Commit Graph

2406 Commits

Author SHA1 Message Date
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
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
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
DeusDactyl
2c7c078ebe Grammar fixes
Finally fixes tons of capitalization errors and whatnot in clothing.
2012-06-17 20:58:42 -04:00
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
caelaislinn
d0224e210a Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-06-15 11:40:55 +10:00
SkyMarshal
b5435aaab2 Merge pull request #1293 from CIB/master
Separate moderator listing.. also an old commit
2012-06-14 11:34:30 -07:00
cib
fc54aabaff Merge branch 'master' of github.com:CIB/Baystation12 2012-06-14 20:26:19 +02:00
CIB
84122a8ca3 Merge pull request #1286 from SkyMarshal/Blueprints
Blueprints updates, removed duplicate proc.
2012-06-14 11:10:42 -07:00
CompactNinja
3748b07ec1 Custom item for RawrTaicho. 2012-06-15 03:03:42 +09:30
Erthilo
d099ebd4a1 TG: Updated toilets. You can now crowbar open the cistern and hide stuff in there.
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.)
2012-06-14 17:46:43 +01:00
Erthilo
86b6138dc7 TG: One more quick commit for Sieve:
- Swap hands hotkey (page up) now cycles through borg modules.

Added this to the changelog.
Revision: r3748
Author: 	 johnsonmt88
2012-06-14 17:20:15 +01:00
Erthilo
c4ad66d972 TG: Added checks for the player being dead, stunned, unconcious ect... to:
- Timers
- Remote Signallers (Fixes  issue 325 )
- Proximity Sensors
- Infared Sensors (Man.. these really need to be fixed.. or just re-done
entierly)

Cargo shuttle:
- People in the area of the cargo shuttle get gibbed when the shuttle shows up.
(Fixes  issue 508 )
- Renamed 'Dock' to 'Away' because Station -> Dock is confusing...

Committing for Sieve:
- The toggle throw hotkey (end) now works with TK (Fixes  issue 523 )
- Borg diamond drills now properly dig sand (I still don't understand why they
don't just have a shovel...)

Updated changelog to reflect some of these changes.
Revision: r3747
Author: 	 johnsonmt88
2012-06-14 17:15:58 +01:00
caelaislinn
2b9b845daf possible fix for a conveyor bug
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-15 00:06:20 +10:00
caelaislinn
abb12d1366 added some new contraband items
- absinthe, a strong alcohol with an LSD-like effect
- deadrum, a poisonously sweet form of rum
- cigars
- blood tomato seeds
- liberty cap seeds
- plump helmet seeds

* Cigars are also [still] obtainable from cigarette vending machines, if you have a coin

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-14 23:54:14 +10:00
caelaislinn
16eabd55ea Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-06-14 22:52:33 +10:00
SkyMarshal
606efcb514 Fixes the goddamn magick updating detective stuff. 2012-06-13 19:05:41 -07:00
SkyMarshal
d4393c482d Removed a duplicate proc. Pimped out the Blueprints. 2012-06-13 17:05:43 -07:00
SkyMarshal
d3258b4fed ZAS fixes and statistics logging. 2012-06-13 16:55:00 -07:00
caelaislinn
bcf1b8a0b9 ghosts can understand tajaran
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-11 15:41:13 +10:00
SkyMarshal
1dea20c30e Merge pull request #1269 from Erthilo/TGUpdates
TG Updates r3721 to r3745 Redo
2012-06-09 17:50:05 -07:00
Mloc
8f7bec62d5 Possible fix for metroids lagging up the server.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-06-09 23:11:31 +01:00
SkyMarshal
57fd77b461 Merge pull request #1274 from Erthilo/master
Randomises blob weakness/strengths + removal of customs by request + changelog!
2012-06-09 11:58:29 -07:00
Albert Iordache
0a51b427bb Fixed a compiling error. 2012-06-09 12:14:18 +03:00
Albert Iordache
e93d777229 Added a debugging check for observer mobs 2012-06-09 12:04:07 +03:00
Erthilo
710ba29197 Removed some of Deus Dactyl's customs on request. 2012-06-09 01:59:38 +01:00
Erthilo
13d5ed0fff Randomises blob weakness/strengths. Hitting the blob with a something it's weak too will do MASSIVE DAMAGE. Hitting it with something it's resistant too will either do very little, or heal it. 2012-06-09 01:39:21 +01:00
Erthilo
ff48abe38a Comments out metroid retrovirus. 2012-06-08 23:17:27 +01:00
Erthilo
54ec9bdd84 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	maps/tgstation.2.0.8.dmm
2012-06-08 20:19:27 +01:00
SkyMarshal
f17525173c Plasma and welder fuel no longer create stupid amounts of plasma in the air. 2012-06-08 04:09:49 -07:00
SkyMarshal
dd4f191f28 Removed a bunch of tag variables from the map. I hate whoever added those.
Final parts to ZAS.  Works 100% (Or very near such) now.
2012-06-08 00:28:47 -07:00
Erthilo
d7692a9d45 Searifs and Botanists custom items. 2012-06-07 22:50:40 +01:00
Erthilo
d2078fafb0 Lag fix for update_face and the bald helmet bug. Should reduce the number of time update_face is called. 2012-06-07 22:14:50 +01:00
Erthilo
0890d48439 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	maps/tgstation.2.0.8.dmm
2012-06-07 19:58:21 +01:00
Erthilo
086a8fef37 Anti-meta update. Renames and re-icons a bunch of syndicate items to reduce meta from names and examine messages. 2012-06-07 19:54:37 +01:00
SkyMarshal
1059311b5b Debugged ZAS. Removed another duplicate proc. Made sure turf changes are added to the air_master to be updated. Fixed errors on the map causing problems. Added different sized packages. Airflow readded. 2012-06-07 01:15:14 -07:00
SkyMarshal
8e2112709b Merge pull request #1252 from Erthilo/master
Tajaran/Soghun balancing. Adds Searif to Skrell whitelist (He is the creator after all).
2012-06-06 20:53:47 -07:00