Commit Graph

2553 Commits

Author SHA1 Message Date
Erthilo
f2777aa65f TG: Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: 	 petethegoat
2012-05-06 18:26:41 +01:00
CIB
d5f353cf35 Merge pull request #984 from Erthilo/master
TG Updates up to r3502
2012-05-06 01:19:58 -07:00
CIB
f088138136 Merge pull request #987 from Erthilo/TGUpdates
Custom items for mangled, vinceluk, sparklysheep, silentthunder
2012-05-06 00:53:39 -07:00
Albert Iordache
1748661bd0 Merge pull request #980 from CIB/master
Epidemic and bugfixes
2012-05-06 00:20:03 -07:00
Erthilo
a98327e267 Custom items for mangled, vinceluk, sparklysheep, silentthunder. 2012-05-06 05:00:56 +01:00
Erthilo
265dd6e888 TG: Adds a forum and wiki button to the game interface.
Set the urls within config.txt. Both buttons do nothing by default, you have to
set the urls yourself.

Removed two unused txt files that I forgot to remove.
Revision: r3502
Author: 	 elly1...@rocketmail.com
2012-05-06 01:22:29 +01:00
Erthilo
98ef1bdb18 TG: Changes rev objectives to use the proper objective so heads being off station
actually works
Changelings faking death can no longer have their brains cut out.
Revision: r3501
Author: 	 VivianFoxfoot
2012-05-06 00:54:50 +01:00
Erthilo
5eddc86f6b TG: Added Wjohntsons little toy mechas.
Removed restrictions for cultists, anyone can be converted now.

Bibles no longer deconvert cultists to stop the random bible smashing from
ruining rounds

Soulstones can no longer capture the manifested ghosts. No more infinite
constructs.

Removed the telecomm traffic control from the map until its fixed.
Revision: r3500
Author: 	 kortgstation
2012-05-06 00:51:43 +01:00
Erthilo
7be4fd6755 TG: -Added sprites for fat hulks and fat lizardmen. Have fun with that, weirdos.
-New carrot in-tray sprites.
-Added define for bottle of adminordrazine and supporting code for injecting
adminordrazine into plants. Basically for debugging, so I don't have to spend 10
minutes injecting plants with mutagen each time.
-Raised the passive species-mutation chance slightly. For real this time.
-Added sprites for red and yellow floorbots into aibots.dmi.
-New PDAs for the botanists and librarian. Sprites for cartridges for both too.
(There's some work into a botany cartridge but it's commented out for now)
Revision: r3498
Author: 	 d_h2...@yahoo.com
2012-05-06 00:45:31 +01:00
Erthilo
a83c870358 TG: -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not
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
2012-05-05 23:45:45 +01:00
Erthilo
84cb9b65ef TG: Updated the barman's shotgun, it acts like a double-barrel now, and he can saw
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
2012-05-05 23:20:19 +01:00
Erthilo
8f5fd4321a TG: Adds ticklag to be a config setting.
Revision: r3491
Author: 	 VivianFoxfoot
2012-05-05 22:56:13 +01:00
Erthilo
bec822a049 TG: Rewrote the cinematic system to be centralised and controlled by the gameticker,
rather than handled per mob with like, 3 loops and a seperate process for each
mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can
locally, but because it relates to events that require a large number of players
it's very hard to test.

TODO: I was intending to use dust to kill players off on a nuclear-loss. However
dust() is very very broken. So I've hardcoded everything to die until I can fix
dust().

Added an adminverb for 'Game Master's. It was a debug verb so I could test
cinematics but I've left it in as it might be handy for events, especially if we
get more cinematics. To access it type "cinematic" in full into the input bar as
a Game Master, then follow the prompts. At the moment, it only handles nuclear
stuff (that's all there is anyway). You can choose where the nuke detonated 0=
on station; 1= near station but in space; 2= off the z-level. You can also force
a cinematic from another game-mode to play with the prompt after that one.

Note: All mobs are buckled to a bed located inside the gameticker (odd I know)
whilst a cinematic is playing. The bed is deleted afterwards releasing all
players. If off_station=0 then all mobs will be killed too. This is to stop
people running around and doing stuff during the cinematic. I really didn't want
to add more variables/checks to mobs.
Revision: r3481
Author: 	 elly1...@rocketmail.com
2012-05-05 22:28:05 +01:00
Erthilo
babf3ea66e TG: More sanity checks for:
- SecHUD Glasses
- Facehuggers
- Attack()

And a more likely fix for the Throwing runtime.
Revision: r3479
Author: 	 johnsonmt88
2012-05-05 22:15:20 +01:00
Erthilo
1a5d772ae5 TG: Fixes some runtimes, involving do_mob, observe, send_status on mulebots,
check_gas_mixture, the explosion cinematic, sleeper get_reagents_amount, and a
possible (albeit unlikely) fix for throw_at
Revision: r3478
Author: 	 quartz235
2012-05-05 22:13:20 +01:00
Erthilo
8954b5aa2b TG: Doohl: Readme please:
This 'fixes' a runtime that occurs when intercomms are tuned to frequencies they
probably shouldn't be able to. I'm guessing there's no connection datum defined
for those frequencies. Although, I'm clueless at telecomms stuff and I don't
want to break anything.

runtime error: Cannot read null.frequency
proc name: Broadcast Message (/proc/Broadcast_Message)
usr: null
src: null
call stack:
 Broadcast Message(null, S.I.G.M.A. (/mob/living/silicon/ai), 0, null, General
Listening Channel (/obj/item/device/radio/intercom), "J.R. Bob Dobbs has signed
up a...", "S.I.G.M.A.", "AI", "S.I.G.M.A.", "synthesized voice", 1, 0)
 General Listening Channel (/obj/item/device/radio/intercom): talk
into(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...",
null)
 General Listening Channel (/obj/item/device/radio/intercom): hear
talk(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...")
 General Listening Channel (/obj/item/device/radio/intercom): hear
talk(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...")
 S.I.G.M.A. (/mob/living/silicon/ai): say("J.R. Bob Dobbs has signed up a...")

I reproduced the problem on the centre private-intercomm in the AI upload by
tuning it down to about 121.7 or something.
Revision: r3474
Author: 	 elly1...@rocketmail.com

P.S. Sorry for the nag but Agouri would down-vote all the things if I hadn't
tagged your name up there. :3

Also, removed some misplaced areas from the centcomm z-level (Quartermaster's
storage and a teleport one)
2012-05-05 22:05:50 +01:00
Erthilo
a1fe719fd3 TG: Added cult girders (sprites by Ausops).
Cult walls can now be reduced to said girders.

Artificers can now create cult floors with a new

Added the damaged cult floor sprites by Ausops.
Revision: r3466
Author: 	 kortgstation
2012-05-05 21:37:59 +01:00
Erthilo
afd33125ab TG: - hand tools now fit on your belt slot
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
Revision: r3465
Author: 	 baloh.matevz
2012-05-05 21:34:34 +01:00
Erthilo
f8e38965ad 60 minutes, not 100, derp. 2012-05-05 20:38:53 +01:00
Erthilo
526313ee8c Increases max brig time to 60 minutes with changes to Space Law. Also Dormitory Antiqua updates. Changelog Updates too. 2012-05-05 20:35:26 +01:00
cib
9bf184c203 Possible fix for #675: Added another check to make sure every mob only receives a broadcast message once. 2012-05-05 06:07:18 -07:00
cib
4f18f35509 Implemented #977 - Epidemic improvements 2012-05-05 03:01:55 -07:00
CIB
00d227ea16 Merge pull request #974 from caelaislinn/master
releasing maplock for erthilo to merge antiqua changes.
2012-05-05 02:47:35 -07:00
CIB
fe57bd3684 Merge pull request #969 from Erthilo/TGUpdates
TG Updates up to r3459
2012-05-04 23:45:50 -07:00
cib
d4b9204316 No, scanning over all the objects in the world every tick is not a good way to keep user interfaces up to date. 2012-05-04 07:56:19 -07:00
cib
44357c69d6 Merge branch 'master' of github.com:Baystation12/Baystation12 2012-05-04 06:57:35 -07:00
CaelAislinn
93a56064bf WIP antiqua engineering, WIP antiqua supermatter research lab, r-ust updates, fixed dopeghoti's derp.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-05-04 23:56:52 +10:00
Rob Palkowski
3d0912d79b Typo correction (fasted -> fasten) 2012-05-03 17:19:05 -07:00
Rob Palkowski
87089fc643 Revert "Typo correction (fasted -> fasten)"
Contained an extra edit that was not supposed to be there.

This reverts commit e65c626f1e.
2012-05-03 17:17:12 -07:00
Rob Palkowski
e65c626f1e Typo correction (fasted -> fasten) 2012-05-03 17:05:57 -07:00
Ren Erthilo
933a95dd6e Fixes CE's office door name, renames a few APCs to match their area, changed research, mining, and atmospherics doors. Fixes watering cans. Changelog! 2012-05-03 22:13:35 +01:00
Ren Erthilo
0554a4627c Revert "TG: Added the foundations of a special-day events system. It's a bit more robust,"
This reverts commit d92495a2b0. Does not revert tank alert changes.
2012-05-03 19:30:29 +01:00
Ren Erthilo
77845f557a TG: - Made the gold, silver, regular id cards a job datum variable.
Revision: r3471
Author: 	 baloh.matev
2012-05-03 03:37:23 +01:00
Ren Erthilo
3c96a4357d TG: Reverting the ID changes, no more gold IDs for everyone.
I'll try and get the silver IDs in properly, but I don't have time to work it
out atm.
Revision: r3457
Author: 	 petethegoat
2012-05-03 03:33:57 +01:00
Ren Erthilo
5c2523e4e0 TG: Added cult structure icons by Ausops/Utilitas and objects for them which are
(for now) purely decorative.
Revision: r3455
Author: 	 kortgstation
2012-05-03 03:30:08 +01:00
Ren Erthilo
d15bf5987e TG: -The biogenerator is now more robust. It can dispense fertilizer in batches, and
make simple leather items at a high cost.
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial
to acquire.
-Added more wood items for tower cap wood construction: Wooden doors and
sandals.
-Added plump helmet biscuits and mushroom soup to kitchen recipes.
Revision: r3454
Author: 	 d_h2...@yahoo.com
Date: 	Apr 13, 2012
2012-05-03 03:25:42 +01:00
Ren Erthilo
d92495a2b0 TG: Added the foundations of a special-day events system. It's a bit more robust,
tidy and efficient than calling isDay everywhere. It defaults to disabled. It
can be enabled by uncommenting ALLOW_HOLIDAYS in config/config.txt

I've added no content just the foundations. All it does is give the station a
holiday themed name and say "Happy [Holiday] Everybody!" at the round-start.

Added a .Set Holiday verb for GM and GA Admins. I'd rather people didn't use it
for now (there's not much point as there's no content yet anyway). It's mainly
for bugtesting.

Foundations are there to create holiday random events and round-start stuff so
we can keep everything together. Check out code/game/gamemodes/events/holidays !

NOTE: This is intended for easter eggs! Little trinkets and such to make these
days special. It IS NOT for spawning grief items and game-changing stuff. If you
REALLY want to add stuff like that, please speak to the project heads. If it's
used for spawning bullshit like poop or grief items I'll just remove my code.
Thanks.

Happy Friday 13th :)

Other Fixes:
Oxygen tanks no longer spam BEEPBEEPBEEPBEEP at everybody nearby. That only
happens for the person holding them.
Revision: r3450
Author: 	 elly1...@rocketmail.com
Date: 	Apr 13, 2012
2012-05-03 03:17:00 +01:00
Ren Erthilo
18dcf1c026 TG: -Blenders can now be filled directly from plant bags. Chefs rejoice.
-Couple of minor grammar fixes, so people aren't carving faces into "the the
pumpkin" any longer.
Revision: r3449
Author: 	 VivianFoxfoot
2012-05-03 02:54:13 +01:00
Ren Erthilo
79c23b33c5 TG: Fix to DNA so that if a power block lands on block 11, not all clones come out
male.
Change to robot restart module to make it clear the cyborg has to be healed
before use.
Revision: r3447
Author: 	 VivianFoxfoot
2012-05-03 02:52:03 +01:00
Ren Erthilo
39f6da4c59 TG: Rewrote blackholes (gravitational anomalies) and wormholes to try and optimise
them a little. If you have any concerns about how I've done so just give me a
shout and I'll either rework them or revert my changes back. Wormholes
especially seem a bit faster on my laptop. Smoke has temporarily been removed
from the blackhole event until I get time to investigate why the hell
effect_systems are using so much memory ( spark effects were using 40% of my
processor a second ago D: ). To compensate this I made them a new sprite.

Commented out the authentication system. It was the remnants of the old goon
authentication stuff (or maybe even older) and wasn't actually used in our code
at all (at least not in any useful way, it was merely called and short-circuited
to 1, so all those if(authenticated) were totally pointless. This has removed 3
unused variables from every client, a bunch of unused variables from the config
and two empty text files!

Committed (as a config option) a feature requested by Apoc station. It causes a
'reply to' window to popup when an admin PMs a non-admin player. It's meant to
grab their attention so they can't say "I didn't see your PM". It defaults to
off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt

Fixed a derp in isday where it was fetching the month instead of the day.

Removed medal references from Gib()

Removed the medal_hub global variables because they aren't used in any way shape
or form.
Revision: r3444
Author: 	 elly1...@rocketmail.com
Date: 	Apr 12, 2012
2012-05-03 02:22:25 +01:00
Ren Erthilo
2dfa127760 TG: Fixed a syringe gun runtime.
Added WJohnston's silver head ID, and his new asteroid floor sprites.
Revision: r3443
Author: 	 petethegoat
2012-05-03 01:43:10 +01:00
Ren Erthilo
9c40ed3e9f TG: Fixing dem runtimes:
Temp-fix for mob/say.dm It's being sent null from Tcomms, so I'll leave it to
somebody with experience with that.

Fix for items bein  in your inventory and on the floor

Fix to stop people pulling themselves and causing runtimes (lol)

Fixes a bunch of stuff in the flash code. EMPs will now cause flashes to flash
their holder. They don't runtime when flashing cadavers. They don't runtime when
being EMPed. They will (hopefully) rev those select few buggy people who weren't
getting reved previously. (I can't fix that totally without playing with a bunch
of mind stuff)

Fix for throwing nothing. :P

Fix for removing tanks that don't exist from transfer valves.
Revision: r3441
Author: 	 elly1...@rocketmail.com
2012-05-02 23:58:53 +01:00
Ren Erthilo
a4e04d2915 TG: Runtime fixes for:
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()

runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")

Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm

Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.

All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.

Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: 	 elly1...@rocketmail.com
2012-05-02 23:09:19 +01:00
Ren Erthilo
2d7e329aeb TG: Sieve committed:
Adds disabled variables to borg and mech RCD
RCDs are disabled if they are used on the escape shuttle or hyperspace around it
This applies to what they are used on, not where the user is, so it is immune to
teleporting issues
Revision: r3434
Author: 	 petethegoat
2012-05-02 22:20:46 +01:00
Ren Erthilo
396caaa260 TG: Late-join features and bug fixes:
- Merged 'Game' and 'Lobby' tabs during pre-game into one tab.
- Late-joiners now see round duration.
- Late-joiners are warned if the shuttle is not recallable or has already left
to Centcomm.
- Added the little red X to the top corner of the late-join job list window
- Supply shuttle derp fix
- Removed duplicate mining shuttle code that was inside atmos computer stuff
- - This should fix the player seeing both the 'Shuttle has been sent' and 'The
shuttle is already moving' messages.
- Updated changelog
Revision: r3433
Author: 	 johnsonmt88
2012-05-02 22:14:59 +01:00
Ren Erthilo
59762d4207 TG: An attempt to make the master controller more robust. This shouldn't cause
terrible additional lag, given that the master controller doesn't actually fire
that often, and can also give us a clue as to what part of the controller has
died in case of failure
Modifies do_after to something that fires a lot less, and is hopefully more
robust against infinite loops. It is now theoretically possible to run around
and then come back to the same place and have it complete, but that's only
really valid for extremely long times (like handcuff removal) and if you get
lucky and dodge one of the timed checks.
Revision: r3421
Author: 	 VivianFoxfoot
2012-05-02 21:39:41 +01:00
Ren Erthilo
e7d546b6f1 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
Conflicts:
	html/changelog.html
2012-05-02 21:26:09 +01:00
Ren Erthilo
e1c69ed8a1 Commented out metadata and some other non-sensical stuff. 2012-05-02 21:22:19 +01:00
Ren Erthilo
01a93f37a0 Increases time between random events happening in low population rounds to a maximum of double. Random events are more likely to happen up to a limit of around 30 active players. Events now fire at the same rate as previously with around 20~ active players.
Also adds floodlights, cause floodlights are cool.
2012-05-02 16:55:47 +01:00
Ren Erthilo
1c04811a9a Some missing changes and changelog update. 2012-05-02 00:52:24 +01:00