Get rid of unsim turfs building block

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Neray
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Get rid of unsim turfs building block

Post by Neray » 26 Aug 2016, 09:44

Summary (a quick, 2-3 sentence summary):
Topic.

Benefits (How this will benefit the server and game as a whole):
Get rid of this old shit and finally replace simulated rasputin tiles with unsimulated. I'm sick of space turfs flying to planet.

Implementation (Optional, if you have an idea how to implement it):
Some code adjustments.
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Iatots
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Re: Get rid of unsim turfs building block

Post by Iatots » 26 Aug 2016, 10:01

I don't know if that's what doing it, but if it is, +1.
+1 even if it will result in marines getting sucked out midflight again, because ship>rasp and my immersions and lungs get broken when a hole on the bottom of the dropship transfers to the hangar floor.
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Sarah_U.
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Re: Get rid of unsim turfs building block

Post by Sarah_U. » 26 Aug 2016, 10:13

What about simply adding a code that slowly fixes tiles across the ship automatically (Both reducing mod+ workload and breaching issues)?

Floortile breaks: Sealed as per reason of 2 tiles per 3 seconds.
Code stops if SM blows up \o7

Just an idea, but for the main topic I'm meh. Unsimulated + Simulated causes problems at times.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Neray
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Re: Get rid of unsim turfs building block

Post by Neray » 26 Aug 2016, 11:50

Sarah_U. wrote:What about simply adding a code that slowly fixes tiles across the ship automatically (Both reducing mod+ workload and breaching issues)?

Floortile breaks: Sealed as per reason of 2 tiles per 3 seconds.
Code stops if SM blows up \o7

Just an idea, but for the main topic I'm meh. Unsimulated + Simulated causes problems at times.
Point is, some tiles on rasputin are simulated because by default you can't place things like turrets on unsimulated. Hit it with SADAR or use a valve bomb and we got a fucking space tile party.
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Re: Get rid of unsim turfs building block

Post by SPACEpotato1 » 26 Aug 2016, 14:00

Fucking bumping this now that the ship caused the planet to have a fucking bLACK HOLE smashed into ITSELF
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Sarah_U.
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Re: Get rid of unsim turfs building block

Post by Sarah_U. » 26 Aug 2016, 14:06

What about fixing turrets to work on unsimulated instead then xD
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Neray
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Re: Get rid of unsim turfs building block

Post by Neray » 26 Aug 2016, 14:08

Sarah_U. wrote:What about fixing turrets to work on unsimulated instead then xD
*points at topic*
That what I was talking about, Sarah. Turrets and other stuff as well.
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Re: Get rid of unsim turfs building block

Post by Sarah_U. » 26 Aug 2016, 14:11

._. Derp, sorry, I'm multi-tasking programming a website while I do this and I forgot to re-read the main topic before posting.
+1, would be nice to have bug-fixes that prevent map-self-destruction.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Re: Get rid of unsim turfs building block

Post by TopHatPenguin » 26 Aug 2016, 14:11

Honestly if this fixes the current issue with atmos problems nearly every toher round i'm in. +1
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Re: Get rid of unsim turfs building block

Post by Ithalan » 26 Aug 2016, 14:13

isn't it possible to make an unbreakable floor tile or just cheat it and put non-space tiles underneath the pod and dropship in the sulaco hangar?

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Re: Get rid of unsim turfs building block

Post by Neray » 26 Aug 2016, 14:18

Ithalan wrote:isn't it possible to make an unbreakable floor tile or just cheat it and put non-space tiles underneath the pod and dropship in the sulaco hangar?
It's not how it works. When floor is being damaged by explosion, it randomly replaces itself with a space tile or space+rods. Folks are just a bit too lazy to move whole /simulated/ tree properties up to /turf/ and then add exceptions for some special unsimulated turfs types, if needed.

In short, you can only build on floor turfs and unsimulated turfs aren't included cause they're located in diff sub-tree. There're some very easy ways to "fix" this bcode. It's not a feature, but rather a very old oversight.
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Re: Get rid of unsim turfs building block

Post by TopHatPenguin » 26 Aug 2016, 21:49

Honestly having 3 rounds today 2 of which were right after each other need restarting due to atmos on the Rasp fucking up is god awful and if this is a fix it really should be a priority.

Prime extract of atmos:

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Re: Get rid of unsim turfs building block

Post by Sarah_U. » 26 Aug 2016, 22:05

I blame the engine, powering on magic as they have no use.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Re: Get rid of unsim turfs building block

Post by Snypehunter007 » 03 Jun 2017, 16:32

Old, lack of continued interest.

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