Damn i've got a lot of these
Razharas: So many prs to test, damn
Numbers: Razharas
Numbers: I'm scared
Razharas: What
Razharas: Dont worry ill test them eventually
(context was maidan protests before razharas joined)
http://puu.sh/dD0pX/2d970628fc.png
Razharas: The "Coderbus" question ...
Search found 17 matches
- Sun Dec 21, 2014 1:10 am
- Forum: Off Topic
- Topic: IRC quotes
- Replies: 318
- Views: 204389
- Thu Dec 18, 2014 8:39 am
- Forum: Coding Feedback
- Topic: Sound Tutorial.
- Replies: 3
- Views: 1693
Re: Sound Tutorial.
>video documentation
pls
pls
- Thu Dec 18, 2014 8:34 am
- Forum: Coding Feedback
- Topic: Super Matter Generator
- Replies: 57
- Views: 20546
Re: Super Matter Generator
VarietyLo6a4evskiy wrote:What's the point of having multiple engines if they all [serve the same purpose]
- Thu Dec 18, 2014 8:31 am
- Forum: General Chat
- Topic: New antagonist policy - repealed
- Replies: 250
- Views: 84887
Re: New antagonist policy - repealed
Seems like you guys might benefit from a more granular weighting system for antag priority.
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).
These could be used to ...
Banning is binary: either the player has a zero (0%wt) or non-zero (100%wt) probability.
Might want to implement another 2 states, for example: 50%wt (reduced) and 150%wt (increased).
These could be used to ...
- Thu Dec 18, 2014 8:11 am
- Forum: Coding Feedback
- Topic: Super Matter Generator
- Replies: 57
- Views: 20546
Re: Super Matter Generator
[...]give out insane levels of power (From 5 to 8 million).
Yes, you'll have to balance it. We're currently in the (very slow) process of aligning the engines and unifying their output/risk-reward/etc.
Also good to see another mapper who cares about elegance in atmos/engie. Our designs on /vg/ are ...
Yes, you'll have to balance it. We're currently in the (very slow) process of aligning the engines and unifying their output/risk-reward/etc.
Also good to see another mapper who cares about elegance in atmos/engie. Our designs on /vg/ are ...
- Thu Dec 18, 2014 7:59 am
- Forum: Closed Policy Discussion
- Topic: no more ERP
- Replies: 250
- Views: 82948
Re: no more ERP
RIP "if you want ERP, go to TG"
Long live "if you want ERP, go to Bay"
Small chronicle of the "good" times:
http://pastebin.com/u/Kaizo
Long live "if you want ERP, go to Bay"
Small chronicle of the "good" times:
http://pastebin.com/u/Kaizo
- Sun Nov 09, 2014 10:34 pm
- Forum: Coding
- Topic: HTML interface module (need a /tg/ dev to look at this!)
- Replies: 24
- Views: 13852
- Thu Nov 06, 2014 4:23 pm
- Forum: Spriting and Mapping
- Topic: Readme: Asset Licensing
- Replies: 10
- Views: 15621
Readme: Asset Licensing
This might not be the most exhilarating part of art, but I'd like to point out that when you guys publish sprites/maps/etc here, it'd be nice to publish them with a license.
This can be as simple as including a textfile as an attachment to your post, or just copy-pasting the license text, or even ...
This can be as simple as including a textfile as an attachment to your post, or just copy-pasting the license text, or even ...
- Fri May 02, 2014 8:17 pm
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 100145
Re: The Eternal 'Port Baymed' Thread
Though it remains to be seen whether this will actually do anything at all
I'd suggest going and taking a look at /vg/'s version of baymed (since afaik that's what you're aiming for).
Long story short, it's a classic SS13 goon-style system. Quite fun in-game, but quite hellish in code.
Unless you ...
I'd suggest going and taking a look at /vg/'s version of baymed (since afaik that's what you're aiming for).
Long story short, it's a classic SS13 goon-style system. Quite fun in-game, but quite hellish in code.
Unless you ...
- Wed Apr 30, 2014 5:29 pm
- Forum: Spriting and Mapping
- Topic: Map Images
- Replies: 9
- Views: 5237
Re: Map Images
An old version of Box. Has the prison station and all.
[img]https://farm8.staticflickr.com/7403/14070032424_a4e9146595_b.jpg[/img]
(click for highres)
[img]https://farm8.staticflickr.com/7403/14070032424_a4e9146595_b.jpg[/img]
(click for highres)
- Tue Apr 29, 2014 11:25 pm
- Forum: Spriting and Mapping
- Topic: Map Images
- Replies: 9
- Views: 5237
Map Images
So I realized I have a folder of map pics worth sharing, and i'm probably not the only one.
Let's post some maps.
Nexis wrote a python script that will generate a map render given a repo and map file.
Makes some pretty nice renders, and saves an hour of ghosting + stitching.
Find it here: https ...
Let's post some maps.
Nexis wrote a python script that will generate a map render given a repo and map file.
Makes some pretty nice renders, and saves an hour of ghosting + stitching.
Find it here: https ...
- Tue Apr 29, 2014 7:41 am
- Forum: Ideas
- Topic: Suggestions from other games
- Replies: 8
- Views: 4364
Re: Suggestions from other games
[...] one-man written clusterfuck where the original guy that coded it left the company with undocumented code.
On the other hand that kind of sums up most features of SS13.
Yeah that's pretty much our standard dev plan
Ship-vs-ship combat like in FTL, though that'd be a considerable undertaking ...
On the other hand that kind of sums up most features of SS13.
Yeah that's pretty much our standard dev plan
Ship-vs-ship combat like in FTL, though that'd be a considerable undertaking ...
- Thu Apr 24, 2014 2:10 am
- Forum: Coding
- Topic: Lag is over
- Replies: 17
- Views: 9532
Re: Lag is over
Spoiler:
- Wed Apr 23, 2014 3:35 pm
- Forum: Coding
- Topic: Lag is over
- Replies: 17
- Views: 9532
Re: Lag is over
600% boost in object allocation speed is good.
Especially like he said with strings and lists. Good news.
Also:
Especially like he said with strings and lists. Good news.
Also:
Interestingly strings were part of your stress test's running time because of the \ref macro you used.
Spoiler:
- Tue Apr 22, 2014 1:36 am
- Forum: Ideas
- Topic: The Eternal 'Port Baymed' Thread
- Replies: 163
- Views: 100145
Re: The Eternal 'Port Baymed' Thread
[...] Baymed makes antag play nearly impossible in a server like this [...]
Our (/vg/) version works decently well, and we're not exactly enforced-RP central.
But a trip to Medbay does become... a little more interesting.
[...] Holodamage! [...]
Screw this. It's annoying and pointless for ...
Our (/vg/) version works decently well, and we're not exactly enforced-RP central.
But a trip to Medbay does become... a little more interesting.
[...] Holodamage! [...]
Screw this. It's annoying and pointless for ...
- Sat Apr 19, 2014 11:48 pm
- Forum: Spriting and Mapping
- Topic: Spriting Tools
- Replies: 12
- Views: 5880
Re: Spriting Tools
Dammit, laptop died (BSOD) and lost a gigantic detailed post i was going to make.
Might as well summarize it.
Aseprite is an old-school tool.
It gives you the right atmosphere, but it's a pain in the ass.
If you're going to use an ancient relic, use this one.
MSPaint is crap.
There's basically ...
Might as well summarize it.
Aseprite is an old-school tool.
It gives you the right atmosphere, but it's a pain in the ass.
If you're going to use an ancient relic, use this one.
MSPaint is crap.
There's basically ...
- Sat Apr 19, 2014 9:05 pm
- Forum: Coding Feedback
- Topic: Many bugs go unreported
- Replies: 36
- Views: 18227
Re: Many bugs go unreported
An in-game solution would be good. The less effort it takes, the more reports you get.
Bugreporting from in-game was veto'd for years because it would result in really low-quality bug reports. And multiple tickets per bug.
You could solve that by designating someone to sift through them and make ...
Bugreporting from in-game was veto'd for years because it would result in really low-quality bug reports. And multiple tickets per bug.
You could solve that by designating someone to sift through them and make ...