Commit Graph

2444 Commits

Author SHA1 Message Date
caelaislinn
16a9b2109f anomaly tweaks and fixes
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 11:43:02 +10:00
caelaislinn
0e21ed125a artifacts can be harvested and reused in a portable emitter, restructured artifacts, artifact analyses should go a lot smoother and faster now, additional bugfixes in general, moves some icons around to hopefully fix some bugs, additional strange rock formations should spawn now, dbs should work now, reworked the anomaly lab, redacted
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 04:16:09 +10:00
Cael_Aislinn
81714b9b0b more arty tweaks
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 01:42:36 +10:00
Cael_Aislinn
952f240d4e fix for unable to find pad >.>
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 01:32:30 +10:00
Cael_Aislinn
835b1f2567 some more fixes
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 01:17:21 +10:00
Cael_Aislinn
6b61a58d2d fixes for (hopefully) some of the bugs that came up over the last few rounds
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 00:59:27 +10:00
Albert Iordache
167372833b Boosted the minimum and max power of light tubes 2012-06-22 15:46:54 +03:00
caelaislinn
d5821ddb99 artifact tweaks, added artifact catalogue database to anom lab
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 16:31:43 +10:00
caelaislinn
b79d5253b0 gloves now prevent on-touch artifacts from activating, anomaly suits are pressure resistant, fixed door in anom lab
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 16:09:09 +10:00
cib
f2313852d7 Added admin reporting. 2012-06-22 07:01:03 -07:00
cib
18d305341c Merge branch 'master' of github.com:Baystation12/Baystation12 2012-06-22 06:51:15 -07:00
cib
bbf735a00b Moderators can now identify antagonists. 2012-06-22 04:46:05 -07:00
caelaislinn
3210012cf9 slight artifact tweaks
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 14:31:15 +10:00
caelaislinn
c1561be2f8 readded missing file. somehow it unticked during a merge and didn't get pushed?
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 14:22:13 +10:00
SkyMarshal
dba2b81756 Fix for cael's derp. MAKE SURE YOU TICK YER FILES. 2012-06-21 18:10:15 -07:00
caelaislinn
c6ae41d7dc slight bugfixes
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 07:26:14 +10:00
caelaislinn
124a511de1 Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-06-22 07:16:43 +10:00
Hawk-v3
7abb3d8244 Merge pull request #1340 from SkyMarshal/BugFixes
UltraLight optimizations, removes derpy footprint code for now, moves access levels into #defines.
2012-06-21 14:09:14 -07:00
caelaislinn
fd0a501eff added new ore type which you can mine for artifacts, added new tool specifically for mining artifacts
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 07:03:28 +10:00
caelaislinn
854ca4c516 ported much of alfie's anomaly code from luna, cut down and bugfixed much of said code, added new findable artifacts, tweaked existing artifacts, added anomalous artifact analysis (more to come later, possibly)
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 07:02:56 +10:00
SkyMarshal
730461840f UltraLight optimizations, and moving of access levels into a defines. (Pre-processor stuff is fun) 2012-06-21 13:35:34 -07:00
SkyMarshal
f39676cacb Removes the unfortunately derpy bloody footprints. 2012-06-21 11:10:05 -07:00
Miniature
938a24d5a9 Merge pull request #1338 from Miniature/master
Commented out a bunch of reaction checks that never result in any reactions.
2012-06-21 09:54:42 -07:00
Miniature
489999d8b7 Commented out a bunch of reaction checks that happened when reagents only decreased in volume, since there's no reactions that require less than a certain amount of reagent, and none that add new reagents when they decay (and that should be done with add_reagents, which does check for reactions anyway) 2012-06-22 02:21:19 +09:30
SkyMarshal
5ea83f0abe Air alarm fixes, final part. Added in area atmos lockdown, proper overrides from the atmos control computer, cycling airlocks, and minor airflow/ZAS tweaks. 2012-06-21 02:06:05 -07:00
SkyMarshal
94cd09fe4c Merge pull request #1328 from Miniature/master
Made capwhatever not do damage to soghun
2012-06-21 02:05:09 -07:00
Albert Iordache
c3a65e0afc Cleaned up lighting.dm and boosted tube light a little. 2012-06-20 23:39:24 +03:00
Albert Iordache
2b9f6db9ce Merge branch 'master' of github.com:Baystation12/Baystation12 2012-06-20 23:38:34 +03:00
Hawk-v3
37c0132f35 Abi's request 2012-06-20 13:05:06 +01:00
Hawk-v3
631330a7f4 Upping the upload limit for sound files. 2012-06-20 12:41:14 +01:00
Miniature
79ad52d64d Merge branch 'master' of github.com:Baystation12/Baystation12 2012-06-20 20:28:06 +09:30
Albert Iordache
8d9671a1e7 Merge branch 'master' of github.com:Baystation12/Baystation12 2012-06-20 11:02:59 +03:00
SkyMarshal
ef3e93652c Fixes for Antiqua compilation and runtimes. 2012-06-19 21:37:41 -07:00
SkyMarshal
abe222afde Fixed botpathing. Some fixes/changes to glows. Made lights less piss yellow. 2012-06-19 20:52:01 -07:00
Erthilo
edd6f3ad88 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/door.dm
	code/game/objects/transfer_valve.dm
	code/game/turf.dm
	code/modules/clothing/gloves.dm
	maps/tgstation.2.0.8.dmm
2012-06-19 22:09:30 +01:00
Erthilo
ac30f5f2d3 TG: Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been
around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can
actually not die of radiation as quickly if you wear armor that protects against
radiation
--By fixing this, it also fixed the singularity, so you might want to be careful
next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game
without an AI or laws, but I cannot test it myself other than that it didn't
break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by
disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools
(drills, welders, etc...) it instantly turns them into a wall and pushes the
attackby(), meaning you might not even notice that you just drilled down a
falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking
computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation
messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen
effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the
projectile type once, then save it so they don't have to go through else if
chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly
floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed
because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of
them. A bit tougher than the standard Gygax, improved battery, and is pre-fit
with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor
of plasteel like the Ripley, meaning they in terms of construction, a Ripley is
equivalent to an Odysseus
-Added an 'is_hot()' proc, when called it returns the temperature of the item in
K, while taking into account things like whether or not the item is active or
whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized
tank, it uses super-concentrated plasma that is turned into gas inside of it as
its fuel source. Meaning, it will never have to be refilled, but it takes time
for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a
chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will
continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest
and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only
patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone
on the ground, this was due to very quickly learning how fucking OP that was for
1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their
access changed to maint, clown, and mime (This will not stop any of them from
being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-
related things

-Now walls are based on a plating system, meaning all walls have a girder with a
mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma,
and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of
those minerals
-Also, this carries over to powered doors, meaning you can construct useful
doors out of minerals, so you could have actual diamond forts with doors
requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular
walls, meaning if you start slicing a wall, it will drop the mineral, or if you
drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same
mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls
causing a 'ripple' effect, so the more walls nearby, the more radiation you get
hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily
be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice
(Since they are airless turfs), so I can't actually get them to ignite based on
air temperature, but when they do ignite, they will auto-magically ignite nearby
plasma walls, with a reduced temperature, meaning that if you want a massive
chain reaction over a huge area, you better use something a bit hotter than a
lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors
leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more
resilient, meaning they will take twice as long to be destroyed, and are immune
to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting
for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system
and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall,
hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many
sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up?
Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts
actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so
a High Powered Micro Laser would give the same bonus as +1 Material Research, a
Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in
them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup
Revision: r3751
Author: 	 petethegoat
2012-06-19 21:37:44 +01:00
Miniature
cfb758228f Made capwhatever not do damage to soghun, since their food is apparently spicy (and it's an ingredient in sbiten, and is frequently left over when you make it, and according to me that's their drink and stuff)
Might be worth making it not do actual damage to anyone, but eh.
2012-06-20 00:31:12 +09:30
CompactNinja
5bdb3ba3e7 Removed one of my custom items, and added a new one.
Signed-off-by: CompactNinja <kulzernite@hotmail.com>
2012-06-19 17:43:26 +09:30
SkyMarshal
c3d7371ccf Lots of fixes. 2012-06-19 00:24:10 -07:00
SkyMarshal
dffed10290 Fixed a long-lasting error with vending machine in toxins, fixed/added atmos setting editor in game. 2012-06-18 23:39:12 -07:00
SkyMarshal
57fcff3067 Shitload of bugfixes. 2012-06-18 21:18:26 -07:00
SkyMarshal
14de2f0ff5 Merge pull request #1314 from SkyMarshal/Lighting
Ultralight, Sped up how fast fires burn and use fuel, Removed deletion logging (Speeds up world shudown),  added icon for welder fuel.
2012-06-18 20:43:22 -07:00
SkyMarshal
e1d91d5eaf Fixes some bugginess with UL. 2012-06-18 19:57:49 -07:00
SkyMarshal
692fdc724e Second part of UltraLight. Some fixed up fire stuff. 2012-06-18 17:52:40 -07:00
SkyMarshal
aeb850fef0 Working UL 2012-06-18 15:02:34 -07:00
caelaislinn
d6d8007295 reduced spawn chance, added chance to touch on pull
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-19 07:56:47 +10:00
caelaislinn
f17439f1e3 Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-06-19 07:37:28 +10:00
SkyMarshal
d9a8dc94a2 Merge pull request #1310 from CIB/master
Nerfed chloral hydrate, buffed sleep toxin.
2012-06-18 09:06:16 -07:00
CIB
9bc85f2883 Fixed comma error. 2012-06-18 05:55:45 -07:00
CIB
85d99c78fc Nerfed chloral hydrate, buffed sleep toxin.
- Chloral hydrate will now take a little longer to take effect and stay in your blood for a shorter duration
- Sleep toxin will now stay in your blood twice as long
2012-06-18 05:52:39 -07:00