Commit Graph

6 Commits

Author SHA1 Message Date
baloh.matevz
aa1135eafe - Added some stats logging about round end population and about what method of escape is being used the most.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2672 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-13 02:58:56 +00:00
baloh.matevz
2b29fb4ef3 Meteor, ctf, restructuring, ruby and deathmatch game modes should also properly log round types now. Some of these are commented out but I added the required ..() call to them anyway, in case someone decides to uncomment them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2472 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-01 15:12:28 +00:00
baloh.matevz
1f9a77c377 Update to feedback gathering:
- Rounds that end in invalid ways will now be logged,
- Round results are logged

- Rounds that don't end with a code-determined reboot will still not log at all (so rounds that end in a crash will not log at all - not even round start or mode.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2457 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 18:42:19 +00:00
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
706ad091cd The AI/bots now leave hidden fingerprints on things they touch.
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 23:16:47 +00:00