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Messages - Android

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316
Other Games / Re: Space Station 13: Urist McStation
« on: March 02, 2013, 11:27:29 pm »
It's a shame. I'm wondering if the Space Carp code could be optimized however, as they seem to do very little to warrant those kinds of cpu cycles.

Carp are not causing the lag on the server. KG believes its bandwidth related.

317
Other Games / Re: Space Station 13: Urist McStation
« on: March 02, 2013, 01:50:28 pm »
Seriously, every fucking time I join a game, the captain immediately sets the security alarm to blue.

I am seriously considering fucking shit up out of spite.
Thats not the captain Darvi, thats the game automatically acting like every single round has an antag already.
Well the alarm is set to red by the cent comm transmission stating that antags exist... Unless something was changed.

Red Alert can only be set by 2 Heads using a keycard authenticator found in all head offices and must be used simultaneously. Almost never employed because of the hassle it is. I may end up adding two of these to the bridge, which for some reason that escapes me, has none presently.

318
Other Games / Re: Space Station 13: Urist McStation
« on: February 28, 2013, 03:04:29 am »

4: Telecomms would be the biggest pain the ass. With all the changes that have been going on with it I have no idea if it is even possible to reproduce, and if it is I have no idea if the stations can even talk to each other. Ether way, that would be your biggest technical hurdle most likely.


To answer this shortly, yes it is possible. I think all you need to build is a telecomms relay on the desired z level to gain comms (and then link it with the hub back on the station with a multitool), but I am not certain if more equipment is needed

319
Other Games / Re: Space Station 13: Urist McStation
« on: February 27, 2013, 01:01:41 am »
I'm also wondering if it's possible to pull designs of parts of the ship out of the game at rounds end, so that we could build new rooms and permanently add them to the station. Massive fortress station ho!

Its not, but not to say if something is so epic that the admins/coders feel its appropriate to add to the map could not happen

320
Other Games / Re: Space Station 13: Urist McStation
« on: February 26, 2013, 03:03:19 pm »
KG, I wouldnt mind being put on the coder list just to push some minor tweaks that I could do (like turning down the frequency of carp and vine events, for example)

PM me your email, and I'll get you added.

Also, add more doggam newscasters. There's only like 5 of them in the entire station, so news is essentialy useless because nobody ever knows that there is more news. If they were more common, you could post in feeds to spread news.

I'm not much of a mapper, so if someone would like to tackle this, feel free.

KG

Done, and I could do that, but I am hesitant against doing so because reconciling map changes whenever we want to incorporate changes TG makes is extremely hard (as in you will probably have to do it again)

edit: I spawned more than twice as many carp that was on the server at the time people said deleting them fixed lag on a local server I ran, and I had minimal lag. Carp may be contributing to lag (and I still intend to change the frequency in which they come) but are not the source of the lag.

321
Other Games / Re: Space Station 13: Urist McStation
« on: February 26, 2013, 02:32:00 pm »
KG, I wouldnt mind being put on the coder list just to push some minor tweaks that I could do (like turning down the frequency of carp and vine events, for example)

322
Other Games / Re: Space Station 13: Urist McStation
« on: February 25, 2013, 01:50:21 pm »
Goonstation has their own codebase and should not be considered within the context of what content is in the TG code

edit: KG, I would suggest updating the map again because updates r5779 and r5780 corrects some mistakes they did when they altered the map yesterday

323
Other Games / Re: Space Station 13: Urist McStation
« on: February 25, 2013, 01:45:46 pm »

Is the xeno gamemode broken (in tgstation code, rather than here specifically), or is it simply not in the secret rotation?  I enjoyed the first time I saw a xeno outbreak, but don't know if that was deliberately spawned in by an admin, if it was the gamemode, or if it was a random event (I joined halfway through things going wrong, as an observer).


I think that it is a random event AND can be spawned by Admins, but I don't think it's in TG Secret Rotation.

Xeno has never been it's own gamemode, always a random/admin thing

324
Other Games / Re: Space Station 13: Urist McStation
« on: February 24, 2013, 04:55:38 pm »
Oh, and votes are broken. very broken.

Votes are only broken PRE-ROUND. Let a round start then run votes to your heart's content. Also, looking to add admins?

I PM-d KG earlier and am waiting for him to respond.
I dunno yet.

If you're still talking about voting being borked, its a problem with the TG code, not with the server. I should have clarified that in my earlier post.

325
Other Games / Re: Space Station 13: Urist McStation
« on: February 24, 2013, 01:13:07 pm »
Oh, and votes are broken. very broken.

Votes are only broken PRE-ROUND. Let a round start then run votes to your heart's content. Also, looking to add admins?

326
Other Games / Re: Space Station 13: Urist McStation
« on: February 23, 2013, 02:57:09 pm »
Eh, I've had a few instances of lag on the server, but since SS13 is CPU capped (and that is what is causing the lag server side) there isnt much that can be done about it

327
Other Games / Re: Factorio
« on: February 01, 2013, 01:03:16 am »
Well, you could tell us something about your game here...

328
Other Games / Re: Slavehack - protect your IP!
« on: January 20, 2013, 08:26:41 pm »
i got banned for "friendly slaving" too, even thought the only virus i had on someone was not done in a friendly way. Probably means I am done with SH too

329
sure, i'm in

330
Other Games / Re: Slavehack - protect your IP!
« on: January 07, 2013, 05:12:16 pm »
could someone PM me the irc password please?

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