Commit Graph

25 Commits

Author SHA1 Message Date
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
aae2ffd2b5 Went though the oddly few runtimes
Fixed up a few more firedoors on the map
Optables will respect air groups now
The Singularity:
Might produce less lag when eating things now.
80% down from 100% chance for a beacon to force movement.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2126 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-05 07:11:55 +00:00
rockdtben
a2965862b9 Fixed the following.
runtime error: Cannot read null.netnum
proc name: mergeConnectedNetworksOnTurf (/obj/cable/proc/mergeConnectedNetworksOnTurf)
  source file: cable.dm,497
  usr: Sergio Mitchell (/mob/living/carbon/human)
  src: the  cable (/obj/cable)
  call stack:

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1926 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 14:52:08 +00:00
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
Admin changes:
     Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.


Gloves:
     You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.


Bugfixes:
     Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.

     I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).


Chemistry:
     Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him! 

     In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.


Have fun with that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:37:21 +00:00
rockdtben
b1415003b4 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1920 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-25 01:34:07 +00:00
rockdtben
9f35159905 There that will be the temp fix on the infinite loop. Fixing the actual problem now. This is a revert btw.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1918 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 00:46:14 +00:00
rockdtben
532046cd35 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1917 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-25 00:40:31 +00:00
rockdtben
d339d37531 Created a method for powernets called /datum/powernet/proc/merge_powernets(var/datum/powernet/P)
This method takes an input of a powernet and merges it with the powernet that called merge_powernets

This is the first step in my updated cable logic. The code should look cleaner as a result.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1913 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 00:00:16 +00:00
rockdtben
833da927ae Fixed up a few bugs. If this doesn't fix the knots let me know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1910 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 16:26:34 +00:00
baloh.matevz
a7290faeae Completely reverted r1897 due to loss of interest in updating solars. Better to have the old set back than a half-finished set after all. (Only kept the space suit select equipment thing.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1901 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 17:10:01 +00:00
baloh.matevz
809ba1710d Solars fix. Needs the powernet fix to actually work properly.
- Solars now bring out a fixed value. 700W each, meaning 60 of them (one array) generates 42000W. Not enough to power the station? That's the point. Although 4 x 42000W = 168000. This might be nerfed soon.
- Sun removed. Seriously, that thing ate up processor time and was completely useless.
- Solar tracker remains on the map but is completely useless. Will remove.
- Also reverted the cable updates from r1729. The code from prior to that revision might be as laggy as it was, but it works properly. After the revision powernets didn't calculate available power properly and did not update properly when new pieces were made (They stopped updating at the first wire piece which ended in a knot (non-smooth cable piece))

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1897 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-21 02:58:03 +00:00
rockdtben
21e5a943cb Powernet fix
Should fix the index out of bounds errors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1737 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-28 02:42:44 +00:00
rastaf.zero@gmail.com
33b05e7330 Improved shocking when laying wires without insulated gloves.
Red jumpsuit and security jumpsuit are separate now. Red jumpsuit does not provide additional protection anymore, security jumpsuit does. The green thunderdome team approves this change.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1733 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 11:46:40 +00:00
rockdtben
f0155a6b2a Power Magnets Optimization #1
Currently removed all instances of makepowernets() and update_network() (Update network just called makepowernets()) from cable.dm.

All actings regarding cables went from 0.5 to <0.08 per call.

-Added a verb in the debug panel called Make Powernets. This calls makepowernets().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1729 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 16:25:55 +00:00
rastaf.zero@gmail.com
d985841a76 Minor fixes:
- after losing and restoring power air alarms had wrong icon.
- same for air vents.
- Latejoiners now get filled DNA entry in medical computer.
- Fixed rare bug with APC.
- Electrocuting while laying wires was made more consistent. Do not forget your gloves.
Borgs now can restock wires, glass and metal in recharging station.
Added logging of bagbombing.
Internal buffer in ChemMaster have volume 100 units.
Metalcrafting window improved.
Added Soviet soda vending machine to the derelict.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1705 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 15:46:53 +00:00
noisomehollow@lycos.com
321b26e39c #Huge code overhaul and cleanup for ninjas. Basically, the suit is about as modular now as I probably care to make it. Admins, read the commented text under Admin Notes, in space_ninja.dm. Tell your friends.
#Ninja suit now supports pAIs. Further functionality will probably come from their development.
#Ninja suit can now replenish chemicals from beakers. Simply use a beaker on the suit and it will do the rest, if the beaker contains the right combination of chemicals.
#Draining from a wire is now done through clicking instead of a verb. There is no more delay to it.
#Ninja stars cost a bit more energy than before.
#Ninja suit will start initializing automatically (and quickly) when ninja spawned.
#Minor sprite fix for female ninja suit.
#Note: AI-related verbs for the ninja suit will be bugged until BYOND 484 comes out. Not a huge deal but worth noting.

#The has_reagent() proc will now return the reagent being checked for, instead of 1. Will return 0 if reagent is not found (or the amount does not match). Removed a duplicate arithrazine entry.
#AIs should now properly camera_cancel() when carded/physically transfered.
#Fixed a small menu display bug for AI cards. AI cards should now properly auto close their window when appropriate.
#AI holograms should now project above everything.
#Mal AIs can now choose to display an alternative (and awesome) sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1655 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-03 04:53:55 +00:00
baloh.matevz
2f331d538a - Abandoned ship, wizard's den, the shuttles east of the beach, DJ station, the syndicate shuttle and large parts of the derelict are now made from unsimulated turfs. This reduces air group processing by about a third and has the effect of noticeably reducing lag. The currently present downside is that you cannot interact with them. I'd like to give this a test because I believe the tradeoff is worth it as my tests have shown a massive reduction in lag.
Unsimulated turfs now hide wire nad pipes and such things under them,

- Moved all floors to code/game/turf.dm so they're all in one place (Other than asteroids I guess, those are still in mining.dm)

. Shuttle walls now look at unsimulated floors too when determining the underlay for diagonal wall pieces.

- Some areas around the station that were with air but were intended to be airless are now airless.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1628 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 01:39:34 +00:00
baloh.matevz
54c3b3ad90 Cables now come in four colors: Red, yellow, green and blue. Engineer belts spawn with either red or yellow ones while electrical toolboxes spawn with any color. All three coils in a toolbox are the same color.
Also yes, yes, if you are really bothered by the fact that picking up a green wire piece with a blue coil will result in all of them being blue then that's fine, but I really think it's more than good enough for a game. It will also allow people who want to use a particular color the abbility to get enough wire pieces of it without unneeded problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1593 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 03:39:38 +00:00
baloh.matevz
c4a3bbe5c6 Cables can now be placed more freely. If there is a cable going from south to east and you wish to place a cable from south to center it will now allow you to do this. It now only checks if there is identical wire on a tile already to prevent two identical pieces from being placed one on top of the other.
This should make wiring tight places slightly easier as well as more possibilities for wire art. Enjoy. Can't wait to see your whacky library wire-runes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1592 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-16 01:36:39 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
rastaf.zero@gmail.com
c9591221f4 INSULATED UPDATE
electrocution:
  while breaking a light: chance quartered, damage quartered
  vendomats and autolathe: damage reduced by 30%
  hacking an apc: chance reduced
  In general electrocution was nerfed a bit. Now you shouldn't be instacrited by grille/airlock unless someone wired engine directly to the power grid.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1024 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 01:07:03 +00:00
rastaf.zero@gmail.com
427313e0ad Shocking overhaul. Fixed bugs are:
- shocking by autolathe, vendomats and airlocks works if powernet has power OR if APC has charged battery;
- autolathe able to shock without cable underneath;
- improvements from Barhandar and Errorage are included;
- making stungloves may electrocute you;
- handmade stungloves partially loses insulating;

Eliminated 4-seconds lag caused by all apcs changing state to "fully charged" after first few minutes of game.
Fixed message "The airlock's motors resist your efforts to pry it open."
Latest innovations in nanotechnologies! Matchbox now fits in pocket!
Fixed burn_skin(), so containment field now hurt people properly.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@919 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-27 16:40:36 +00:00
rastaf.zero@gmail.com
f2c2a3b8c1 APC building and disassembling (/obj/item/weapon/module/power_control needs to be placed on map or spawned by admin or removed from existing APC, other components are easily accessible)
APC emagged/broken and wires_exposed icons was swapped, fixed.
APC hacking now can properly shock you
Added station blueprints!
* now possible to rename areas
* now possible to create new bays
* space now haven't free power supply
Blueprints aren't placed on map yet.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@670 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 12:09:37 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00