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Messages - Shadowlord

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7771
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 13, 2010, 12:44:25 am »
If you forked from really old leaked source, explain how you got the AI which I coded, and the airlock hacking which I coded, and the pipes, power, and so on which were added by hobnob in 2007-early 2008 or so (IIRC - the svn history on the sourceforge openss13 repository doesn't go back before april 2008, and they were done before that), and all the other things which weren't in the leaked source. (And even if someone managed to pull off a miraculous copypasta/merging job, all of that should have been infected by LGPL licensing because they were either from openss13 or were code which was forked from openss13).

My pre-merge code doesn't seem to have a license file in it, which, if you are also lacking one, would explain why. However, that doesn't mean it isn't subject to a license, because the code it was forked to DID have a license file in it. It was only missing due to an oversight (I missed the file at some point in the process of preparing the forked version - don't ask me why, it's sitting in /trunk in my non-updated openss13 folder, although it's named lgpl-3.0.txt instead of LICENSE for some reason... which might be why, actually, it's rather non-attention-getting). There has been an lgpl-3.0.txt file in the openss13 trunk since april 6 2008, the first revision on their sourceforge svn, when it was imported from some other repository on ss13.net (I can't see back before then, since the previous repository no longer exists). My first changes were on 3/26/2008, presumably based on either the other svn repository or a download (I don't remember), and my last released version before merging with openss13 was on april 29 2008.

More likely (as others have stated, and as what I've seen in the station suggests) you forked the goons' version (I won't try to guess what version of it), which already had the AI etc, due to having been forked from an intermediate version of my version from 2008 (not the april 29th version, an earlier one), according to a statement from one of the developers of it in 2008 - although since it has all the stuff I made it up to a certain point it would have to be fairly obvious :P. Well, obvious to me, anyways. I could probably find the cutoff point by looking up when I implemented round explosions, which you are missing.

In any event, even if you did fork off some other version, any version which has the AI in it, which is basically every version of SS13 in existence now, would have to be (a) forked from my version, which came from openss13 (the license file being missing when I packaged it up was due to it being overlooked, as I've said), or (b) from the merged openss13 after I merged my version back into it (which does have the license file in it, though I think everyone used one or another version of the goons' fork), or (c) copied the code for the AI, airlock hacking, and whatever else, out of some other version, which means it's subject to the licensing conditions covering that code. That would be the LGPL still.

7772
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 12, 2010, 09:31:06 pm »
And what do you think it is based off of?

7773
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 12, 2010, 08:15:57 pm »
Side note: If you send just the compiled files over without the source or any way to get the source which corresponds to those files, you're violating the licensing conditions that derive from OpenSS13, though - even if you're missing the license document in the source or the like. (LGPL)

(Which means someone with the compiled files could demand the source from you, and presuming they had a lawyer, could be a nuisance)

7774
Oh, that'll be great. I bet they do a free weekend again at the same time they release the engineer update, and have a weekend sale, resulting in the servers all being overloaded and nobody being able to play or download TF2 for the whole weekend.

7775
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 10, 2010, 12:29:29 am »
We've blocked off leaks and tried to fix the atmosphere before after a decompression event took out the atmosphere on most of the station; It isn't feasible with the current map and the pipes working the way they are (at least the last time I played, which was a couple days ago). You simply cannot pump a significant amount of STUFF through the atmos pipes to do anything with.

Hell, I tried pumping plasma through them and releasing it out a single vent (at the maximum flow rate from the plasma storage chamber, and out the filter leading to the vent), and you couldn't even see it coming out.

I'm betting that if you wanted to repressurize the station to normal atmosphere levels after it all vents out you would probably have to drag every oxygen and nitrogen container out into the hallways and empty them on max flow, and all the "air" canisters, and empty all the siphons/scrubbers that have air in them, and then order a bunch more nitrogen from the supply shuttle. And then someone will just open another airlock and vent it all into space again. Woohoo. I don't think those automatic fire-doors would be terribly helpful either. If I know people, they'll go "FRAKKIN' FIREDOORS BLOCKING MY PATH" and crowbar them open, and promptly get thrown down the hall and into a wall. And then more firedoors will close off that section, and more people will come along and open them, and get thrown around and probably killed too. Oh, the Fun!

Might it be better to have some kind of "emergency forcefield" that holds the atmosphere in, but doesn't stop people or items from passing through it? I know atmosphere loss is cool and all, but it seems like more people die from explosive decompression than traitors nowadays. Although one wonders how many traitors are *causing* stationwide decompressions (I know I did that once at least, to convince everyone (without suggesting it) that a shuttle ride was a Good Thing). It's not like it's hard.

On meteor showers: You know, when meteor showers show up (they would be seen a good long time in advance), a real station would just change its orbit so as to not be in the way when they arrive. Unless someone on the staff was a TRAITOR and WANTED the station to get blasted by meteors, and shut off the meteor detection system or the like... (But in all likelihood CentCom would send a notification anyways, so...)

7776
True fact: If you have a heavy stand in a corner and ... send a pyro at him from behind, he'll still win.

They're coming through the walls!

7777
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 05, 2010, 10:41:20 pm »
Just so long as people don't get banned for "griefing" for killing a bunch of people because of being exposed to N2O which made it look like everyone had turned into zombies, evil monkeys, etc. :P

7778
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 05, 2010, 02:53:59 pm »
You could probably kill half the station by dismantling a wall or window now.

7779
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 05, 2010, 02:50:32 pm »
Preferably with some way to strap yourself into something so that you don't kill yourself when you pressurize or depressurize the compartment.

7780
Other Games / Re: Are Standards Slipping?
« on: May 05, 2010, 02:49:39 pm »
What was that which just flew right over Shadowgandor's head?

Also, how about the both of you stop trolling each other?

(Also, the game mechanics in the different civ games are most certainly not identical, so your argument doesn't really hold water, Pathos.)

7781
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 04, 2010, 10:21:36 pm »
That sounds Fun! :P

7782
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 04, 2010, 09:47:29 pm »
Please please please don't tell me you stopped distributing it because some noobs couldn't figure out how to change the server name.

7783
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 04, 2010, 08:35:57 pm »
Also, is anyone gonna host a server or not? =(

Kind of difficult without the source or binaries or anything being available.

7784
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 04, 2010, 07:39:33 pm »
There was this film, Sunshine I think it was called, and they found this other spaceship thing. There was only one space suit so they rapped the other 2 guys in blankets then they let the air blast them out across space into the waiting airlock.

Could we get some sort of "research computer"? You would complete puzzles, riddles, equations etc then it would tell you which genes control what and also could produce "research material" that can be sent on the supply shuttle for more points.

Something like this happened in the modern version of Battlestar Galactica too, without spaceships.

We don't need a puzzle to figure out what genes control what, we've already got one, essentially. You zap a gene until its value is high enough to turn on a normal genetic disorder, pop the guy out of the cryo, and scan them with the analyzer to see what changed, if anything. If nothing turned on, it's a superpower, and you irradiate that gene some more until you pass the highest threshold for the superpowers, then pop them out again to see which one it is. If more than one turned on, something else had a random mutation from the radiation, and you go fix it and check them with the analyzer again. Once you've finished with that gene you pop them back in and disable any disorders (whether that one or any others due to random mutation), and move on to the next gene (and only certain genes can hold superpowers).

7785
Other Games / Re: Space Station 13 *READ RULES ON FIRST POST*
« on: May 04, 2010, 03:22:45 pm »
You'd be better off using the genetics machine to give yourself superpowers.

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