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Space Station 13

+5
Mrsebi
DigDog
Leb
Onion Supreme
Cial
9 posters

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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by Tom Gaskarth Mon Jul 09, 2012 2:45 am

DigDog wrote:2d spessmen time
Tom Gaskarth
Tom Gaskarth
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Tue Jul 10, 2012 5:56 am

Put some super awesome server status picture into the first post.

YOU SHOULD NOT BE ABLE TO SEE THIS TEXT
Space Station 13 - Page 5 Image
Space Station 13 - Page 5 Image


Thanks to Sjaelen for the idea, thanks to the nice people at Nanotrasen for the code.

Thanks to Pere who will create created a picture for it that isn't as ugly as the current old one as soon as he finds some spare time.


Last edited by DigDog on Wed Jul 11, 2012 3:10 am; edited 1 time in total
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Thu Jul 12, 2012 4:30 am

It's 2d spessmen time.

YOU SHOULD NOT BE ABLE TO SEE THIS TEXT
Space Station 13 - Page 5 Image
Space Station 13 - Page 5 Image
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Thu Jul 12, 2012 1:39 pm

Due to Sjaelen's suggestion I made a few changes to the spess pirate gamemode:

- Pirates no longer have to escape to Centcom on the escape shuttle or a pod but have to leave with the syndicate shuttle instead
- Pirates now have a 3 steal objectives base (additionally to the escape objective)
- Pirates have a 50% chance to have an additional steal objective
- Pirates have a 25% chance to have yet another steal objective (so 5 steal objectives is the maximum)

As always the objectives can overlap. Items only count as stolen when they are in your inventory, so if the pirates have to steal the same item... DUEL TO DEATH (or backstabbing, whatever tickles your fancy).
If you have to steal an object that can't be picked up, like a monkey, it will be enough to have it on the shuttle when you leave. It will count for both pirates if they have the same objective. Stolen animals don't have to stay alive but you get bragging rights if they do.

If the escape shuttle is called and arrives at Centcom the round is over, just like every other round. So you better not waste too much time getting drunk in the bar.

And of course the round ends when both pirates are dead, but that's not new.
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Sat Jul 14, 2012 1:38 pm

Added Russian Revolvers. See changelog for more details.
Added the ability to shoot yourself in the head. See changelog.

Added Two Russian Revolvers onto the map, on the Derelict Z-Level. Added a
single .357 ammo box in a secure crate on the Derelict.
...Russian roulette?
DigDog
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Post by Cial Sat Jul 14, 2012 1:44 pm

>Added ability to shoot yourself in the head

Well this will make suiciding more fun!
Cial
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Sun Jul 15, 2012 2:00 am

Removed shooting yourself.
Added it to Russian Revolvers only.
Removed Russian Revolvers from the map, it is only admin spawnable now.
...

wat
DigDog
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Post by DigDog Sun Jul 15, 2012 3:03 am

Well whatever, time for some spess griffin

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Space Station 13 - Page 5 Image
Space Station 13 - Page 5 Image
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Sun Aug 05, 2012 12:29 am

It's 2d spessmen time.

YOU SHOULD NOT BE ABLE TO SEE THIS TEXT
Space Station 13 - Page 5 Image
Space Station 13 - Page 5 Image
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by V Sun Aug 05, 2012 1:05 pm

double postttt
V
V
agina

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Post by DigDog Sun Aug 05, 2012 11:58 pm

It already was a double post the last time I posted it and you had no problem with it back then.

Since I deleted and reposted the post to get a bump to the thread.

Also, it's 2d spessmen time.

YOU SHOULD NOT BE ABLE TO SEE THIS TEXT
Space Station 13 - Page 5 Image
Space Station 13 - Page 5 Image
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by V Mon Aug 06, 2012 1:30 am

geez you're really cranky digdog
V
V
agina

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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by Mrsebi Mon Aug 06, 2012 2:19 am

It's my birthday today.
Mrsebi
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Mon Aug 06, 2012 4:49 am

V wrote:geez you're really cranky digdog
NO U!
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Mon Aug 13, 2012 1:23 am

It's 2d spessmen time.

YOU SHOULD NOT BE ABLE TO SEE THIS TEXT
Space Station 13 - Page 5 Image
Space Station 13 - Page 5 Image
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by Leb Mon Aug 13, 2012 7:10 pm

Looks like the tgstation code fix project is starting to unravel the hilaaarious problems we've had recently related to powersupply.


The singularity will EMP itself loose regularley, frequently and often. When this happens a hughe EMP blast can be seen all accros a part of Engineering. Then the containment collapses and the singularity is loose.


Why is this bad/What are the consequences?):
This is bad for several reasons.
1) Solars are not able to sustatin the station alone anymore.
2) A loose singularity that is bound to break free in 2-10 minutes, at random, without a player being at fault is not fun, nor helpfull, nor an interresting mechanic
3) With the standard 8 generator-setup the containment can not be re-activated one the singularity is loose as the middle-generators will create beams that cross each other, breaking the field instantly again - thus no chance of saving the engine is currently pressent.
4) Even with middle generators removed doing so is extremly risky, deadly and considering the singularity will EMP itself free in another 2-10 minutes: Useless.



The shield generators are still shutting down without any apparent reason in r4380 as confirmed by myself, trubble_bass and we're still experiencing the problem on both tg-station servers.

Part of the problem is that with lighting once again draining power and the new boost to lighting intensity, the engineering APC drains quickly. This is an easy fix but the cause of the problem is still unknown.

Setting this to critical because the station requires the singularity to run but it is incapable of remaining contained.

So in short, from now on, one engineer to rush all the solars, and another to SHUT DOWN ALL THE LIGHTS and hand out flashlights to erryone, because that's right now the only way to keep the station powered with solars only, unless you risk the singularity.

In other related update news...


Removed the tensioner. It was buggy and really only served to ruin rounds. The
original purpose of the tensioner before Poly reworked it was to act as a stat
tracker, which is now meaningless since erro has a fully operational stat
tracker in place.

As a result, cyborg death squads were also removed.


Removed the chainsword and chain of command. No chains allowed.

Looks like we gotta remove the CoC from the pirate theft-list.

Fixed space carp and space bears being unable to actually survive in space.
Leb
Leb
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Post by DigDog Tue Aug 14, 2012 3:40 am

All of the above mentioned problems do not apply to our server, since it still runs on revision r4316. I've stopped updating the server (thanks Sjaelen for the suggestion) since during the current feature freeze it is difficult to find a stable release since usually by fixing one bug the nanotrasen guys make another one appear. Not because they're bad coders, but because the nanotrasen code is generally poo poo, which is why they are doing this feature freeze to clean it up and give the code a big overhaul.

Anyway, long story short, the above power issues don't apply to our server, the singularity works fine and we don't need the solars unless someone wrecks engineering. And by the time this feature freeze is over and we have a stable release again the singulo problems are most likely fixed.
DigDog
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Post by DigDog Wed Aug 15, 2012 4:53 am

Updated to r4408. That one looks stable and it hopefully helps with our power problems due to the changes made in r4401.

light/process() was added back in causing lights to use power as they were meant
to. Recently lights have been made brighter causing more power to be drained. As
a result the engineering APC would not last very long. The station using a lot
of power is a good thing since the singularity produces an incredible amount of
power, so to keep this higher power demand but still give engineers a fighting
chance to set up the singularity, I've bumped up the engineering APC's starting
battery power.
DigDog
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Post by DigDog Fri Aug 17, 2012 2:01 pm

I have a treat for you guys this weekend: I found some interesting unused code and after several hours of reworking and bugfixing said code we now have blob rounds that are quite different (and hopefully more exciting).

This change also affects random event blobs. I think you'll like it.

With our custom alium, ninja and spess pirate rounds this is now the fourth round type you can only find on our server.
DigDog
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Space Station 13 - Page 5 Empty Re: Space Station 13

Post by DigDog Sun Sep 02, 2012 1:16 am

It's 2d spessmen time.

YOU SHOULD NOT BE ABLE TO SEE THIS TEXT
Space Station 13 - Page 5 Image
Space Station 13 - Page 5 Image
DigDog
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Post by Leb Sun Sep 09, 2012 3:14 am

Server is up. Dig is away. I am assuming direct control of this announcement.
Leb
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Post by DigDog Sun Sep 16, 2012 2:39 am

Server is up. Dig is here. I am assuming direct control of this announcement.
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Post by Peregrine Sun Sep 16, 2012 3:08 am

Forces of the universe bend to me.
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Post by DigDog Sun Sep 16, 2012 8:55 am

We sure showed dem aliums.
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Post by DigDog Mon Sep 17, 2012 1:20 am

Server is up, time for spess.
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