Commit Graph

4186 Commits

Author SHA1 Message Date
vageyenaman@gmail.com
3688028ba0 Reduced the Topic() delay because it was so damn high it was impossible to operate anything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3882 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-21 02:02:11 +00:00
mport2004@gmail.com
14a0337b37 The machinery powered proc once again uses the argument.
power_change() now defaults to using the machines power_channel
Moved the remaining machinery power defines into the proper files 

Added code for a basic Antimatter Engine.
It is currently made up of a control unit and several shield objects.
The shield objects must have a patch through other shield objects or be directly touching the control unit.  If they are unable to find one they will be del’d.
The control unit needs to be given an antimatter containment jar for fuel before it will properly startup.
A core is created when a shield object detects it has shields/control unit surrounding it.
You can safely inject double the number of cores worth of fuel.
Getting blown up, getting hit by the blob, getting hit with high force items, getting shot, being fed too much fuel will all end up lowering the stability of the reactor parts and once the stability gets to 0 it will either break or, if currently processing some fuel, explode.
I’ve tested the parts several times and nothing seemed to go wrong, the sprites suck but that is to be expected. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3881 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 23:50:30 +00:00
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
johnsonmt88@gmail.com
c6a55b6427 Borgs and AI's
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.

pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.

Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 17:06:33 +00:00
petethegoat@gmail.com
117e4b643e gg byond, gg
fixed some more stuff from the dmi cull

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3877 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 16:08:13 +00:00
petethegoat@gmail.com
f321bcc914 Fixes for my last commit:
Removed the AM engine code. This should be temporary.
Moved asteroid/device.dm to unused.
Readded biomass.dmi


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3876 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 12:41:11 +00:00
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
mport2004@gmail.com
8d4102e43f Fixed a runtime error due to throwing mobs resulting from a recent throwing change, it could be done better but I am not going to put the time in to make it proper if someone else wants to feel free.
Fixed accelerated_particles hitting people with rads throwing runtimes due to an s at the end of the apply_effect proc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3874 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 20:35:04 +00:00
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
sieve32@gmail.com
af9c38a375 Committing for Giacom
-Fix for Issue 555 and Issue 571, so special characters on paper and in announcements don't get converted to html

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3868 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 03:15:55 +00:00
SkyMarshal
e1d91d5eaf Fixes some bugginess with UL. 2012-06-18 19:57:49 -07:00
sieve32@gmail.com
834b9f98d1 TIME FOR CONTENT
-New item, the Sheet Snatcher. Picks up mineral sheets (Excluding wood and sandstone, since they aren't 'sheets' per se). Standard one holds up to 300 sheets, minerborgs get 500. Will hold any combination of sheets, and auto-stacks them when emptied, works similarly to the ore satchels
-Mech drills can mine sand, with diamond drills getting an extended volume
-Mech Diamond Drills will drill through rwalls again, but it is pretty slow, sometimes taking 5-6 tries just to get the plating off
-Mining Ripleys no longer runtime to hell when the status panel is opened
-Fixes Issue 572, now when floors are created, they assimilate air from nearby tiles, so if it's in space, there will be no air, etc...
-Bumping an asteroid wall as a human or borg with a pickaxe in your hand will make you automattically start mining the wall, feels MUCH faster due to ignoring click_delay()
-Miner borgs with the satchel in their active modules will automatically scoop up the ores
-Clicking an asteroid turf with the satchel will function just as if you clicked on an ore (if any are present)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3867 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 02:46:29 +00:00
sieve32@gmail.com
e8851bddf9 More bugfixes!
-Fixes an issue with protolathes being able to be loaded forever
-Adds 3 pairs of Mesons to the EngiVend to compensate for all the missing engineering lockers
-Changed the spawn order for lasertag closets (So you can actually click the different items)
-Makes lasertag turrets and ED-209's much more efficient, prevents them from shooting at downed people, they don't target 'criminals', they cannot be used by the opposing team, most options are auto-magically set on creation and the buttons to change them are disabled (Everything but the on/off and the patrol for ED's, for now), and when emagged, they fire 'omnitag' bolts (Stuns everyone with a vest)
-Gave blue lasertag bolts their own sprite to match the style of the red tags
-Nerfed the amount of radiation from the radium and uranium reagents

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3866 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 02:00:02 +00:00
d_h2005@yahoo.com
d0c687dbc1 Commiting for Malkevin: welding fuel is toxic again, and has in-glass sprites for the heck of it.
Fix for invisible panel-open sprites on the hydroponics nutrient vendor. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3864 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 01:31:02 +00:00
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
caelaislinn
2e5a5405a4 - Ported ISaidNo's artifact code. Will look into adding xenoarchaelogy [anomaly] base near RnD at some point.
- Modified dme.
- Modified changelog.

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-18 22:37:56 +10:00
ericgfwong@hotmail.com
850abafb33 -Fixed up Telecoms turrets. Readded stun turrets.
-New afro hairstyles. Big Afro by Intigracy.
-Prettier ponytail sprites by Intigracy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3859 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 11:36:02 +00:00
elly1989@rocketmail.com
9fd4e8cc70 Here's the new files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3857 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 09:51:56 +00:00
elly1989@rocketmail.com
8d68054724 Moving some inventory/equipping related stuff into separate files whilst I tidy up and reorganise them.
Removed some Geas stuff that didn't do anything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3856 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 09:48:13 +00:00
elly1989@rocketmail.com
3cbd05ddef Changed circledistance a bit, talk about ambiguous proc-names...it has nothing to do with circles! It's now called approx_dist and uses some magic constants to avoid those god-awful sqrts and powers which were called for N^2 turfs during explosions. It should approximate the distance between two points fairly accurately using a (surprisingly accurate) linear approximation of pythagoras theorem. C:
Changed RoundExplosions to a temporary define named USE_CIRCULAR_EXPLOSIONS which is a lot more intuitive and less confusing. Removing this define will compile square explosions code instead of circular ones. (So the cost of having a choice between circular/square is seen at compile-time not at run-time)

Fixed aliums being able to pick up storage objects such as bags/boxes/pillboxes and such.

Fixed unbuckling yourself from beds (via clicking the bed). You can also unbuckle yourself via resisting because beds are hard to click on when you're lying on them and they're covered in a sheet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3854 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 07:37:50 +00:00
mport2004@gmail.com
b6f8b3fb77 Added Willox’s explosion code. It should make explosions faster than they have been lately.
Moved an unchecked file into unused, please put any unchecked files out of WIP or FEA into unused that way if you see an unchecked file you know it should be checked.  DM loves to uncheck files when you are messing around with folders in the editor.
Moved the old TEG defines into the proper files.
Commented out some old nonfunctioning FEA debug code.
Removed some commented out codechunks from FEA and attempted to clean up a few of the files a bit. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3852 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 01:56:24 +00:00
DeusDactyl
2c7c078ebe Grammar fixes
Finally fixes tons of capitalization errors and whatnot in clothing.
2012-06-17 20:58:42 -04:00
baloh.matevz
ab734d0472 - Coded in a debug report feature for the master controller. If the MC's delaying loop does not pass within 600 iterations (roughly 60 seconds) it means the procs are likely broken. A warning + report is displayed to admins as well as it being saved to the admin log.
The MC Delayer in the screenshot is an item coded for testing purposes which simulates a proc break. It is not part of this commit. Clicking on it will open up the view variables panel for the item.

Last-processed-item logging is supported for diseases, processing objects and machinery.

Screenshot:
http://www.kamletos.si/MC%20debug%20report.PNG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3848 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-17 06:20:24 +00:00
ericgfwong@hotmail.com
3e5723574a -Reduced amount of shocked grilles are r-walls in security
-Swapped Shower and Laundry rooms. Showers are now next to fitness, and laundry is near all the clothing lockers.
-reverted ZIS suits back to hardsuits after much deliberation in coderbus

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3847 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-17 05:52:04 +00:00
vageyenaman@gmail.com
9a3abc1e84 Committed for Giacom, thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9043

Basically adds multi-line input to papers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3846 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 21:01:55 +00:00
johnsonmt88@gmail.com
5bcef5af65 Removed the rd-core computer's process()
- All it contained was some anti-griefing protection.
- The protection is now only called when needed, not every tick.
- This should eliminate hundreds of proc calls every tick.
- Note: There will likely be no noticeable lag reduction from this change, but every little bit helps.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3845 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 20:10:22 +00:00
Albert Iordache
a6b3ab8344 Raised the amount of toxloss humans get per tick from not being in a breathable environment 2012-06-16 15:41:53 +03:00
ericgfwong@hotmail.com
361e829e96 -CO2 Jetpacks now spawn with distribute_pressure 0
-Tanks in your suit storage, belt, and pockets take priority over tanks on your back when using the internals button on the HUD
-Added an extra set of vents and scrubbers to the prison wing

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3841 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 10:17:36 +00:00
vageyenaman@gmail.com
449610bee2 Committing a patch for Giacom. See details here:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9018

Also some very small metroid changes to make them more balanced and less KILL KILL KILL.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3839 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 06:11:14 +00:00
ericgfwong@hotmail.com
fa0a3efa34 Ported over a couple of very nice ponytail sprites from Baystation
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3838 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 05:09:13 +00:00
caelaislinn
93fddbf8c7 added glass descriptions for new alcohols
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-16 12:34:33 +10:00