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Play Test Videos. |
Posted by: TopHatPenguin - 12-30-2016, 06:44 PM - Forum: The Barracks (General Discussion)
- Replies (4)
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For anyone interested but hasn't been able to make the play tests I've recorded some of them and I'll post them here along with any more that are made.
So far I've done the Weapons, next I'll probably end up doing dogfighting.
They wont have any music so that you can hear the gun sounds.
Because of the one video per post I'll have to add them as posts.
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Stresstest/playtest this Friday 30th 1am GMT |
Posted by: Cael_Aislinn - 12-26-2016, 11:56 AM - Forum: Section II (Announcements)
- Replies (1)
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After the (overall) successful previous playtest we've gotten loads of feedback, setup various issues and set about implementing it. Thanks so much to everyone doing testing immediately before and in the days after the test - it feels like we're finally getting something playable. The reason for the extended dev time, radio silence and (slightly) struggling playtests is obvious to anyone who's checked out the playtest server... the sheer amount and scale of fresh new content. So naturally there's going to be some major teething issues.
Anywhoo check Discord and I'll post reminders over the next few days. Remember to adjust for your timezones as appropriate (-5 to -7 hours adjustment for US folks, making the test on Thursday 29th). See you there (if the test goes well enough it will be a fantastic way to ring in the new year).
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Maxattacker's Mapping Application |
Posted by: Maxattacker - 12-26-2016, 09:25 AM - Forum: Finished Applications
- Replies (3)
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What position are you applying for (Development or Staff)?
Development
How old are you?
22
Known IC Names Or Ckey:
Dominus Sanguine//Maxattacker
What timezone are you in?
gmt -700
How long can you be active on the server everyday?
1-3 hours
How long have you been playing Space Station 13?
Four years now
Have you ever been banned in the past?
Jobbanned from borg on Hippie when I first started playing
Do you have any past experience as a moderator?
On SS13, no, but multiple discord servers/minecraft/other games
*If you are applying for development, What skills do you have?( Mapping, coding or spriting etc.)Â
I am a developing mapper, and I learn pretty fast
*If you are applying  as a mapper, How long have you been a Mapper and how well do you understand it?
I have been mapping for a day now, and I've been reading all the guides I can find. I can understand it pretty well, and I would like to grow and develop my skills here, and possible move on to the coding and spriting bits
I'd like to start somewhere, and IÂ know its not Ideal, but Given a chance, and some pointers, I could do well for you guys
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Hello everyone |
Posted by: Maxattacker - 12-24-2016, 07:26 AM - Forum: Career Service Vita (CSV)
- Replies (1)
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Name's Maxattacker, you can call me Max. I originally found this awesome place looking for the fallout13 forums. I followed a reddit link to projectunsc.com, and when It didnt work, I tried .net, then .org. and here I am. I am very hopeful that the development of this server goes well, and I look forward to playing with everyone in the future.Â
I've played ss13 for about four years now. Starting on hippie, then to Yogstation, then paradise. It was after I started playing paradise that I found the CM server. played there for about 6 months, then back to paradise. Within the last few months, I've discovered Baystation, and have been bouncing between Bay and CM.
Oh! I also write music for an indie dev company/write for the sake of writing. If you want to check that out you can find it here
https://www.soundcloud.com/dominora/tracks
Anyways thats all from me, And I look forward to playing with you all!
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CSV 10108-14964-DS |
Posted by: Maxattacker - 12-24-2016, 07:16 AM - Forum: UNSC Terminal
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Accessing CSV personnel file of operative 10108-14964-DS
----------------------------------------------------------------------------------------------------
Access Granted
[:Opening Operative File:]
Loading..
 Â
[:File Successfully Opened:]
[:File Overview Loaded:]
-------------------------------------------------------------------------------------------
(Name) Dominus Sanguine
(No.)10108-14964-DS
(Rank) LT
(Squadron) 208th Helldivers
(Join Date) 2510
(Combat Status) Active
10108-14964-DS, or, Dominus Sanguine, Joined the airforce at the age of 18, following his dream of being a fighter pilot. He graduated the UNSC Air force academy with top marks, and was granted the Air Force Basic Military Training Honor Graduate Ribbon, and he was deployed into the 208th Helldivers squadron shortly after, providing air to surface/air to air fire support to the marines fighting the remaining insurrectionists on the outer colonies.
(I just used TopHatPenguin's template, as it seemed easiest to use.)
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Gamemode Concept: The Hunt |
Posted by: Cael_Aislinn - 12-22-2016, 09:05 AM - Forum: Server Suggestions
- Replies (1)
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Concept: Predator (1984 movie) except the predator is replaced with a team of specops elites (player antagonists). The marine players have to trek through the jungle to get to a working signal relay so they can call for evac from a pelican which makes a lot of noise and takes a while to arrive. Along the way they can rescue civilians (allowing limited respawns L4D style) as well as salvage gear and supplies from ruined outposts along the way. The elites just have to kill them all and have virtually no resupply or respawns beyond their starting gear.
Hardmode: there are Promethean knights and sentinels loose in the jungle hostile to everyone.
Ultramode: there are also Flood loose in the jungle.
Godmode: in addition to the above, the signal relay requires parts to be repaired that are scattered around the jungle.
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CrAzYPiLoT's Developer Application |
Posted by: CrAzYPiLoT - 12-16-2016, 02:18 PM - Forum: Finished Applications
- Replies (5)
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What position are you applying for (Development or Staff)?
Development
How old are you?
15
Known IC Names Or Ckey:
Sergei Aleksandrovski, James Henrick/CrAzYPiLoT
What timezone are you in?
CET
How long can you be active on the server everyday?
1-2h
How long have you been playing Space Station 13?
3.5+ years
Have you ever been banned in the past?
No
Do you have any past experience as a moderator?
Yes, I've been an admin out of need over at FTL13
*If you are applying for development, What skills do you have?( Mapping, coding or spriting etc.)Â
Coding, spriting and mapping as needed (I'd rather not, though)
*If you are applying for development, How long have you done Space Station 13Â development?
1.5+ years
*If you are applying for development, are you familiar with Git and GitHub?
Yes
*If you are applying as a coder, How long have you been coding and how well do you understand it?
1.5+ years, I didn't use to do good code, which can be seen from my PRs on Paradise, but now I have a full understanding of DM and the techniques used in every aspect of it.
*If you are applying as a coder, What codebase are you familiar with?
Mostly /tg/ and Paradise, but I can work with any
*If you are applying for development, have you made any major contributions to any code bases?
Yes, maintainer at FTL13, developer for WWI
*If you are applying  as a mapper, How long have you been a Mapper and how well do you understand it?
I have sufficient knowledge, but I don't really like this, and would only do it in moments of dire need
*If you are applying as a spriter, How long have you been a Spriter and how well do you understand it?
See above
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Introducing strategy elements to our 2D spaceman simulator: Logistics and teamwork |
Posted by: Cael_Aislinn - 12-09-2016, 06:28 AM - Forum: Development
- Replies (2)
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CM gameplay has a lot of inspiration for the direction I want to take HS13. An asymmetrically balanced competitive PvP mode with player specialisation (classes) meaning teamwork is a large component of winning, and distribution of equipment can help or hinder those classes. Although these aspects are present in vanilla SS13, CM refined and focussed the design aspects to enhance them into a unique focussed gameplay environment. A number of our planned features are similar, but with the added goal of enabling and expanding on non-combat gameplay to better support roleplay.
Faction politics
- "Civilian" players are loosely affiliated and can sabotage, negotiate/aid or switch sides at will.
- Sometimes a greater threat can arise which will force bitter enemies to set aside their differences just to survive...
Added Support Player roles
- Fighters and bombers require refuelling, repairing and rearming after each engagement while pilots will require rest (or stimulants).
- Fighters and bombers need coordination and target setting from players in command to be effective.
- Marines are initially cloistered away in their barracks, their deployment needs to be coordinated via dropship with a pilot and a drop target (same with their extraction).
- Vehicles, weapons and gear are customisable so analyse your enemy's gear to determine their weaknesses.
New types of combat
- Dogfighting requires a different skillset in customisable vehicles.
- Capital ship combat requires careful positioning to maximise weapons fire while minimising damage. Players can crew turrets to help protect their ship.
- Electronic warfare, mines, targetting capital ship weakpoints and infiltration by boarding are all alternative options for defeating your enemy.
Electronic warfare
- Minimise your emissions to stay hidden, or simply lurk near something "loud" enough to disguise you.
- Encrypt your comms to prevent eavesdropping, but the more you talk the easier it is to decrypt.
- EMP weaponry can temporarily disable vehicles, weapons and components.
- Lock on missiles can be fooled or spoofed.
- Infiltrators can hack in to disable or overload systems. Particularly advanced tech can do it remotely...
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Datanets: a streamlined replacement for SS13 radio signalling |
Posted by: Cael_Aislinn - 12-04-2016, 03:39 AM - Forum: Development
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SS13's legacy radio signalling works by simulating an actual data transfer network by sending "packets" (signals) of generic data via a global controller. Data transfer happens independently through generic interfaces which are fairly extensible with the actual processing of data signals handled separately by the end atoms. The transmission of radio signals operates across multiple process steps so immersion breaking artificial communication lag is introduced. To my knowledge, the only systems in SS13 using radio signalling are airlocks, some atmospherics things, bombs, and some of the underlying code for telecommunications (radio comms).
While this system is fairly robust and feature complete, it is also overly complex and time consuming to setup and produces some in-world conflicts with overmap (the global controller means there are no restrictions for distance, and there is no handling for interference or jamming). On the whole it's quite powerful but I never liked using it due to those over-complexities and the transmission lag.
I've experimented with replacement systems in the past for other projects, but now I've decided to develop a replacement system integrated directly into overmap called datanets. They are prototyped right now with airlocks and will attempt to emulate a P2P network topology (any device can communicate with any other device and there is no "master controller" except for a coordinator datum for handling meta aspects such as data transfer and machine linking/delinking). The idea is that the datanet simply determines whether and what is connected in a super light framework, then any data transfer or processing is handled fully by the participating atoms. It's not as robust as signalling networks under the hood but should be able to produce the same functionality with a significantly decreased workload for mappers and coders.
SS13 radio signalling networks have multiple steps to do, requiring a frequency to be set for all participating atoms then unique tags for each assigned and linked manually via the map editor. Datanet airlocks only need a single tag set for all participating atoms in that net to be set (along with a small amount of metadata) to be set via the map editor.
For the moment radio signalling will exist alongside datanets and they can both be used as normal (I manually integrated radio telecommunications into the overmap several months ago so that it behaves as expected) although they won't need or be required to communicate. Eventually I'd like to completely replace everything using radio signalling with datanets, then remove radio signalling entirely. The change should be invisible to players, but make maintenance + development + extension of the features much easier in the long run.
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