traitor factions update. Added some new sprites and weapons.
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a
constant radius. It is currently used for carp and manhack delivery grenades.
!! Important !!: Certain telecomms computers were causing very nasty machine
disruption through some very silly mishap involving re-programming a computer's
network. Basically, it was breaking machine procs every time you messed with
them. This should hopefully make telecomms a lot more stable.
Fixed a bug where the reflexes nanoaug would not actually dodge the projectile
if the person was clicking directly inside the target's 32x32 border.
I changed around some core PDA messaging functions in preparation to PDA
Chatrooms (yes Legality it's happening). However I'm going to hold off actually
implementing it until Messycakes is either completed with his PDA UI overhaul or
just stops working on it.
Committed two patches from separate people in the forums. Chemical Cigarettes by
Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking
genetics blocks by Willox
(http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective
threads for more details. Sorry I couldn't get this earlier, guys!
Revision: r3755
Author: vageyenaman
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
Recoded stunbatons, and put them into their own stunbaton.dm. They should
function more or less the same, there's a few differences.
Recoded rechargers, they function exactly the same, but should be a bit more
responsive now.
Fixed issue 475 .
Filing cabinets, photocopiers, and hydroponics trays are now unwrenchable (the
latter by request of Cheridan. It may need balancing, or more steps to
unanchor.)
- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!
This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: baloh.matevz
- Hopefully this will cut down on the server spamming/crashing escapades
happening on other servers. (This wont stop that from happening, this just makes
it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.
Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short.
26's are annoying when they have to be changed and you have to hunt through over
a hundred files and tens of thousands of lines of code to find them all.
Moved uplink_kits.dm to code/game/objects/storage
Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate
dm files but this will do for now.
*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it
gets shown to the user through html or the like.
If it does please sanatize() or strip_html() it. Also use copytext() to cutoff
spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
Revision: r3652
Author: johnsonmt88
- Destroying, damaging or emping the computer will now cause the holodeck to
revert to its original state. Meaning this should help stop people taking
eswords out of the holodeck.
The detective's gun renaming verb moved from the BYOND default 'you did not set
a category' tab into the 'objects' tab
Mob.dm's stripping proc was a single very looooooooooooong line of code. It is
now multiple lines of code.
Revision: r3649
Author: johnsonmt88
-Cardborg Helmets and Cueball helmets no longer protect as well as sec helmets.
Reorganized the clothing/head.dm. PLEASE take note of the parent when making
child objects, people.
-Laser tag vests can now hold their matching laser tag guns.
-Harebells can now be harvested.
-Sprite for the new mini-extinguishers in the extinguisher closets. Needs
supporting code still.
-Added towel sprite to items.dmi.
Revision: r3582
Author: d_h2...@yahoo.com
have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes.
Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.
Revision: r3495
Author: d_h2...@yahoo.com
it off.
Added Khodoque's new shotgun sprites.
Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is
non-existent.
Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical
Removed the define for HALFMASK, as it was completely unused.
Revision: r3493
Author: petethegoat
- It holds 6 shots
- It recharges one shot every 10 seconds automatically
Secborgs can no longer run faster then the speed of light. They have standard
borg speed.
Changelog updated.
Revision: r3365
Author: johnsonmt88
Muncher.
Lasertag guns are only usable if you're wearing the appropriate team vest.
Lasertag projectiles will only stun people who are wearing vests belonging to
the opposing team.
Four vests and four laser tag guns are now in fitness (two sets of red, two sets
of blue)
Fixed emergency storage having chem storage access, removed the R walls around
it.
Updated changelog.
Revision: r3333
Author: kortgstation
Large bureaucracy overhaul.
This affects clipboards, hand labelers, paper, paper bins, pens, photocopiers,
and stamps.
Everything (that I've changed significantly) should be BETTER.
NO paths have been changed.
All of the above have been added to the paperwork module (pending rename to
bureaucracy, which is COOLER).
SPRITES for most of the above (except photocopiers) are now in bureaucracy.dmi.
Clipboards in particular are MASSIVELY IMPROVED.
Hand labelers can now be turned ON AND OFF, to make it simpler to avoid
labelling tables.
This includes work in progress FOLDERS, which currently do NOTHING.
Revision: r3253
Author: petethegoat
interact with machines and stuff from far away (but you cannot pick them up!).
This means you can also bonk people with items you are holding with your TK
grab.
Changed the energy gun sprites to a better-looking version, made by Khodoque!
More work on NTSL. Including the ability to create comments by using // and /*
insert comment here */.
Removed the traffic control machine from telecomms, as requested by Urist. NTSL
is still a work in progress, and needs to be completely fool-proof before
players can get anywhere near it.
Revision: r3252
Author: vageyenaman
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles
and Riot Shields.
The detectives .38 ammo now does the same damage as regular revolver bullets. If
he wants to keep acting as a glorified sec officer, he can go grab a taser.
The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored
objects. This should reduce the power of the item/reduce lag while I get sprites
and finalize details with Urist for reworking it as the Sphere of Annihilation
(as in, this is temporary)
Updated the changelog
spawns in the chaplains office. Having the rod on your person will make you
immune to cult magic.
Runes are now dispelled with the null rod, not the bible.
Chaplains can no longer self heal with the bible.
Simple animals can now attack mechas and critters
Constructs no longer take extra damage from bibles.
Fueltanks now explode when shot by lasers or bullets.
Revision: r3125
Author: kortgstation
Cleaned up part of the door code and moved some defines to their proper files.
Firelocks can now be welded open and now shows the welded overlay properly.
Borgs can now properly mess with door wiring. r2895
Signalers: Right click verb makes you ready to signal it, being shot with it in your active hand has a 80% chance to trigger it, dropping it has a 5% chance.
Stunning always stuns you SOME, but armor can now lessen it (It used to be possible to not get stunned at all by being shot normally)
Shooting during a mexican standoff now makes the other guy shoot you too.
Added a time to how quickly you can adjust hostage things. 1.5 seconds per thing.
The Staff of Change no longer works on dead targets (to prevent resurrection when the new mob is created and the ckey transferred).
The Staff of Change can now cause a mob to change into a human (and a chance for said human to be a lizardman/metroidman/plantman/golem/normal human)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2756 316c924e-a436-60f5-8080-3fe189b3f50e
Can now build Staff of Change turrets
Staff of Change onback sprites added, Staff now fits onback.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2742 316c924e-a436-60f5-8080-3fe189b3f50e
The Wizard Spellbook has a new subsection: Artefacts. Artefacts are items with special properties that the wizard can purchase as an alternative to spells (one artefact costs as much as one spell)
Currently the only Artefact is the Staff of Change, more to follow.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2739 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new projectile "bolt of change."
When struck by a bolt of change, a mob will be randomly transformed into one of the following:
-Alien (Drone/Sentinel/Hunter)
-Metroid (Adult/Baby)
-Cyborg
-Monkey
The staff is admin only as of now.
Fixed some bits on the salvage shuttle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2731 316c924e-a436-60f5-8080-3fe189b3f50e
pulse rifles can once again switch between stun, kill, and destroy (outside of the pulse destroyer, which has three settings, and they are all destroy)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2588 316c924e-a436-60f5-8080-3fe189b3f50e
Unsimulated turfs can be climbed on once more.
Small blobs can use the blob to move around in space.
Jetpacks now have a toggle for the stabilization.
Jetpack fuel use has been reset to .01.
Moved most of the tanks over to a new folder and files so they are not all crammed into one.
The meteor event actually spawns more than one wave worth of meteors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2488 316c924e-a436-60f5-8080-3fe189b3f50e
Added the "Surgeon" mediborg sprite.
Laser gun inhands! Woooooaoaaahah.
Fixed up some hair and shit, added alt half-bang hair.
Some fixes for the Bloodhound.
MOTHERFUCKING WIRES! Almost no one will appreciate this, I have no doubt. But -I- appreciate it.
New tinted window sprites.
VEY VEY VEY VEY.
Oh, and I gave the laser cannon a new description.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2478 316c924e-a436-60f5-8080-3fe189b3f50e
Improved my access change from last commit.
In addition to req_access_txt, there is now req_one_access_txt. As long as an ID has at least one access from the new list, it is able to open the airlock (assuming any access in the other list is also satisfied).
So, for instance, if you left req_access_txt blank, and put access_honk and access_silent into req_one_access_txt, the mime AND the clown would be able to open the airlock.
Fixed the advanced energy gun checking for failure constantly instead of only when recharging, and thus breaking stupidly quickly. Stop breaking my stuff, other coders. >:C
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2473 316c924e-a436-60f5-8080-3fe189b3f50e
New Lasergun sprite by Vey
Various fixed in hands (by Vey)
Added a retrolasergun which uses the old sprite, put one out in space for people to find
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2465 316c924e-a436-60f5-8080-3fe189b3f50e
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting.
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)", and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon. Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the shotgun pump proc a bit, should work better now and not teleport old shells around.
Added a config option for the jobs to be loaded from the jobs.txt rather than use the defaults.
Loyalty implanter removed. The Limplanter was designed to be on the prison station as it took more time and was a pain to get people up there to implant them. No prison station, no Limplanter.
Implanter lockbox moved to the armory from the HoS' locker.
Security room's table once again shrunk so people can walk around in there.
Brig lockers are now anchored to the inside of the cells and once again have their IDs set.
Warden's locker moved to his office.
Cell controls Names/IDs/Access fixed as well as once again working with the brig lockers.
Removed a few of the blast doors from the inside of the brig.
The three secure cells have blast doors controlled from a button outside of the cell.
The play admin midis toggle should be working properly now.
Morgue trays will no longer teleport anything from anywhere.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2413 316c924e-a436-60f5-8080-3fe189b3f50e