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  1. lol username

    Weird objects

    I don't remember if I ever posted this screenshot anywhere, but: There's slimy slugs on top of the Brickster's Palace that vanish once that section of the minigame actually begins. Go figure. also, 322
    4 points
  2. Quisoves Potoo

    Space Station 13, Where Work is- HONK!

    What fresh Hell can this be, I hear you ask. Hell in space, it seems. The year is 2561, some three centuries since humanity erupted from its solar system, spreading its seed among the stars. Scattered throughout the cosmos are testaments to the success of homo sapiens, Evolution's boon. So too those to other lineages, be they skrell or vox or myriad others. Mankind and its cohorts play god, resculpting the very universe. Not all of mankind, mind you. Invariably, some get left behind. Far from the warmth of the Dyson spheres, the hodgepodge vestiges of eras past eke out their ungainly existence, hoping, if nothing else, to amuse the universe enough that it remembers them. Civilization here has mutated into something less than sane, a shoddy amalgam of that which it understands and that which the Higher Powers have cast aside. The line between dreams and reality has blurred, yesterday's fiction becoming today's fact. The clown, once a mere guise, is become a lifestyle, woven even into the genes of some. Vast space stations are guarded by artificial intelligences with the minds of toddlers. Crowbars and screwdrivers are wielded alongside technologies that to their users resemble magic (though they've seen enough of the real thing to know the difference.) Everything matters, for nothing matters. One of the more prominent backwater entities is the corporation-state of Nanotrasen. Aboard its space stations, its employees (or property, depending on whom you ask) expand their limited scientific knowledge, improve the quality of life, mine for precious minerals, fend off invaders and infiltrators, and generally live their lives. All of this is in furtherance of their masters’ nebulous goals, the nature of which they see no need to question. Who are they to bite the hand that feeds them? There are many sorts of stations: There are the Class Zeds, pristine, ordered, the breadbaskets of Nanotrasen; there are the Classi Bellorum, dedicated to the defense and expansion of the corporation; there are the Class Lambdas, your garden-variety stations, unremarkable in the best of ways; and then there’s Space Station 13... Space Station 13 is an online, multiplayer, simulation… Thing. Though basically sci-fi, it would be a mistake to classify it with the likes of Starcraft or Wing Commander. Instead, it uses its setting as a springboard for all manner of shenanigans. Want to play the part of an engineer, keeping the station powered and running? You can do that. Want to play the part of the captain, keeping it all together? You can do that. Want to play the part of the clown, generally amusing and annoying the crew (most likely the latter)? Oh yes, you can do that. Or perhaps you’ll wind up a traitor, tasked with some act of murder or subterfuge. Or a wizard, whose job it is to wreak havoc on the station. In order to achieve your goals, you’ll have to interact with an environment where, odds are, if a thing works a certain way in reality, it likely does so there as well. Found a deck of cards? You can play card-games! Got a flag? You can set in on fire with a lighter! Wandered into a low-pressure room? You’ll start dying! In short, Space Station 13 is immensely detailed and (in the right hands) immensely entertaining. When? RRU’s rounds are typically held from around 6:30 to 12:00 PST. If a round is about to start, I’ll put an alert in the Chatbox, for the benefit of those not on Discord. This is Boring, Nothing’s Happened Yet! If there’s anything Space Station 13 requires, it’s patience. Rounds can run for hours, and player participation is key. Don’t sit around doing nothing and expect things to happen spontaneously. Nor should you expect every round to be a disaster from the word go. Variety, as they say, is the spice of life, and SS13 has plenty of it. Rules RRU’s Terrastation, being a private station, lacks the vast rulesets of most public servers. There are nonetheless a few points of conduct: · Stay in character: Keep all out-of-character interactions in the OOC chat. No emotes, etc. IC. Try to do your job. AIs and Cyborgs are expected to follow their lawsets. · No spoilers! If you’re having an intimate discussion with the chaplain, only for him to pull out an energy sword and cut your head off, no using OOC or Discord or what-you-might to alert everyone to his treachery. If you didn’t get the chance to cry out over comms, too bad. This goes for NPC enemies as well. In event you are resurrected, your character suffers minor memory-damage, preventing you from identifying your murderer. Knowledge acquired as a ghost is also not remembered. · Don’t grief: Unless you are an antagonist, your character is assumed to be reasonably virtuous, sane, and law-abiding. If you are mind-slaved, or thralled, or whatnot, you are to obey your master’s every command, provided you are not asked to commit suicide. Acts of trespass or theft are permitted, so long as you stay in-character (no kleptomania, please,) but expect in-game consequences (e.g. jail.) Brawls are allowed, so long as they escalate convincingly. Don’t go looking for a fight. · On a related note, the clown and mime have considerably fewer IC restrictions, being prank-loving chuckleheads with no serious jobs. They are still prohibited from griefing. Breaking into chemistry to mix a hair-growth solution is fine. Breaking into engineering to release the Tesla ball is not. If you’re planning something you fear might cross the line, contact an admin via adminhelp. · AIs and Cyborgs are bound only by their laws. If your lawset tells you to minimize expenses, and you believe that a certain player is more trouble than he’s worth, you are permitted to do away with him (but don’t be surprised when your lawset is promptly changed.) · Do not commit suicide unless there is a convincing IC reason. If you have to leave the game, have the other players put you in the cryo-dorms. · If, as an AI or Cyborg, you are given a law ordering you to commit suicide, you are not obliged to obey it. · Do not tamper with players suffering from Space Sleep Disorder (SSD,) i.e. players who are logged out. If for some reason you need to interact with someone who’s gone SSD, please consult with an admin. · If you have any questions about the rules, or think that someone else has broken them, don’t hesitate to contact an admin via adminhelp. · On a related note, mentorhelp is available for those with questions about game-mechanics. · Above all, don’t be a jerk Getting Started · Space Station 13 runs on an obscure online-game engine called BYOND. If it looks like something made around the turn of the millennium, that’s because it is. In fact, Space Station 13 was first released in 2003. BYOND is free and can be downloaded here. Doing so should present no difficulty at all. · Once you’ve installed BYOND, you’ll need to make an account. Again, this is simplicity itself. · Terrastation is private (a list of public servers can be found here, if you’re interested,) so you’ll need the IP, available in Discord and the Chatbox. Once you’ve acquired it, and once the host is ready, launch BYOND, select open, paste the IP, and press OK. This will launch the game. · Once you’re at the startup screen, choose “Setup Character.” A window should pop up, looking like this. · In contrast to much of the game, most of the choices presented here are cosmetic. Giving yourself a second language can be fun, and giving yourself a disability could make for an interesting challenge, but what matters most is your species. · As a beginner, you’ll probably want to choose one of the following: Human, Tajaran, Skrell, Unathi, or Vulpkanin. They have minimal differences, and are the simplest to play. Other species have special abilities and disabilities. For example, the Vox breathe nitrogen and can survive in the vacuum without a spacesuit, the Diona are plant-people, and machines are machines (though not to be confused with cyborgs.) · Please note that the armalis variant of the vox is rather broken right now, so you’d be best to avoid playing one for the time being. · If you want your character to have a species-appropriate name, select “(Randomize)”. · Once you’ve figured out what your character looks like, select “Set Occupation Preferences.” For each job, you have four possible settings: Never, Low, Medium, and High. These determine the priority with which the game gives you a position. If nothing can be found at one priority, the game searches the next one down, and so on. If nothing is found, the game will follow the instructions on the bottom button. You can also change the name of certain professions: E.g. “Librarian” can be changed to “Journalist.” · Since you’re a beginner, you’ll probably want to avoid playing as any Head of Staff. Similarly, avoid the AI and Cyborg options. If you want a position that enriches the setting without having many responsibilities or expectations, select Librarian, Chaplain, Bartender, or Barber. You’ll probably want the bottom button set to “Be a civilian if preferences unavailable.” · When you’re done with that, go to game preferences. Here you can make yourself available to play certain special roles, largely antagonists. Given the usual amount of players, most of these probably won’t get used, with the exception of the traitor, the vampire, the changeling, and the vox raider. Please note that admins can make players antags, preferences or no. · Finally, there’s Loadout, which allows you to select five points worth of minor clothes or items to start with. · Once you’re done with your character, select “Declare Ready” or, if the round has already begun, “Join Game.” The latter allows you to choose your role from a list of available jobs. · First of all, you'll want to talk. To do this IC, type "Say" followed by what you want to say, in quotes. · To talk over the comms, so that everyone can hear you, append a semicolon to the beginning of your sentence. E.g. 'Say ";Hello!"' · Additionally, some departments have special channels. These can be accessed by appending a colon followed by a specific character. Security officers, for example, talk on their channel by typing 'Say ":S Hello!"' · To talk OOC, type "OOC" followed what you want to say. · Most objects (and creatures) in the game can be interacted with by clicking on them. Left-clicking activates a thing's basic function, while complex or universal choices can be selected by right-clicking. · Some objects can be made to interact with each other, provided you are holding one of them. If, for example, you wish to fill a bucket with the contents of a water tank, put the bucket in your active hand and left-click on the tank. · If you wish to view the contents of a container, left-click it and drag the mouse to your character. · In addition to picking up items, you can also drop, pull, and throw them. · You can also make your own items, using the crafting menu, provided you have the right materials. · Your character has a number of slots for items. In addition to your hands, you have a suit-storage slot, an ID card slot, a backpack slot, two pockets, a belt slot (which can also be used to hold anything your pockets would), and a special PDA slot. · Furthermore, your character has clothing slots. These can be accessed by clicking the backpack icon in the lower left-hand corner of the screen. · Some items, such as suits, must be removed by clicking them and dragging to the active hand slot. · You can interact with creatures in four basic ways: Greeting/helping, disarming, grabbing, or attacking. You can choose your default intent, but remember, clicking on anyone while holding a weapon (even a makeshift one, like a toolbox) in one’s active hand will automatically trigger an attack on them. This includes yourself. · If you wish to remove an item from a creature (particularly useful if you’re an antag,) drag it to your character, and select the item of your choice. · In the lower right-hand corner of the screen is a doll-display. This determines which body-part you target when interacting with a creature, including yourself. · A rather useful option, found under the IC tab, is “Resist.” If someone is pulling you, or you’re on fire and need to stop, drop, and roll, or you want to free yourself from a pair of handcuffs (this one takes some time and can be interrupted) simply select it. · There are a number of hotkeys, the full list of which can be found with Hotkey Help, in the OOC tab. Some particularly useful ones are HOME for Drop Item, ctrl+e for Equip Item, ctrl+x for Swap Hands, ctrl+z for Activate Held Object, ctrl+r for Throw Object, DELETE for Stop Pulling, and ctrl+b for Resist. · For far more detailed information, see Paradise Station’s wiki. Our code and content are primarily those of Paradise. General Tips for Antags · Clicking on a cable-coil allows you to make a hand-restraint out of it, provided it has at least 15 wires. To restrain someone, put the restraint in an active hand and click on them. This takes a few seconds and can be interrupted. Particularly useful for vampires. · Don’t have the requisite access to get through a door? Hack it! This requires a screwdriver, a crowbar, a wire-cutter or multitool, and preferably insulated gloves. First, screw open the access panel. Then, start figuring out which wires do what. Wire-properties are universal to all doors, and are randomized at the beginning of each round. You’ll want to find two particular wires: That which controls the power and that which controls the bolts. It will be obvious when you find the latter. When you find the former, all the panel’s lights will turn off at once. You’ll then have a short period during which you can open the door with a crowbar. You can then activate the bolts to keep it open. There are several complications, however. In the event that you’re using wirecutters, it is imperative that you cut the power wires before you cut the bolt wires, so you’ll want to find a practice door first. Furthermore, one of the wires will electrify the door and (if you aren’t wearing insulated gloves) shock you. If you pulsed it with a multitool, the door will remain electrified for about half a minute. If you cut it, the door will remain electrified until the wire is mended. · If you have a roll of duct tape, you can use it to gag another player. Any attempts on their part at talking will come out as mumbles. · Tool boxes are quite robust, and make useful makeshift weapons. · Welding tools can weld shut doors and lockers. Useful for hiding bodies and whatnot. Help! I’m Dead! Congratulations, you’re a ghost! What can you do now? · You can talk with other ghosts. IC restrictions don’t apply. · You can watch the round unfold. You can walk through anything and teleport anywhere you like. · You can make players vaguely uncomfortable or flicker nearby lights, using the “Boo!” spell. Of course, that gets boring after a while. Fortunately, in Space Station 13, death is not the end. · Other players can resurrect you, either through cloning or through the mysterious chemical known as Strange Reagent. · In the event that your body exploded, your brain can be housed in a cybernetic frame. Being a cyborg is far from ideal, but it’s better than nothing. · You can respawn as an NPC animal. Again, far from ideal. · An admin can offer ghosts the opportunity to respawn as a completely new character, to respawn in a special role (e.g. a member of an Emergency Response Team,) or to respawn as a specific character. Honk!
    3 points
  3. Fifi La Fume

    Pepper Torso (IXS)

    From the album: Decals

    3 points
  4. Shadowblaze

    Shadowblaze - Mecha Brawler

    Not to be confused with Mech. I won't be uploading music too regularly in the next few months, even, unfortunately. I'm quite busy with school, the soundtrack I'm working on, games... In other words I won't have time to make music for YouTube and y'all in general. Sorry!
    2 points
  5. lol username

    LEGO Island 2 Skeleton Mod

    Just remembered there's animated skeletons in Brick Dive. Turns out there's two models for them, MUM_HRbody.msh and MUM_DIVEbody.msh. But, one doesn't work... ... and the other really doesn't work.
    2 points
  6. Ben24x7

    High Quality Renders of LEGO Games

    Don't worry, UAC hasn't stopped me now... ...not now... not ever... UAC CAN'T, STOP ME NOOOOOWWWWWW.... CAN'T, STOP ME, 'CAUSE I'M HAVING A GOOD TIME, HAVIN' A GOO-- Okay, this joke's over.
    1 point
  7. lol username

    YET MORE LEGO ISLAND 2 GLITCHES (ARE YOU SURPRISED)

    I'm just gonna post this one here lol I saw this briefly shown in somebody's LP years back but wasn't ever able to find the video again. The LPer thought it only worked with Darren, but it actually works with all the developer NPCs: Jump, and as you're in midair, press shift to talk to one. Then keep pressing shift and you'll keep going up every time you do. This can be used to get into that weird sort of hollowed out area above the cave without cheat engine or debug mode. You can also occasionally get out of the cave entirely with it, but I couldn't get it to happen while recording. You can also do it after jumping + walking to levitate in a certain direction. Also, if you start sliding out of the hollowed out area, you can talk to an NPC to cancel the slide.
    1 point
  8. lol username

    Weird objects

    The rock that's upside down there actually spins around. Yeah. I dunno what's up with any of this.
    1 point
  9. le717

    HTML5 Rock Raiders Remake

    Dude. Duuuuude. IDK how you did it. The code behind this is, IMO, an utter mess. But somehow, you have performed a miracle. Your Rock Raiders actually do work. They were clearing rubble and transporting ore by themselves--without me telling them to do so! Mad respect, man, mad respect.
    1 point
  10. risingstar64

    HTML5 Rock Raiders Remake

    The past couple of days I was able to introduce some minor changes that have been on the burner for some time. The game now has a proper (though extremely simple) menu and score screen, both with their respective music tracks. The pause menu (accessed by pressing p) now includes a button to return to the main menu (again extremely simple, some actual design will come later). Buttons are now more friendly as they have lightened and darkened states, though this doesn't apply on a per-pixel level yet due to some difficulties with file permissions, so text-buttons look a little weird when hovered over at the moment. The player's top score for each level is now stored using HTML5 local storage, which serves to both keep track of their highest score and tell the game whether or not the player has beaten a given level yet (necessary to implement the original game's level unlocking/progression system). Scores are currently based off of a very simple algorithm, but once I do some research into how the original game calculated score, I will update it to more closely match the original functionality. Speaking of which, levels now have win-conditions! These are using my own format defined in the level info file for now, since I just don't have the time to invest into writing a transpiler for the language that the original game used for objective scripts. Various bugfixes have also been implemented; now raiders properly take damage and can run out of health (and display healthbars at all times), landslides no longer reset the height-dependent brightness of the space that they fall on, music tracks properly reset when switching levels, etc... Soon to come is the long awaited UI update to finally allow the user to create building sites (I promise), as well as the updated Task system to allow for more task types per Space (reinforcement, repairs, and dynamite all come to mind), and mission objective audio and text (the audio files have been in place for some time, its just a matter of me sitting down and implementing them now). All of these changes are live now on the github-pages site!
    1 point
  11. Ayliffe

    High Quality Renders of LEGO Games

    Please do
    1 point
  12. Dazzgracefulmoon

    new speedrunning tactic -- "pizza hopping"

    1 point
  13. ticketstoloservile

    Interview With Jonathan Smith, The Development Director of LSW1!

    Hi, As I was looking for developers of LSW1, I found Mr. Smith on a website and contacted him. Here's the interview! Me: First, when did the development start? Mr. Smith: In 2003. Me: How many unfinished stuff was made in the development process? Mr. Smith: There were several characters and levels sketched into the game plan at the start of the project which were dropped during development for various reasons. Me: Do you still have the sketches? If you do, would you ever release them into the internet? Mr. Smith: Yes, somewhere deep in archive; maybe one day. Me: Why was the unfinished levels deleted in the first place? Mr. Smith: To enable the team to focus on the best and most important levels as they worked to finish the game. Me: How many levels were deleted? Mr. Smith: I think four. Me: In the files, I found some cutscenes for the deleted levels. Which includes, the start cutscene and the ending cutscene of Bounty Hunter Pursuit, Anakin's Flight, Boga Chase, a level involving Obi-Wan and Jango Fett in space. Why was this in the files? Mr. Smith: There’s a lot of data produced during development of a game, and it can be difficult to strip out absolutely everything that isn’t totally necessary at the end. Me: Was online co-op considered? Mr. Smith: The original Xbox Live launched as we were conceiving the game; so it crossed our minds - but we wanted to focus strongly and distinctively on local co-op. Me: When the development started, how many ideas were considered? Mr. Smith: Many ideas! Me: How many characters were planned to be in the game? Mr. Smith: Only a few more than eventually made it in... Me: How many hubs for the game was considered? In the video that I sent to you in the last mail, uncovered a deleted hub for the game. When was the hub deleted? Mr. Smith: I honestly can't remember exactly, sorry. I think we only ever planned one actual hub. Me: Were there any early builds for the game, that includes the deleted levels? Mr Smith: Yep, it's possible to access all areas of the game data in the dev builds, which were created on a very regular basis. Me: And the last question, how did the deleted levels look like and what was the gameplay? Mr. Smith: You can see Bounty Hunter Pursuit and Anakin's Flight in The Complete Saga. The Boga Chase was conceived to match the movie, but never really got off the ground. - Me: Thanks for your attention! Mr. Smith: Thanks! - If you want, just write some ideas into this topic, and I'll send it to him. Cheers!
    1 point
  14. Ayliffe

    Dimensions Year 2 exudes quality

    good game
    1 point
  15. ch4rl1e97

    HTML5 Rock Raiders Remake

    ooh the original music, that;s cool, my copy didn't have any so this is quite exciting! Keep it up man this is so good to see
    1 point
  16. Ben24x7

    Dimensions Year 2 exudes quality

    "The sooner the game gets out, the sooner we get some dosh" - TT Games philosophy
    1 point
  17. Fluffy Cupcake

    Weird objects

    This just in: That file name for that rocks in the developer's cave is called "portal". Strange huh? (This isn't the first time I've seen strange model names in this game though)
    1 point
  18. lol username

    Weird objects

    Yeah. What sort of devs would just leave random crap sitting where the player isn't likely to-
    1 point
  19. lol username

    Weird objects

    Also, there's several places where weird textures are applied to things. Here's a few of them: Another example is the boat in the parachute training minigame, which has a ring UI texture applied, much like in that screenshot from the other parachuting game.
    1 point
  20. emily

    Weird objects

    Seriously! No bull! it's the bulls castle
    1 point
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