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Everything posted by Serveris
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[Completed] Alexis Shaw's Degree in Xenoneurology
Serveris replied to Tenenza's topic in Completed Items
Was approved. Code prepared. Should be ready soon. Requesting archiving. -
Vittorio Giurifiglio: The New order
Serveris replied to Vittorio Giurifiglio's topic in Completed Items
Professional uniform policies are in place. Excluding coats and armbands, we don't approve full changes in uniform that deviates from a NT environment. (We've approved NT naval duty uniforms for certain characters.) I can see corporate allowing the fez and armband, but you may have to abandon the outfit, as it doesn't cultivate the sense of unity that a dress policy entails. Will wait for a mod to say their piece. -
You really shouldn't be that far from your master's hands to begin with. Not really seeing why this is necessary. Seems like a bunch of pointless NanoUI work, for a very slight margin of benefit.
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Question concerning the icons, before I take this up. Did you take these off of an open repository/dev resource floating around the internet?
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This isn't uniform. This is safety gear. Tools, designed for work in an industrial setting.
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Project accepted. Will begin working on it this week.
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Project accepted. Will begin working on it this week.
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I see no reason why this wouldn't be approved. Custom welding equipment has been a thing for years. Only thing is, as Duck said, there's probably a buttload more people that should love having access to their own goggles as well, so it might be better to go ahead and add them to the loadout list. Been meaning to speak with Skull about updating the custom loadout list for a few weeks now. Think there used to be a thread dedicated to suggesting new loadout items, but it got sunk for whatever reason.
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Currently employed at the Residence Inn in Montreal as a night shift security guard (usually night shift, but I work afternoons a couple times a month as well.) Duties vary from sitting at a desk watching security camera feeds, and walking around the building helping people move luggage and such. Rarely actually do anything security guard related. Fights happen with guests, like, once a month, and when they do, we usually just call the police, and keep people in the office until they get here. Space station security is much more interesting, let me tell you.
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Being worked on now. Is receiving no armor rating.
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If I can get some sprites going for this, I can code these in no problem. Someone go evoke the Sue. (Skull asked me to process a suggestion as part of my coder application.)
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Venting is the best course of action. Fire extinguishers in space are used for just about everything but extinguishing fires. That being said, I like the icons. Feel free to implement them, as you've already done the work, and they look pretty awesome. What I'm saying is, this won't make them anymore useful mechanics wise.
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These icons look shiny and all, but the firefighting gear isn't really used on account of being useless. If you try to actually fight a fire while wearing a firesuit, you're going to die a horrible, painful death. Hardsuits are the only safe way to go about handling them, as things are currently. It's the same deal with using an EOD suit for handling/disarming explosives. In theory, it works, but again, a hardsuit is far more practical, because it cushions you from the blast, and will protect you from the vacuum caused in the beach.
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Yeah. This would be great. Stop freaking out cargo when a bunch of severed arms comes tumbling into the delivery office.
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Very un-snowflakey backstory. Lots of room for character development. Baka's a great player. Definitely one of medical's best roleplayers. +1.
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Don't leave it completely sealed off. Every server has designed their bridge in a way that, even if locked down, it's still accessible through ID-locked doors. This is a balance thing. The bridge is plenty secure as it is now. Anyone attempting a serious assault has to force their way through a bottleneck at the meeting room. You could easily keep them at bay here, shooting them through the glass airlock(s) with laser weaponry, especially if they had to hack their way through each airlock and get into the helm of the bridge.
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I believe the current baystation map has them in the brig, medical reception, bridge, and in starboard primary hallway. During my time there, having them in these areas worked out very well, despite people being arrested for trespassing for having access to an area that command/security was not aware of. The current bridge design of Aurora took this into account, however. Obviously, the placement of a single console in the bridge was intentional. This was likely to centralize the idea of handing out additional access, and added in with the intentions of command staff being aware that temporary access had been handed out, and that they could easily check the logs on this single terminal to determine who handed out the access. Think of it this way. Anyone can take cash from magic ATMs and give it to someone, but they have to sign their name before doing so. So every ATM in the world is destroyed, then a single one is placed in the most secure place in the world. Now, someone even sneezes near this ATM, someone (should) be close enough to notice. If not, that stolen money(in this case, a guest pass with access to an area) is going to pop up later. All law enforcement needs to do is check the activity logs on that ATM, and boom. They're going to see whoever signed their name to give this access. It's much easier to keep track of who gave access to who and for what reason with only one terminal.
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Ckey/BYOND Username:Serveris6 Position Being Applied For (coder, mapper, spriter):Coder Past Experiences/Knowledge: Basic-intermediate knowledge of javascript Basic understanding of css Very basic understanding of binary and hex editing. (Which, let's be honest, hex editing is the only conventional thing you would use binary for on dream maker.) Intermediate knowledge of NTSL Familiar with the dreammaker interface. All of it. I can confidently say that I have the knowledge to act as any developer using the dreammaker software. The mapping interface, the spriting tools, and the foundations of the NTSL(JavaScript, PHP, the barest lines of C++) system. I'm applying for a coding position because I believe this is what Aurora is lacking the most, and it is also the skill which I want to apply myself towards. Examples of Past Work:Former mapper for D2K5, but after roughly two months of that, I also began working on contributing snippets of code to larger projects, and roughly two months before its collapse, did a fair bit of item implementation for new features, with very minor roles in configuring atmospherics, and a major role in new medical features. Unfortunately, as anyone that's played on D2K5 can tell you, the server's administration imploded a little over a year ago, and the head developer scrapped the repository out of spite to the server owner, therefore nulling any examples/projects that I could present. Preferred Mode of Communication (Skype, Steam, etc.):Steam, forum PMs, interaction whilst on the server. Additional Comments: My primary reason for wanting to join the developer team is because I'm constantly looking for new ways to contribute to the community, and this seems to be the most effective means of doing that. Over the forums and in OOC, I've seen lots of popular ideas, and interesting suggestions, either shot down or completely ignored simply because developers, "Didn't want to waste energy on it," or, "Have other priorities," that they're pre-occupied with. Which is totally fine, I understand; there are more important things going on. What I'm saying is, I would be willing to shoulder processing custom item code, and working on binned project ideas, and hopefully lessen the load on what seems to be an overburdened code team. Let it be known that I consider myself a novice coder, I'm fully capable of reading and understanding SS13's inner-workings, as well as manipulating most elements of it with little difficulty(there are a select few files that I consider partially outside of my field of knowledge.) . Part of my reasoning to pursue this, alongside contributing to the community, is I wish to take this up as a learning experience. It would be splendid to be able to honestly say I am capable of crunching through any project thrown at me. I don't often get to apply what I've learned in computer software courses (I am taking several at this moment) into useful applications, such as this, and would relish the opportunity to practice what I've learned. Thank you for your review. Critique, support, and questions are, of course, welcome.
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When I heard this on TS, I thought you were kidding. Goddammit Sue. Syrus Seto 33 White Dark Blue Long White as feasible.
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Love them. Think we could get a formal setup for heads of security? The Jensen turtleneck and slacks is cool and all, but the best a head of security can do to look formal is wear the black suit w/ gold badge, and the cap.
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You realize you can load individual shells, right? That being said, carrying around a bunch of live bullets is quite an inconvenience. Replacing shells into the loaders would be super handy, and frankly, I don't know why this isn't a feature already.
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That's literally exactly what you're saying. It's right there in the title of this thread. 'Why we call Security, Shitcurity.' You're missing the entire point of my first post, and what you just said reflects that. Venting to the general sub forum is not the way to go about dealing with problems. Bring them to the rule enforcement staff, so that you can actually get that change in security that I think you're looking for.
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This is all very circumstantial. How you just described security one round, is how the engineering department is next round. It all varies from round to round, depending on who is making up the manifest at that moment. Some security players are some of the best roleplayers I've played with in the past four years of SS13. That's not to say that some of them players are awful. There are definitely awful players. A lot of them don't exclusively play security, they can be found in all the other areas of the game as well. Here's my advice. Rather than being bitter towards every player that dares to carry the security belt, focus on the ones that are legitimately screwing up. We have a dedicated admin team, all of them with sound judgement capabilities. In addition to that, we have threads here on the forums where us, the players, can post IC and OOC complaints(http://aurorastation.org/forums/viewforum.php?f=35), like this one, just in case admins miss a beat, or you feel like whoever responded to your adminhelp didn't treat you fairly. I'm really sick and tired of seeing these posts. Good players with security characters have to put up with a lot of shit. It's no secret that security is a high stress job. For the sake of everyone involved, including security players that are tired of getting this bad rep as a result of a handful of people, put this sort of thing though the proper channels. Report them, so that the admins/moderators can deal with it appropriately. Flaming the department as a whole will get nothing done.
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I don't think that's in our code. It is. I use it often. Tested for the neurotoxin and batons. You'll grab the neuro dart out of the air. Batons will give no fucks and stun you anyway, though. Don't think it works with bullet/energy class projectiles. Sorry, no Karate Kid ninja skills for your characters.
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By clicking, 'throw,' and having your character empty handed, your character will 'catch,' anything thrown at them, alium neurotoxin spit included.