pretty well, and I'd like to contribute my work to the /tg/station project.
So er... Would anybody know how to go about doing that? :D
The HTML ...