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Bmon

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Everything posted by Bmon

  1. Nice to see a lot of people want to do this. I'll bug you all again once the events date is set in stone and the registration for teams opens up, priority goes to Corn and Hal since they asked first.
  2. Every year TG station hosts a thunderdome-esk fundraiser event called the Toolbox Tournament, a bracketed tournament where teams from around the SS13 community come together to beat the ever living snot out of each other all in the name of charity! I have never seen a team from Paradise participate which I find to be a bloody shame considering all the representation other stations get. Let's change that, this year I plan on forming a team out of players from Paradise. I WANT YOU FOR THE 2022 TOOLBOX TOURNAMENT! This post is essentially me seeing if anyone is interested in joining my team, the event has only just been confirmed and a date is yet to be given out by TG but the last few were in October so it'll probably be sometime then. If you're interested in joining please leave a post here on this thread or let me know on discord at Bmon#5135. Teams are made up of three but backup players are welcome incase someone doesn't show up.
  3. In full agreeance with Kugamo, the newest sprites are an overall decrease in appearance and readability. Either stay with the old ones before the PR or Tau Ceti's walls. Actually something else just hit me while writing this. Why not try modern Bay wall? Although it might need some grey scaling applied to it, Bay LOVES their blueing But really though anything else is better than those ugly skyrat walls.
  4. Bmon

    Smoke grenades

    https://github.com/ParadiseSS13/Paradise/pull/18059
  5. Bmon

    Smoke grenades

    smoke grenades are in the maints loot spawners on TG. could easily do the same for para
  6. The new floors messed up the tile colour decals which meta and some lavaland building make use of. You can quite clearly tell there is a difference in colour now.
  7. TG Manuel's discord had channels like this, the channels were filled with people giving tips about the specific departments and not elitism from what I saw. Saying something like this on Paradise would encourage elitisms is a bit of an overaction unless we really are just worse than TG.
  8. The dotted pattern makes the floors look like they came straight from Oracle Station, now especially without the quadrants... at least Oracle had some cool floors!
  9. sigh https://github.com/ParadiseSS13/Paradise/pull/17949
  10. Agree to disagree, yes. I think sticking to a uniform art style is best. If you port something it should always fit into the server you're porting it to. The ideology of server it comes from means little to nothing though imo. My point is more that just because a codebase that is higher level or roleplay than ours doesn't mean it should get a pass on it being a right fit for Para. Same applies to LRP codebases, yes. Again, I don't mind arguing my points. Also, do note, this is the Paradise forums. The majority of posts on this forum are either ban appeals or admin complaints, most people only use discord. Oh yeah, I was under the assumption that the floaty notes got removed, they're not. You can easily loop the headphones to be playing for over 12 hours by opening the import menu and importing a song with a single note for 1000 lines, the maximum amount of lines(copy paste is your friend). Set the repeat to 10, BMP to 12 and volume to 1 then open the advanced panel, set instrument to !!HONK!!, note shift to -100 keys / -8.33 octave and lastly volume dropoff threshold to 0.1 then click play. Or just copy the settings in this image. You won't be able to hear anything because the music being played it beyond human hearing and too quiet. Should get your floaty cartoon notes for over 12 hours... yes I still don't like them.
  11. You're right, we're more fantasy with a sci-fi setting and the nature of that isn't really grounded in reality, but it doesn't mean that we're automatically cartoonish with our art style. Classes or bloodlines for vampires is more of a balance thing and well balance changes are one of the few expectations to realism because it's a direct gameplay change. I think a more eloquent way to solve this is to just give the headphones a sound range of 1 or 2 tiles so that you can hear other peoples music if you get close enough. I agree with your first statement about realism and gameplay but it stops at gameplay for me. I don't think headphones affected gameplay prior or after the changes to them and that it was instead an art style change, even if it was unintentional. I also don't think there is anything else as cartoonish as the old headphones were nor did it having its floaty music notes removed make the game (if even slightly) more soulless. Aye, sorry for the more snarky reply but my point was that it doesn't really matter where it came from, that's neither here nor there since it's not our server. As an addendum to that we shouldn't take whatever a HRP server does as gospel. God knows, HRP servers have added some really dumb stuff over the years. I am not shy about arguing my points, I just don't want this thread to be only me going back and forth with people when this is really more of a subjective opinion of mine.
  12. but all those things exist in real life(self playing pianos, clowns, ect)... well except vox but vox more so sci-fi than cartoonish. It's an art style thing and well again just my opinion which doesn't really mean much, don't know why you're trying to argue with me.
  13. put on some headphones in real life and play some music. do you see giant music notes flying around your head? It's cartoonish to me but that's just my opinion I would if I played there, but not too interested in playing on a dead server tbqh
  14. I personally think the old earphones were anything but immersive, more so cartoonish and out of place.
  15. so Paradise is a fork from the Baystation12 codebase which is a fork of an older version of TG's codebase before TG had drones. Bay decided to do their own thing with drones while TG decided to port drones from NTstation, a now very dead codebase which had a different way of handling drones. I can give you an example, Bay drones are silicons while TG drones are a simple animal, meaning our drones inherit a lot of things that cyborgs can do(UI, law manager, needing power, etc) and a lot of things that would make this harder (not having hands, being linked to a console, regenerating materials from power, etc) I mean yeah that would be pretty easy to do but it's more so the drones needing to pick up materials and place and push and pull stuff around that Bay drones just can't do. Also as I mentioned before Bay drones are silicon subtype so they inherit a lot from other silicons which is something that would have to be mostly cut out for them to work. The easiest way to do this would be to just use TG drones, but having both TG and Bay drones in the same codebase seems really janky... if the idea of making silicon drones mostly not silicon wasn't already. also totally forgot KS13 on Para was replaced a few years ago by a mostly intact donut station which is not at all set up to be built on so rip.
  16. I am not sure I'd be able to do this after looking at the code on both TG and Para. It'd require porting all of TG's drone code which is vastly different from the Baystation drones that we use, not to mention KS13 expects drones to do a lot more than Bay drones are capable of. Anything is possible with code but it wouldn't be a simple port.
  17. Should be pretty easy thing to port from TG. Could give it a shot after I am done with my current project if no one else more experienced wants to take a crack at it.
  18. This has been PR'd https://github.com/ParadiseSS13/Paradise/pull/17724
  19. I'll be gone for a week so I thought I'd post a bit of an update before I leave. Cargo is done. I am not too happy about the loot spawners in the warehouse and I might move them later but the department itself is done. Both brig and perma are done. Although it has taken on a different layout from TG's version to fit Paradise's needs the shape and detailing are mostly the same. Fore maints is reworked. Added a little small maints bar/club room, makes sense since it's beside dorms. Cryo was moved and I fixed a few piping and zoning errors around dorms. Starting to work on fore starboard maints and engi. Engineering itself is going to be a big time sink(repiping all of atmos, remapping the lobby) but I'll get it done sooner than later. Something I really don't understand about Meta is the stations name. Cerebron, what the hell does that even mean? Both the Cyberiad(Box) and Kerberos(Delta) are either sci-fi or scientific references but I genuinely cannot find any reference to the word Cerebron anywhere. If someone can shed some light on its name it'd be appreciated. Regardless, I made a nameplate for it.
  20. Got maintainer permission to go ahead with this project. As stated before I'd be working clockwise from cargo around the station, slowly updating things. So with that in mind my first department from cargo is brig which should be most changed department from TGs layout aside from medbay. Few important things to know about TG Meta brig is that it doesn't have a real processing area, its gulag dock is setup for temporary gulag prisoners and that it has no gamma armoury dock. To fix these problems I moved the gulag dock up to perma turning the area the dock once occupied into processing, I then extended the wardens secure storage a little further north to accommodate the gamma armoury dock. Something else I wanted to bring over from the Para Box was the one way exiting brig cells which I did by removing where cell 3 would go on TG and placing it atop of cell 2, this also gave me more room for processing. I want to share with you a very rough version of what I have done so far, as you can see it is still very WIP(pipes, wires, perma/maints not done) but should give you a good idea of what brig will look like. Feedback is always welcome.
  21. Nice to hear that someone else is interested in fixing up Meta. I am okay with working with other people so long as what they produce is high quality and fixes the many problems with Meta. Remember, my plans are to port TGs version of Meta medbay. While almost all of it will need to be changed making probably one of the most original department designs from this project I still intend to use TGs general outline but adapt it for the flow of Paradise similar to the style of Box. Again, TGs version of Meta can be viewed here. https://affectedarc07.github.io/SS13WebMap/TG/MetaStation/ I'll be working clockwise from Cargo so you should have enough time to do your own thing.
  22. TG Meta maints is far more detail dense than our meta maints, here is a map of it. Still 1x1 areas but box also has this and at least it's cluttered and broken up with cover and small rooms. However, I do have some ideas with what to do with maints. I spotted a few broken pipes out side of the area I was working in for my proof of concept. It'll be redone once I get around to nuking each department and rebuilding them but a list certainly does help. Same goes with toxins.
  23. So as you may know Metastation isn't so popular right now and with calls to remove Meta from the map rotation it made me wonder. Why is one of TGs most played maps so poorly favored on Paradise? I myself am at a unique advantage having dedicated a substantial amount of play time both on TG station and Paradise so this answer came to me quite naturally to me. Our version of Metastation is heavily out of date and broken for modern day SS13, It has numerous design flaws and outright map errors all over the place. Meta maintenance is a barren landscape with little clutter and even looking at medbay makes me want to cringe. What am I suggesting? Update Metastation using the current TG version as a guide while retaining Paradise specific qualities. It sure as hell won't be an easy task but it's something I myself am up for. I've already mapped out about 80% of the foreport side of the station which includes all of cargo, foreport maints and primary tool storage as a proof of concept to give you an idea of what I want to do with Meta. I don't want a direct port rather something based on TGs version, our current map and what I think Paradise expects from Meta. My goals with this map edit are as follows Port TGs version of Meta to give ours a more modern feel Keep Paradise specific features while removing TG ones Improve upon TGs version of Meta and add additions that are suitable where need be Get Meta to state where everything you expect from Box you'd get in Meta Fix the numerous map errors with Meta Again, this is quite the undertaking for me alone but I am up for it. With that in mind though, I'd like to get at least an OK from a maintainer before I proceed on further edits. This will take time but I have confidence this is the way forward with Metastation.
  24. Had tons of fun playing as a skeletal Magistrate with an office in space. Thanks for the event!
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