Commit Graph

1371 Commits

Author SHA1 Message Date
Erthilo
e379715ce6 TG: - Department radio keys are now a global list and no longer a list that gets
created every single time 'say :X' is used
- You can no longer whisper when stung by a changeling or had another thing make
your 'silent' var get set.
- Added a single empty toolbelt to robotics, added a wrench and screwdriver to
toxins.
- Power cells now always spawn full. The double use of the 'charge' variable was
not good, as when creating the map it had a value of 0 - 100 to represent the
percentage of the cell's power, while it was used as a numeric representation of
the amper-hours that were still left in the cell. The problem this caused was
that cells created mid-round (cells which spawned in closets or were spawned by
admins) always started empty. They all start fully charged now. Additional
obj/item/weapon/cell/X/empty types were added if we want empty cells.
Revision: r3763
Author: 	 baloh.matevz
2012-06-23 15:36:53 +01:00
Erthilo
c35bec8fc5 TG: -Expanded maint around primary tool storage and added an external construction
area near the detective's office
-Reduced EngiVend stock
-Updated Changelog
Revision: r3754
Author: 	 ericgfw...@hotmail.com
2012-06-23 14:37:27 +01:00
Erthilo
4081115f96 TG: -Re-evaluated maintenance.
--Areas have been redefined and renamed to make more logical sense (eg "Arrivals
North Maintenance" instead of "Secondary Fore Port Maintenance"). Same has been
done with Solars
--Doors have been moved around to match the new areas.
--Several windows facing into station areas have been removed.
--Overall it should be darker and more winding
-Added Sieve's EngiVend to engineering and reduced number of lockers
-Scientists no longer start with gas masks and o2 tanks (Still available from
the lockers)
-Added paperwork objects to detective's office
Revision: r3752
Author: 	 ericgfw...@hotmail.com
2012-06-23 14:35:38 +01:00
SkyMarshal
668f81c329 Some tweaks and fixes for UL and any while loops I find, as well as removing generally bad procs. 2012-06-22 12:50:45 -07:00
cib
a61f2b1a4c Removed ticker debugging again. 2012-06-22 08:15:25 -07:00
CIB
09d035bcca Merge pull request #1348 from CIB/master
Master controller crash debugging
2012-06-21 19:20:10 -07:00
cib
19cf03546c Master controller debugging for crashes.
Warning: This can cause up to 100 writes to a file per second, which may cause notable CPU consumption. Should remove this, or replace it with a C DLL at some point.
2012-06-22 04:18:00 -07:00
SkyMarshal
9418a1c8a6 Traitor objective system update. 2012-06-21 17:51:06 -07:00
SkyMarshal
569cd2f0df Damned constants. Also: Moved more stuff into #defines. 2012-06-21 14:12:27 -07:00
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
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
abe222afde Fixed botpathing. Some fixes/changes to glows. Made lights less piss yellow. 2012-06-19 20:52:01 -07:00
SkyMarshal
c07776de73 Ultralight, but Botpathing is still retardedly broke. 2012-06-19 19:36:53 -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
SkyMarshal
6f1e53de1d Map fix and hypothetical holodeck fix for UL 2012-06-19 00:38:57 -07:00
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
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
f1782ec017 Merge branch 'master' of https://github.com/Baystation12/Baystation12
Conflicts:
	code/WorkInProgress/Cael_Aislinn/energy_field.dm
	code/WorkInProgress/Cael_Aislinn/external_shield_gen.dm
	code/WorkInProgress/Cael_Aislinn/shield_capacitor.dm

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-16 12:02:29 +10:00
Hawk-v3
e68a32c173 Revert All of Cael_Aislinn's stuff from the last day, committed by Cib.
Reason: Compile Error, hung server. Damnit Cael.
2012-06-15 22:33:18 +01:00
CIB
e9c3cba9da Merge pull request #1291 from caelaislinn/master
buildable shield generators, new contraband items, misc
2012-06-15 03:39:43 -07:00
caelaislinn
d0224e210a Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-06-15 11:40:55 +10:00
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
caelaislinn
37bee15787 missed some contraband additions (deadrum, sprites)
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-15 00:06:06 +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
3f19d356d6 wip explosions modifications
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-14 22:52:23 +10:00
SkyMarshal
d4393c482d Removed a duplicate proc. Pimped out the Blueprints. 2012-06-13 17:05:43 -07:00
SkyMarshal
1dea20c30e Merge pull request #1269 from Erthilo/TGUpdates
TG Updates r3721 to r3745 Redo
2012-06-09 17:50:05 -07:00
Erthilo
36877fcacd Blob code cleanup. 2012-06-09 15:24:47 +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
a1a2302199 ZAS fixes, adds Atmos Lockdown which replaces all door accesses with engineering OR atmos access. (And a shitty temporary icon) 2012-06-07 20:50:42 -07:00
SkyMarshal
9f721a3209 Merge pull request #1262 from Erthilo/master
Anti-meta update for syndicate items + some message fixes + lagfixing
2012-06-07 14:19:27 -07:00
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
d9fd228c68 Some nice fixes for ZAS. 2012-06-07 10:36:43 -07:00
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
Erthilo
eb7ae97624 TG: Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I
don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var
in a ton of attackby() procs. These objects and turfs shouldnt even touch this
variable. This is why people have been noticing their welding being on without
the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and
turfs spread out through the code, there's no way to know if I've got them all
(This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are
turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've
set the welding tool to update it's icon every process(). I hate adding checks
like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use
this, don't just change the var. In fact, dont even touch the 'welding' var
anymore
- Fixes  issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s
(object.varorproc)
- Added checks to make sure the welding tool is actually on before using it
(some attackby()'s didnt have this. Heck, some checked how much fuel you had,
but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its
own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but
again I've probably missed a few things. If there are any problems, please let
me know and I'll fix them asap.
Revision: r3741
Author: 	 johnsonmt88
2012-06-07 03:30:13 +01:00
Erthilo
2e8f1932a8 TG: - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object
Revision: r3739
Author: 	 baloh.matevz
2012-06-07 02:41:38 +01:00
Erthilo
d4810cb90c TG: Added href logging as a config option. Log can be viewed via "investigate
hrefs". If on, it logs every link clicked. It may be useful for 'debugging' and
spotting malicious clients.

Anti-spam delay raised to 7 ticks. A little over half a second.

Revision: r3722
Author: 	 elly1...@rocketmail.com
2012-06-06 22:20:34 +01:00
Erthilo
98b51904eb Adds some logging for Atom/Del() to help track down CPU issues. 2012-06-06 04:52:19 +01:00
Erthilo
32a1d304ad Fixes for invisible appendices, changelog, readded disposals wall catcher. 2012-06-04 16:28:08 +01:00
Erthilo
808f76eaf3 TG: * Added pickup verb to all items
* Added "Toggle Open" verb to all closets and crates
* Added "Toggle Lock" verb to all lockable closets

* Modified the cloning computer's UI slightly, makes more sense, added a little
delay when scanning to improve user feedback when trying to clone several
braindead bodies.
Revision: r3712
Author: 	 daniel.cf.hultgren
2012-06-03 18:41:51 +01:00
Erthilo
1efb32e76a TG: Added WJohnston's inhand sprites for tools:
http://nanotrasen.com/phpBB3/viewtopic.php?f=10&t=8266
Revision: r3709
Author: 	 ericgfw...@hotmail.com
2012-06-03 18:05:02 +01:00
Erthilo
de809a19ae TG: Fix for Damage Icons. They now have a layer define too.
Revision: r3705
Author: 	 elly1...@rocketmail.com

THIS ALSO FIXES:
Not being able to put items on people's back or belt.
2012-06-03 17:41:54 +01:00
Erthilo
4fca7bb569 TG: -Moved engineering and bridge delivery chutes as windoors are now breakable
-Fitness equipment moved into closets
-Added a couple more syndicate shuttle spawn locations
Revision: r3697
Author: 	 ericgfw...@hotmail.com
2012-06-03 16:29:06 +01:00
Erthilo
4a0b380ae5 TG: Window doors are now breakable
- Window doors currently have 200 health, this can and will change if break ins
become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors

Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible
treasure.
- - There is a chance for the ripley to have a diamond drill instead of a
regular drill.

Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the
metal.

Updated the changelog
Revision: r3696
Author: 	 johnsonmt88
2012-06-03 15:22:42 +01:00
Erthilo
c3c5304397 Various fixes for bans and mutations. 2012-06-03 03:40:26 +01:00