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Posts
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Posts posted by AffectedArc07
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48 minutes ago, Denthamos said:
I mean like, the initial popup at round start for people to begin voting. Then at round end you could still add your vote in before it actually finalizes the choice?
Not doable unless you want to halt 90% of the server init until a vote has taken place, a vote which will be missed by 90% of people due to reconnection issues that crop up from time to time.
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2 minutes ago, necaladun said:
@AffectedArc07how hard would getting better logging/graphs/etc for votes be?
We already log every vote to the database and can see how many people voted. We also log how many people escape on the shuttle and total clients at round end, so we can get a pretty accurate idea of how many people actually vote, but at the moment it seems to be about 10%
3 minutes ago, necaladun said:I think this will be fine and not too annoying, we can always change it later if it is.
I would only ever allow this system if we have an abstain button, simple as
4 minutes ago, necaladun said:Hmmmmmm let's try other options first I think.
I did say it would need actual thought behind it
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10 hours ago, ArcZelf said:
How about changing it so that the map voting phase begins when the shuttle launches?
The reason it isn't on the shuttle launch is because not all rounds end in shuttles. Examples include:
- Wizard
- Nukies
- Blob
- Any regular round where a nuke is required
- Admin intervention
- Slings when we still had them
9 hours ago, Bmon said:I think it would be best to extend the round end duration from one minute to two minute and force a pop-up instead.
The timer for end round got raised to 75 seconds to account for this, however, I have a "better" option.
Its a 3 part system.
- Add an Abstain vote button for those who dont particularly care for which map, but they dont want to add to the box pile
- Force the vote window up on vote start
- MAYBE lock out pvp until theyve voted as incentive? This one is highly contentious so will need actual thought behind it, but this is my 3-piece guaranteed more votes piece.
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This has as much approval as I can fucking throw at it.
It needs to end.
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No, this is not a server split
Thanks to our patreon members and their generous contributions, I have been able to deploy relay servers across the planet in an effort to reduce ping.
You can set your server with the OOC > Change Region verb. The blow image should explain things much better, as will as give a good idea of where the nodes are.
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https://github.com/ParadiseSS13/Paradise/issues/new?template=bug_report.md
Please file this as a proper bug report
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May as well throw my idea down https://github.com/ParadiseSS13/Paradise/pull/18161
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We are working on better reinforced walls, one that are more distinguishable
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1 minute ago, BlackDog said:
The new ones also lack sprites for their rusted versions:
Known issue, its being worked on
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PR: https://github.com/ParadiseSS13/Paradise/pull/17887
Diffmap (pick layers in top right): https://paradisestation.org/aastuff/floordiff/
Please give all feedback on here (not the PR), unless its just a like/dislike, use the poll for that
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10 hours ago, Sikroth said:
I made a dumb mockup for what I'd change. Basically moving the brightness close to old tiles (or at least neutral 50% grey), and changing the texture a bit. I know that doing this for each tile would be quite time consuming, but just as a proof of concept
Left's classic, middle is current, right is what I did.
Edit: and a zoomed in tile cause i realize it's hard to see much there, lol:
Gonna pitch this to people
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13 minutes ago, Rythen said:
I might be a bit confused, everyone is mentioning dots and have included a couple of screenshots of dots but on the webmap and image of changes in the PR I don't see any dots. Was it updated or something since those comments were made?Nevermind, had to click "after" on the layers in the map.
I am not a huge fan of the dot textures either and echo the comments about it making it look like that non-slip rubber flooring rather than actual tiled floor.
I also am not personally a fan of how some of the paint schemes for a tile merge some of the quadrants of the tile. I would prefer that it just always keep it as 4 separate tiles of the same size (exactly like how AA suggested in his post above)
The segment thing is the bigger issue for me personally, I could live with the dots but I'm not a huge fan of them. I think I'd just prefer if the floors were just beveled like they are but with a flat texture on top. I wouldn't expect that floor tiles would have a ton of texture on them. I could see there being non-slip flooring as a paint scheme if you wanted that in particular areas.
I need to update those webmap images, the tiles are no longer triplets
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For those who voted no, is your opinion likely to change if these tiles get split back into quadrants instead of triplets
React with a toolbox emote on this post if so.
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PR Link: https://github.com/ParadiseSS13/Paradise/pull/17887
Please leave all feedback in this thread
If your feedback is just "Yay" or "Nay" or similar, please just use the vote. Use the replies for actual critique.
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This is a map of the station. Each pixel of red is a turf thats pending atmos updates
This is the air controller demanding 700%
God I love atmos hijacker.
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Yeah no. We shouldnt be encouraging extra extreme damage for no reason.
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Might work on this
Change the config option "non_repeating_maps" from false to true
in Suggestions
Posted
Im currently trialling a system with different rotations on different days to see how people react to the mixed map voting.