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Messages - Dusty12

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1
Sweet baby Jesus that jungle track makes me feel like I'm 9 and on my N64 again.

I NEED THIS

2
Games / Re: FFXIV
« on: October 28, 2014, 12:24:56 AM »
yes hello still play with tails excited for update must get all the soldiery now

3
Off Topic / Re: Political Compass Test?
« on: August 07, 2014, 12:38:56 PM »
Economic Left/Right: -6.00
Social Libertarian/Authoritarian: -6.62




I am a pink-o commie bastard rarara

4
Off Topic / Re: Bad/weird stuff you see on deviantArt - Megathread
« on: August 07, 2014, 12:26:10 PM »
A-Anthro panzers.

Why.

5
AI AI GRAFIX AI DUMB DUMB AI GRAFIX BAD WASNT LIKE E3 BAD GTA III AND MAFIA 1 BETTER THAN WATCH DOG AI NO RAGDOLL IN TRAISN GLASS NOT REFLECTIONING

Mafia: The City of Lost Heaven was released in 2002 and was part of, what was it... the sixth generation of video game consoles, two years later when it came out for Xbox and Playstation.

Watch Dogs is marketed as a 'generation defining experience' - that generation being the current one, the eighth generation. You can handwave complaints about the game's performance and the quality of the graphics if you want and I wouldn't pay it any mind if it wasn't marketed as being the definitive eighth generation title. When a game developed for the 2002 market and almost every game after that has simple environment interaction like impact marks on walls and water, glass shards, reflections, non-restrictive stupid invisible walls... unless you want to tell me the new generation is one of regression?

I've lived in the city of Chicago my entire life. I have ridden L trains as often as any of you have ridden buses; they don't stop in a split second when they're going sixty miles an hour. They start slowing down almost forty five seconds before they even reach the platform because they go so fast. Hell, at one point Ubisoft had /ninety degree turn angles/ for the L system. Really.

Watch Dogs is in the spotlight not because people are eager to complain but because they put themselves there to begin with. Marketing, public relations, trying to be the 'big next generation game' - these all come with a myriad of expectations. They showed off a beautiful game with super lighting and reflections at E3 and then when the game comes out it's a half-assed bug-riddled pile of rubbish. When you tell people your game is definitive of the next generation and then deliver oversight after oversight, it makes them question the validity of your marketing. Sure, maybe the game is fun for a few people. No one is saying they can't have fun. But don't act like criticism isn't due, and that Ubisoft is completely blameless.

6



we're off to see the wizard, the wonderful wizard of oz

7
Games / Re: Tropico 5
« on: May 23, 2014, 09:57:04 PM »
I was pleasantly surprised by the quality of the music while playing. Way better than the first game's.

8
Off Topic / Re: LGBTQA megathread!
« on: March 08, 2014, 08:10:15 AM »
The LGB part is fine by me but I've seen so much stupid stuff coming from the T that it's going to take quite a lot of convincing before I care about their problems.

qwepir-kun i thought we were friends we played video games together

y u heff 2 be mad?

Over political correctness, people wanting to be unique, social warriors.

I doubt there were any of these things for LBGTwhatever in 1958 when the notion of, and research into 'gender identity' was first established.

9
Games / Re: If I hosted a SS13 server, would you guys play on it?
« on: March 08, 2014, 08:07:27 AM »
pulled the latest update from the tgstation repo and now i'm getting these errors on compile
code/modules/mob/new_player/preferences_setup.dm:268:error: 'icons/mob/suit.dmi': cannot find file
BUG: The file /home/byond/tg-station/tgstation.rsc is locked up!

any ideas? the file in the first error is definitely there and readable, and i can't see anything wrong with the tgstation.rsc file

killing the server before recompiling worked
woah, the server seems to be autoupdating somehow
trippy stuff yo

This tends to happen if you have too many instances of Dream Daemon/Dreammaker open. Should it give you the 'rsc is locked up!' just close every other application down. Dream Daemon, at least for me, likes to not stop being in the background if you just X out of it on windows. Unsure of Linux.

10
Games / Re: If I hosted a SS13 server, would you guys play on it?
« on: March 07, 2014, 01:23:51 AM »
Ah, Linux. Alright, that explains why. Just curious. I've never dealt with working on Linux before.

11
Games / Re: If I hosted a SS13 server, would you guys play on it?
« on: March 07, 2014, 01:20:40 AM »
I would suggest getting a fresh copy of the map and attempting to fix it from there. Lord knows what else the script may have broken. Byond code is extremely wonky.

Not sure why you need a script anyway. Just open the .dmm in Notepad++ and replace what you need to there. That's how I did it.

12
Games / Re: If I hosted a SS13 server, would you guys play on it?
« on: March 07, 2014, 01:16:13 AM »
The problem is that Cassord did a half-ass job with fixing the pixel_x and pixel_y problem.

The trigger SHOULD be something similar to:

Code: [Select]
"cty" = (/obj/effect/step_trigger/teleporter/random{affect_ghosts = 1; name = "escapeshuttle_leave"; teleport_x = 25; teleport_x_offset = 245; teleport_y = 25; teleport_y_offset = 245; teleport_z = 6; teleport_z_offset = 6},/turf/space/transit/north/shuttlespace_ns15,/area)
This is a snippet from Bay's map. The problem is laziness. Cassord replaced every instance of step with pixel when he SHOULD have replaced every instance of step_x and step_y with pixel_x and pixel_y. But he just replaced all the words 'step' with 'pixel' which lead to this.

Code: [Select]
"aIZ" = (/obj/effect/pixel_trigger/teleporter/random{affect_ghosts = 1; name = "escapeshuttle_leave"; teleport_x = 25; teleport_x_offset = 245; teleport_y = 25; teleport_y_offset = 245; teleport_z = 6; teleport_z_offset = 6},/turf/space/transit/north/shuttlespace_ns1,/area)
Notice how it says /obj/effect/pixel_trigger instead of /obj/effect/step_trigger? Welcome to breaking everything.

13
Games / Re: If I hosted a SS13 server, would you guys play on it?
« on: March 07, 2014, 01:10:33 AM »
yaay sue
did you actually do any mapping for bay or just spriting

I mapped a few things for Bay and a splinter server, as well as coded certain items.

unless my script is broken (I wouldn't know... it looks like it works fine) I've gotten and cleaned up the latest version, and recompiled

Sounds like your code exploded. 100 errors can't be a map's fault, you coded something that broke everything. I can't say what without looking at the code itself, but the random teleport it's talking about is the area around the escape shuttle. If you leave the shuttle in flight, because while in flight it is in the admin-only CentComm z-level, you are teleported to some random location in space in a reachable z-level. It looks to me like a code issue and not a map issue, unless Cassord built his map on an entirely different code base that doesn't use the same variables.

A little snippet of errors doesn't offer much information.

14
Games / Re: If I hosted a SS13 server, would you guys play on it?
« on: March 06, 2014, 01:01:36 PM »
I just replaced it when it originally happened to me and it worked fine. If you want to be safe you can go ahead and delete it, I never had the issue again after I learnt to avoid it.

15
Games / Re: If I hosted a SS13 server, would you guys play on it?
« on: March 05, 2014, 07:40:36 PM »
I TRIEDDDDDDDD AAAAAAAAAAA

This happens because somewhere on the map you decided to shift-move objects, which edits the step_x and step_y variable of an entity. This system is broken. What you want to have modified is pixel_x and pixel_y. You have to manually right click to view an object's variables and then edit both of these to get the offset you want.

Open the map file in a text document. Replace all instances of step_x and step_y with pixel_x and pixel_y.

Not rocket science.

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