Commit Graph

73 Commits

Author SHA1 Message Date
fernerr
072bda9568 Fixes some events taking place in the remote prison wing (#10185) 2020-10-05 15:59:49 -03:00
Doc
35bbfe91fd Full Odin Remap (#10037) 2020-10-05 17:22:46 +02:00
Doc
476519332e Adds CentCom Area Sprites (#10023)
* adds cc area sprites

* fine, have a changelog

* OR DONT

This reverts commit b50d9276ec.

* merge conflict fix 2 electric boogaloo

* AUGH
2020-09-21 12:06:56 +02:00
Geeves
b433b66a8a Consular and Representative Split (#9954) 2020-09-19 12:11:57 +02:00
fernerr
4a89b18974 Fixes medical exam rooms being the same area (#9877) 2020-09-04 20:33:19 -03:00
Geeves
a24f4ddb79 Crystal Agitators (#8609) 2020-09-01 14:04:12 +02:00
fernerr
8cba382bbc Some additional shuttle/z-level 1 fixes (#9768) 2020-08-24 20:14:04 -03:00
fernerr
45c14c2863 Tweaks some asteroid dungeons, adds a new one (#9732) 2020-08-24 13:57:40 +02:00
Wowzewow (Wezzy)
4f3f929337 Adds new ambience sounds. (#9672) 2020-08-22 11:32:44 +02:00
fernerr
b9db49aded CC-zlevel flattening, Antag base refurbishment, bugfixes and more (#9686) 2020-08-19 10:24:25 +02:00
mikomyazaki
4de53f1d56 Replaced all instances of armour/armoury with armor/armory (#9593) 2020-08-06 20:57:30 +02:00
Matt Atlas
fbba380b32 Adds new synthlore title screens, reworks title logic. (#9407)
Leaving the lobby screen list empty now adds all icon states to the lobby screen list. Also, only one dmi plays at a time.

This means that adding a new title screen is now as simple as just adding it to the dmi. Or making a new dmi for a new category.

Added a new sound when you click things in the menu - more futuristic.
2020-07-25 15:34:28 +03:00
MarinaGryphon
546b70652e Lobby Menu Improvements (#9246)
The lobby menu now fades in and out smoothly.
    Removes the old background object which was left in by accident.
    The buttons now get bigger when you mouse over them. Responsiveness!
2020-07-04 00:51:29 +03:00
Geeves
05f6e81c60 Lowpop Antag: Burglar (#9193)
Added a lowpop gamemode called 'Burglars', featuring a new type of antagonist, a mix between a heister and a traitor. Neutered for lowpop fun.
    Added a mixed gamemode, 'Conflict', which is heisters and burglars.
2020-06-29 09:35:18 +03:00
Kaedwuff
1529fa44c1 Removes Virology (#8927)
-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.
2020-06-05 20:27:46 +03:00
Matt Atlas
f59e35e77c Ports Overmap from Baystation. (#8800) 2020-05-23 23:14:08 +03:00
Matt Atlas
641ee26141 Adjusts the new player options window and adds a map blurb. (#8897)
With inspiration taken heavily from Baystation's current window.
2020-05-22 22:34:12 +03:00
Geeves
4ec65f42c4 Bluespace Travel (#8816) 2020-05-13 13:30:47 +02:00
Werner
e4bee5cd72 Removes \improper from the area names
Let´s see if that causes any issues
2020-04-21 19:27:14 +02:00
Geeves
9776ae0444 Nightlight (#8688) 2020-04-21 15:36:16 +02:00
Matt Atlas
2e5fdf970c Landmark Shuttles (#8512)
The lifeless live again. Or in this case, what never actually lived here.

Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.

I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.

Changes:

    "Shuttle code has been completely reworked."
    "Shuttles can now be modified to have more than one destination."
    "Shuttles now have a takeoff sound."
    "You can now throw mobs against walls to damage them. A lot."
    "You now need a neckgrab to throw mobs."
    "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
    "Adminghosts can now interact with all shuttles."
2020-04-05 21:15:31 +03:00
fernerr
afc0b4b3b3 Station Facelift (#8431)
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
2020-03-27 23:27:06 +02:00
fernerr
96b3da110e Makes some centcom areas use a more proper baseturf (#8377) 2020-03-01 16:26:52 -03:00
mikomyazaki
21f348ec57 Adds a unit test to check for any missing initial icon states (#8332) 2020-02-23 02:43:12 -03:00
Werner
70286d7618 Reworks Away Mission Selection (#8292) 2020-02-20 00:14:00 +01:00
Alberyk
73f600a698 Adds new space ruin content and changes how space ruin away roles works (#8058)
This pr adds a new cool space ruin made by kyres, replacing the listening outpost and the sol corvette, that were lame. This space ruin has two ghost roles.

This pr also makes so that space ruin sites only open if the research shuttle is launched to an away site, they will be closed otherwise. The research shuttle also has a transit time and area now.
2020-01-24 19:36:30 -03:00
Leudoberct1
6d8d2df86a Adds a new away site with playable ghost roles, Kataphract Chapter (#7744)
Me and Geeves have been working on this for a couple of days now. It's a Kataphract Chapter vessel that can spawn as an away site, with spawners for 2 Kataphract Hopefuls, a Kataphract QM, and a Kataphract Trader. These roles do not require a whitelist, much like the Kosmostrelki. There is also two slots for Kataphract Knights, these require a Unathi whitelist, and a slot for a K'lax Kataphract Hopeful, this requires a Vaurca whitelist.

It has a whole bunch of stuff on it, such as a bridge, sparring/recreation area, QM desk & armoury, vault, knight's office, cafeteria, dorms, toilets, engineering, solars, hangar, and a trading area to trade with the crew and a merchant console, as well as a warehouse to store goods.
2020-01-04 17:46:41 +02:00
fernerr
11a11b78fa Adds a stairwell (#7685) 2019-12-20 23:51:30 +01:00
Matt Atlas
616a668b69 Removes Cloning (#7653) 2019-12-15 14:24:24 +01:00
fernerr
c5a1e2c4ce Adds five new possible random asteroid dungeon spawns (#7539) 2019-12-08 11:46:57 +01:00
fernerr
58b2f532c8 Shuttle update: Part Three: The Merchants Invest (#7591)
This is part 3 of the work of the big shuttle update started by Poze (#5771, description not up to date.) with more to come as that pr is split up into more manageable chunks. (Previous part: #7457)
2019-12-08 00:10:09 +02:00
fernerr
aa2e02c1a6 Shuttle update: Part Two: The Legion Protects (#7457) 2019-11-23 18:50:19 +01:00
Geeves
c221bcc07d adds the dining hall (#7369) 2019-11-19 18:34:00 +01:00
Joshie
8177a6f9e3 Moving Telecoms 2: Revenge of the Map Conflicts (#7372) 2019-11-11 16:53:31 +01:00
Joshie
490ea5e47d Engineering Remodeling and Various Area Tweaks (#7322) 2019-11-08 20:24:26 +01:00
fernerr
8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
    Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
    Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
    Fixed the dark shuttle corner blocks from looking weird after transit.
    A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.

This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
2019-11-04 21:59:28 +02:00
Matt Atlas
ca1e06d6c7 Adds distress beacons instead of the current ERT call (#7169) 2019-10-27 14:35:24 +01:00
Joshie
1c94176f99 New Supply and Civilian Substations (#7232)
Separates the substations for Supply and Service + Civilian. The substation behind the warehouse now only supplies Cargo and Mining, while a new one was added behind the bar for Service and public hallways. Now you can turn the power way up for mining without potentially electrocuting everyone else.

Here's where it can be found:
https://i.imgur.com/VEGFnRR.png
2019-10-25 13:39:48 +03:00
fernerr
cb1210bdbd A round of mapping requests and overall polish. (#6887)
Remaps the representative office fully to be more fit for purpose and the kitchen partially as well as some parts of maintenance.

The changes to the kitchen allows two chefs to work more easily together without bumping into eachother, triples their actual seating which their lack of has been a common complaint and brings the cutlery vendor closer to the front to ease the process of actually serving customers.
2019-08-24 15:02:57 +03:00
Alberyk
8ceefde494 Replaces the IAA with the Representative job (#6752)
This pr does what is suggested in this thread: https://forums.aurorastation.org/topic/12395-iaa-rework-representatives/
2019-07-25 01:15:21 +03:00
Werner
6849b23191 Prevents ghosts from freely observing on the derelict. (#6670) 2019-07-12 02:47:00 +02:00
Alberyk
12f5f5d870 Changes the away site research shuttle base turf to be reinforced floor. (#6671) 2019-07-09 19:15:43 +03:00
Joshie
32c8cd4b0c Map Adjustments v.3 (#6694) 2019-07-09 01:45:56 +02:00
fernerr
8e99c33b62 Pool and Construction Site Remap, Widespread map polish and smaller additions of suggested things (#6627)
Remapped the Pool/Fitness Center, the construction level. Shuffled around the surface washroom, adjusted surface cryo.
    pool10
    Special thanks to Gemspark for the idea of the original layout/further feedback and help.
    fitness3
    (Staircase goes up to a rooftop running track above the pool.)
    con3

    Renamed and moved around some areas to fit better.

    Added cameras to some areas missing them.

    Added an exterior airlock to the fore of engineering and to the telecoms ladder shaft.

    Adjusted the merchant shuttle dock slightly.

    Added blast doors to purge the atmosphere of individual anomaly isolation cells, added a monitor to look through the cell cameras. Added a proper storage area for potential artifacts/anomalies once they've been researched. Made the anomaly isolation air alarms not report their status to the alarm monitor, not causing annoyance for engineering.

    Adjusted the toxins chambers to be a bit less prone to melting.

    Added light switches in a number of areas missing them.

    Fixed a number of minor bugs around the map, missing shutters, wrongly pixel shifted things, objects with the wrong icon state, etc.

    Added a mine cart at cargo interstitial.

    Fixed the psychiatry isolation room monitor.

    Made the small investigations maintenance area actually count as maintenance.

    Added paramedic access to mining.
2019-06-30 15:28:56 +03:00
Werner
6d8a94d408 Simulated to Unsimulated (#6410) 2019-05-19 16:22:54 +02:00
Alberyk
1df9443927 Fixes all the holofloors on the space ruins and fixes the eternal darkness on the ruins (#6389) 2019-05-07 20:09:46 +02:00
William Lemon
c2296f6b4a Main level patch (#6392) 2019-05-07 07:43:47 +02:00
Alberyk
6393c26326 Adds a system for random explorable space sites (#6320) 2019-05-05 23:37:03 +02:00
Werner
4b196bc608 Overhauled Odin Arrivals to include a security checkpoint and reverts the turrets to default-disabled. (#6273) 2019-04-12 00:05:38 +02:00
Werner
c295906bcd Adds the Pharmacist and Biochemist to replace the Chemist and Virologist (#6099) 2019-03-18 23:03:09 +01:00