diff --git a/code/__HELPERS/logging.dm b/code/__HELPERS/logging.dm index fd07b20e641..543574c947d 100644 --- a/code/__HELPERS/logging.dm +++ b/code/__HELPERS/logging.dm @@ -84,4 +84,11 @@ /proc/log_to_dd(text) world.log << text //this comes before the config check because it can't possibly runtime if(config.log_world_output) - diary << "\[[time_stamp()]]DD_OUTPUT: [text][log_end]" \ No newline at end of file + diary << "\[[time_stamp()]]DD_OUTPUT: [text][log_end]" + +/** + * Standardized method for tracking startup times. + */ +/proc/log_startup_progress(var/message) + world << "[message]" + log_to_dd(message) \ No newline at end of file diff --git a/code/__HELPERS/time.dm b/code/__HELPERS/time.dm index af4de68fd7a..dc23a2d2782 100644 --- a/code/__HELPERS/time.dm +++ b/code/__HELPERS/time.dm @@ -28,4 +28,17 @@ proc/isDay(var/month, var/day) //returns timestamp in a sql and ISO 8601 friendly format /proc/SQLtime() return time2text(world.realtime, "YYYY-MM-DD hh:mm:ss") + +/** + * Returns "watch handle" (really just a timestamp :V) + */ +/proc/start_watch() + return world.timeofday + +/** + * Returns number of seconds elapsed. + * @param wh number The "Watch Handle" from start_watch(). (timestamp) + */ +/proc/stop_watch(wh) + return round(0.1*(world.timeofday-wh),0.1) \ No newline at end of file diff --git a/code/controllers/Processes/air.dm b/code/controllers/Processes/air.dm index 2ae00b8a456..84b2075a151 100644 --- a/code/controllers/Processes/air.dm +++ b/code/controllers/Processes/air.dm @@ -27,12 +27,12 @@ var/global/datum/controller/process/air_system/air_master schedule_interval = 20 // every 2 seconds start_delay = 4 air_master = src - - world << "Processing Geometry..." - var/start_time = world.timeofday + + var/watch = start_watch() + log_startup_progress("Processing geometry...") setup_allturfs() // Get all currently active tiles that need processing each atmos tick. setup_overlays() // Assign icons and such for gas-turf-overlays - world << "Geometry processed in [(world.timeofday-start_time)/10] seconds!" + log_startup_progress(" Geometry processed in [stop_watch(watch)]s.") /datum/controller/process/air_system/doWork() if(kill_air) diff --git a/code/controllers/Processes/mob.dm b/code/controllers/Processes/mob.dm index be630a68fd8..c1dd47236f1 100644 --- a/code/controllers/Processes/mob.dm +++ b/code/controllers/Processes/mob.dm @@ -38,7 +38,7 @@ var/global/datum/controller/mob_system/mob_master var/starttime /datum/controller/mob_system/proc/Setup() - world << "\red \b Mob ticker starting up." + log_startup_progress("Mob ticker starting up.") starttime = world.timeofday /datum/controller/mob_system/proc/process() diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index 8ef9985f998..f87c5c06ee2 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -27,11 +27,13 @@ datum/controller/game_controller/New() del(master_controller) master_controller = src + var/watch=0 if(!job_master) + watch = start_watch() job_master = new /datum/controller/occupations() job_master.SetupOccupations() job_master.LoadJobs("config/jobs.txt") - world << "\red \b Job setup complete" + log_startup_progress("Job setup complete in [stop_watch(watch)]s.") if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase() if(!syndicate_code_response) syndicate_code_response = generate_code_phrase() @@ -48,7 +50,6 @@ datum/controller/game_controller/proc/setup() setupgenetics() setupfactions() setup_economy() - //SetupXenoarch() for(var/i=0, ipAI Request Module

Requesting AI personalities from central database... If there are no entries, or if a suitable entry is not listed, check again later as more personalities may be added.

- Searching for personalities

+ Searching for personalities, please wait...

diff --git a/code/game/objects/items/weapons/cards_ids.dm b/code/game/objects/items/weapons/cards_ids.dm index c698dc70c10..92dd491943d 100644 --- a/code/game/objects/items/weapons/cards_ids.dm +++ b/code/game/objects/items/weapons/cards_ids.dm @@ -124,6 +124,10 @@ usr << "It is too far away." /obj/item/weapon/card/id/proc/show(mob/user as mob) + if(user.client) // Send the stamp images to the client + var/datum/asset/simple/S = new/datum/asset/simple/paper() + send_asset_list(user.client, S.assets) + if(!front) front = new(photo, dir = SOUTH) if(!side) diff --git a/code/modules/awaymissions/zlevel.dm b/code/modules/awaymissions/zlevel.dm index 06689601523..b23d5e7e01e 100644 --- a/code/modules/awaymissions/zlevel.dm +++ b/code/modules/awaymissions/zlevel.dm @@ -3,7 +3,7 @@ proc/createRandomZlevel() return var/list/potentialRandomZlevels = list() - world << "Searching for away missions..." + log_startup_progress("Searching for away missions...") var/list/Lines = file2list("_maps/map_files/RandomZLevels/fileList.txt") if(!Lines.len) return @@ -34,7 +34,8 @@ proc/createRandomZlevel() if(potentialRandomZlevels.len) - world << "Loading away mission..." + var/watch = start_watch() + log_startup_progress(" Loading away mission...") var/map = pick(potentialRandomZlevels) var/file = file(map) @@ -51,8 +52,8 @@ proc/createRandomZlevel() continue awaydestinations.Add(L) - world << "Away mission loaded." + log_startup_progress(" Away mission loaded in [stop_watch(watch)]s.") else - world << "No away missions found." + log_startup_progress(" No away missions found.") return \ No newline at end of file diff --git a/code/modules/client/client procs.dm b/code/modules/client/client procs.dm index 80c4114059a..241a1dc8237 100644 --- a/code/modules/client/client procs.dm +++ b/code/modules/client/client procs.dm @@ -214,6 +214,8 @@ /////////// /client/New(TopicData) TopicData = null //Prevent calls to client.Topic from connect + client_cache += src + client_cache[src] = list() if(connection != "seeker") //Invalid connection type. return null @@ -221,7 +223,7 @@ return null if(IsGuestKey(key)) - alert(src,"Baystation12 doesn't allow guest accounts to play. Please go to http://www.byond.com/ and register for a key.","Guest","OK") + alert(src,"This server doesn't allow guest accounts to play. Please go to http://www.byond.com/ and register for a key.","Guest","OK") del(src) return @@ -277,8 +279,6 @@ send_resources() - nanomanager.send_resources(src) - ////////////// //DISCONNECT// ////////////// @@ -377,65 +377,13 @@ if(inactivity > duration) return inactivity return 0 -//send resources to the client. It's here in its own proc so we can move it around easiliy if need be +//Send resources to the client. /client/proc/send_resources() -// preload_vox() //Causes long delays with initial start window and subsequent windows when first logged in. - + // Most assets are now handled through global_cache.dm getFiles( - 'html/search.js', - 'html/panels.css', - 'html/painew.png', - 'html/loading.gif', - 'icons/pda_icons/pda_atmos.png', - 'icons/pda_icons/pda_back.png', - 'icons/pda_icons/pda_bell.png', - 'icons/pda_icons/pda_blank.png', - 'icons/pda_icons/pda_boom.png', - 'icons/pda_icons/pda_bucket.png', - 'icons/pda_icons/pda_crate.png', - 'icons/pda_icons/pda_cuffs.png', - 'icons/pda_icons/pda_eject.png', - 'icons/pda_icons/pda_exit.png', - 'icons/pda_icons/pda_flashlight.png', - 'icons/pda_icons/pda_honk.png', - 'icons/pda_icons/pda_mail.png', - 'icons/pda_icons/pda_medical.png', - 'icons/pda_icons/pda_menu.png', - 'icons/pda_icons/pda_mule.png', - 'icons/pda_icons/pda_notes.png', - 'icons/pda_icons/pda_power.png', - 'icons/pda_icons/pda_rdoor.png', - 'icons/pda_icons/pda_reagent.png', - 'icons/pda_icons/pda_refresh.png', - 'icons/pda_icons/pda_scanner.png', - 'icons/pda_icons/pda_signaler.png', - 'icons/pda_icons/pda_status.png', - 'icons/spideros_icons/sos_1.png', - 'icons/spideros_icons/sos_2.png', - 'icons/spideros_icons/sos_3.png', - 'icons/spideros_icons/sos_4.png', - 'icons/spideros_icons/sos_5.png', - 'icons/spideros_icons/sos_6.png', - 'icons/spideros_icons/sos_7.png', - 'icons/spideros_icons/sos_8.png', - 'icons/spideros_icons/sos_9.png', - 'icons/spideros_icons/sos_10.png', - 'icons/spideros_icons/sos_11.png', - 'icons/spideros_icons/sos_12.png', - 'icons/spideros_icons/sos_13.png', - 'icons/spideros_icons/sos_14.png', - 'icons/stamp_icons/large_stamp-clown.png', - 'icons/stamp_icons/large_stamp-deny.png', - 'icons/stamp_icons/large_stamp-ok.png', - 'icons/stamp_icons/large_stamp-hop.png', - 'icons/stamp_icons/large_stamp-cmo.png', - 'icons/stamp_icons/large_stamp-ce.png', - 'icons/stamp_icons/large_stamp-hos.png', - 'icons/stamp_icons/large_stamp-rd.png', - 'icons/stamp_icons/large_stamp-cap.png', - 'icons/stamp_icons/large_stamp-qm.png', - 'icons/stamp_icons/large_stamp-law.png', - 'icons/stamp_icons/large_stamp-cent.png', - 'html/talisman.png', - 'html/images/ntlogo.png' - ) + 'html/search.js', // Used in various non-NanoUI HTML windows for search functionality + 'html/panels.css' // Used for styling certain panels, such as in the new player panel + ) + + // Send NanoUI resources to this client + spawn nanomanager.send_resources(src) diff --git a/code/modules/client/global_cache.dm b/code/modules/client/global_cache.dm new file mode 100644 index 00000000000..d6a0dcb87c5 --- /dev/null +++ b/code/modules/client/global_cache.dm @@ -0,0 +1,83 @@ +//We store a list of all clients, with a list of all file names that the client received. +/var/global/list/client_cache = list() + +//List of ALL assets for the above, format is list(filename = asset). +/var/global/list/asset_cache = list() + +//This proc sends the asset to the client, but only if it needs it. +/proc/send_asset(var/client/client, var/asset_name) + var/list/client_list = client_cache[client] + ASSERT(client_list) + + if(asset_name in client_list) + return + + //world << "sending a client the asset '[asset_name]'" + client << browse_rsc(asset_cache[asset_name], asset_name) + client_list += asset_name + +/proc/send_asset_list(var/client/client, var/list/asset_list) + for(var/asset_name in asset_list) + send_asset(client, asset_name) + +//This proc "registers" an asset, it adds it to the cache for further use, you cannot touch it from this point on or you'll fuck things up. +//if it's an icon or something be careful, you'll have to copy it before further use. +/proc/register_asset(var/asset_name, var/asset) + asset_cache |= asset_name + asset_cache[asset_name] = asset + +//From here on out it's populating the asset cache. +/proc/populate_asset_cache() + for(var/type in typesof(/datum/asset) - list(/datum/asset, /datum/asset/simple)) + var/datum/asset/A = new type() + + A.register() + +//These datums are used to populate the asset cache, the proc "register()" does this. +/datum/asset/proc/register() + return + +//If you don't need anything complicated. +/datum/asset/simple + var/assets = list() + +/datum/asset/simple/register() + for(var/asset_name in assets) + register_asset(asset_name, assets[asset_name]) + +//DEFINITIONS FOR ASSET DATUMS START HERE. +/datum/asset/simple/spider_os + assets = list( + "sos_1.png" = 'icons/spideros_icons/sos_1.png', + "sos_2.png" = 'icons/spideros_icons/sos_2.png', + "sos_3.png" = 'icons/spideros_icons/sos_3.png', + "sos_4.png" = 'icons/spideros_icons/sos_4.png', + "sos_5.png" = 'icons/spideros_icons/sos_5.png', + "sos_6.png" = 'icons/spideros_icons/sos_6.png', + "sos_7.png" = 'icons/spideros_icons/sos_7.png', + "sos_8.png" = 'icons/spideros_icons/sos_8.png', + "sos_9.png" = 'icons/spideros_icons/sos_9.png', + "sos_10.png" = 'icons/spideros_icons/sos_10.png', + "sos_11.png" = 'icons/spideros_icons/sos_11.png', + "sos_12.png" = 'icons/spideros_icons/sos_12.png', + "sos_13.png" = 'icons/spideros_icons/sos_13.png', + "sos_14.png" = 'icons/spideros_icons/sos_14.png' + ) + +/datum/asset/simple/paper + assets = list( + "large_stamp-clown.png" = 'icons/paper_icons/large_stamp-clown.png', + "large_stamp-deny.png" = 'icons/paper_icons/large_stamp-deny.png', + "large_stamp-ok.png" = 'icons/paper_icons/large_stamp-ok.png', + "large_stamp-hop.png" = 'icons/paper_icons/large_stamp-hop.png', + "large_stamp-cmo.png" = 'icons/paper_icons/large_stamp-cmo.png', + "large_stamp-ce.png" = 'icons/paper_icons/large_stamp-ce.png', + "large_stamp-hos.png" = 'icons/paper_icons/large_stamp-hos.png', + "large_stamp-rd.png" = 'icons/paper_icons/large_stamp-rd.png', + "large_stamp-cap.png" = 'icons/paper_icons/large_stamp-cap.png', + "large_stamp-qm.png" = 'icons/paper_icons/large_stamp-qm.png', + "large_stamp-law.png" = 'icons/paper_icons/large_stamp-law.png', + "large_stamp-cent.png" = 'icons/paper_icons/large_stamp-cent.png', + "talisman.png" = 'icons/paper_icons/talisman.png', + "ntlogo.png" = 'icons/paper_icons/ntlogo.png' + ) diff --git a/code/modules/mob/living/silicon/pai/pai.dm b/code/modules/mob/living/silicon/pai/pai.dm index b9f85576e01..b8d54dacbff 100644 --- a/code/modules/mob/living/silicon/pai/pai.dm +++ b/code/modules/mob/living/silicon/pai/pai.dm @@ -110,8 +110,6 @@ /mob/living/silicon/pai/Login() ..() - usr << browse_rsc('html/paigrid.png') // Go ahead and cache the interface resources as early as possible - // this function shows the information about being silenced as a pAI in the Status panel /mob/living/silicon/pai/proc/show_silenced() diff --git a/code/modules/ninja/suit/SpiderOS.dm b/code/modules/ninja/suit/SpiderOS.dm index fed3c2bd1f9..f7ff3cb9014 100644 --- a/code/modules/ninja/suit/SpiderOS.dm +++ b/code/modules/ninja/suit/SpiderOS.dm @@ -16,6 +16,10 @@ if(!affecting) return//If no mob is wearing the suit. I almost forgot about this variable. var/mob/living/carbon/human/U = affecting var/display_to = U//Who do we want to display certain messages to? + + if(U.client) // Send the spider OS images to the client + var/datum/asset/simple/S = new/datum/asset/simple/spider_os() + send_asset_list(U.client, S.assets) var/dat = "SpiderOS" dat += " Refresh" diff --git a/code/modules/ninja/suit/suit_initialisation.dm b/code/modules/ninja/suit/suit_initialisation.dm index 683747d14ed..7c84bef5aa3 100644 --- a/code/modules/ninja/suit/suit_initialisation.dm +++ b/code/modules/ninja/suit/suit_initialisation.dm @@ -3,7 +3,7 @@ //^ Old coder words may be false these days, Not taking the risk for now. /obj/item/clothing/suit/space/space_ninja/verb/toggle_suit() - set category = "Space Ninja - Equiptment" + set category = "Space Ninja - Equipment" set name = "Toggle Suit" if(usr.mind.special_role == "Ninja") @@ -68,7 +68,9 @@ usr<< "VOID-shift device status: ONLINE.\nCLOAK-tech device status:ONLINE" sleep(5) - usr<< "Primary system status: ONLINE.\nBackup system status: ONLINE.\nCurrent energy capacity: [suitCell.charge]/[suitCell.maxcharge]." + usr<< "Primary system status: ONLINE.\nBackup system status: ONLINE." + if(suitCell) + usr<< "Current energy capacity: [suitCell.charge]/[suitCell.maxcharge]." sleep(10) usr<< "All systems operational. Welcome to SpiderOS, [usr.real_name]." diff --git a/code/modules/paperwork/clipboard.dm b/code/modules/paperwork/clipboard.dm index 9773773316f..fe9a5bb62f2 100644 --- a/code/modules/paperwork/clipboard.dm +++ b/code/modules/paperwork/clipboard.dm @@ -134,13 +134,7 @@ var/obj/item/weapon/paper/P = locate(href_list["read"]) if(P && (P.loc == src) && istype(P, /obj/item/weapon/paper) ) - - if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon))) - usr << browse("[P.name][stars(P.info)][P.stamps]", "window=[P.name]") - onclose(usr, "[P.name]") - else - usr << browse("[P.name][P.info][P.stamps]", "window=[P.name]") - onclose(usr, "[P.name]") + P.show_content(usr) else if(href_list["look"]) var/obj/item/weapon/photo/P = locate(href_list["look"]) diff --git a/code/modules/paperwork/folders.dm b/code/modules/paperwork/folders.dm index 752b7c31dc5..8d8242cba70 100644 --- a/code/modules/paperwork/folders.dm +++ b/code/modules/paperwork/folders.dm @@ -72,12 +72,7 @@ else if(href_list["read"]) var/obj/item/weapon/paper/P = locate(href_list["read"]) if(P && (P.loc == src) && istype(P)) - if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon))) - usr << browse("[P.name][stars(P.info)][P.stamps]", "window=[P.name]") - onclose(usr, "[P.name]") - else - usr << browse("[P.name][P.info][P.stamps]", "window=[P.name]") - onclose(usr, "[P.name]") + P.show_content(usr) else if(href_list["look"]) var/obj/item/weapon/photo/P = locate(href_list["look"]) if(P && (P.loc == src) && istype(P)) diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm index efeb2e60a30..9f1d25d8278 100644 --- a/code/modules/paperwork/paper.dm +++ b/code/modules/paperwork/paper.dm @@ -59,14 +59,24 @@ usr << "You have to go closer if you want to read it." return -/obj/item/weapon/paper/proc/show_content(var/mob/user, var/forceshow=0) +/obj/item/weapon/paper/proc/show_content(var/mob/user, var/forceshow = 0, var/forcestars = 0, var/infolinks = 0, var/view = 1) set src in oview(1) - if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon)) && !forceshow) - usr << browse("[name][stars(info)][stamps]", "window=[name]") - onclose(usr, "[name]") + if(user.client) // Send the paper images to the client + var/datum/asset/simple/S = new/datum/asset/simple/paper() + send_asset_list(user.client, S.assets) + + var/data + if((!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon)) && !forceshow) || forcestars) + data = "[name][stars(info)][stamps]" + if(view) + usr << browse(data, "window=[name]") + onclose(usr, "[name]") else - usr << browse("[name][info][stamps]", "window=[name]") - onclose(usr, "[name]") + data = "[name][infolinks ? info_links : info][stamps]" + if(view) + usr << browse(data, "window=[name]") + onclose(usr, "[name]") + return data /obj/item/weapon/paper/verb/rename() set name = "Rename paper" @@ -101,11 +111,9 @@ else //cyborg or AI not seeing through a camera dist = get_dist(src, user) if(dist < 2) - usr << browse("[name][info][stamps]", "window=[name]") - onclose(usr, "[name]") + show_content(user, forceshow = 1) else - usr << browse("[name][stars(info)][stamps]", "window=[name]") - onclose(usr, "[name]") + show_content(user, forcestars = 1) return /obj/item/weapon/paper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob) @@ -347,7 +355,7 @@ info += t // Oh, he wants to edit to the end of the file, let him. updateinfolinks() - usr << browse("[name][info_links][stamps]", "window=[name]") // Update the window + show_content(usr, forceshow = 1, infolinks = 1) update_icon() @@ -414,7 +422,7 @@ if ( istype(P, /obj/item/weapon/pen/robopen) && P:mode == 2 ) P:RenamePaper(user,src) else - user << browse("[name][info_links][stamps]", "window=[name]") + show_content(user, forceshow = 1, infolinks = 1) //openhelp(user) return diff --git a/code/modules/paperwork/paper_bundle.dm b/code/modules/paperwork/paper_bundle.dm index 31c170b18f8..770e7237db4 100644 --- a/code/modules/paperwork/paper_bundle.dm +++ b/code/modules/paperwork/paper_bundle.dm @@ -121,10 +121,7 @@ dat+= "
" if(istype(src[page], /obj/item/weapon/paper)) var/obj/item/weapon/paper/P = W - if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon))) - dat+= "[P.name][stars(P.info)][P.stamps]" - else - dat+= "[P.name][P.info][P.stamps]" + dat += P.show_content(usr, view = 0) usr << browse(dat, "window=[name]") else if(istype(src[page], /obj/item/weapon/photo)) var/obj/item/weapon/photo/P = W diff --git a/html/80x15.png b/html/80x15.png deleted file mode 100644 index ed028fed9d6..00000000000 Binary files a/html/80x15.png and /dev/null differ diff --git a/html/88x31.png b/html/88x31.png deleted file mode 100644 index 0f2a0f10722..00000000000 Binary files a/html/88x31.png and /dev/null differ diff --git a/html/add-to-changelog.html b/html/add-to-changelog.html deleted file mode 100644 index feefa633dc5..00000000000 --- a/html/add-to-changelog.html +++ /dev/null @@ -1,77 +0,0 @@ - - - - - New commit - - - - - - - -
- - - -
Date:
Author:
Add list item - - -
- - - - - \ No newline at end of file diff --git a/html/admin_pm.html b/html/admin_pm.html deleted file mode 100644 index 6993b215025..00000000000 --- a/html/admin_pm.html +++ /dev/null @@ -1,53 +0,0 @@ - - Shittiest Player Ever - PM - - -
- - Badmin: Hey why the fuck are you killing that dude???

- Shittiest Player Ever: he tok ym baten n id and i ahd to use the lasre on his *ss

- Badmin: wow good fucking job, you are the best player ever!!!!!!

- Badmin: where the fuck did you learn english?

- Shittiest Player Ever: he tryed to k;ikll me

- Badmin: you are shit!!!!! -
- -
-
- - - -
- - \ No newline at end of file diff --git a/html/archivedchangelog.html b/html/archivedchangelog.html deleted file mode 100644 index 9831f594c14..00000000000 --- a/html/archivedchangelog.html +++ /dev/null @@ -1,970 +0,0 @@ - - -
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December 28nd

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Cael_Aislinn updated:

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November 2012 - January 2013

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chinsky updated:

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CIB updated:

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Cael_Aislinn updated:

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23.11.12

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14.11.12

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November 12th

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6.11.2012

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November 4th

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17.10.2012

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October 13th, 2012

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Cael_Aislinn updated:

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Space Station 13

- - - - -

Overview

-

- Space Station 13 was written for BYOND. Like many BYOND games, it is two - dimensional with a top down view and runs terribly. It uses tile-based - movement. Space Station 13 (or SS13 for short) starts you on a space station - orbiting a very peculiar gaseous planet in a binary star system. Each round - type is centred around a specific type of disaster, ranging from a meteor - shower to a traitor within the crew. The game is constantly being developed, - so new modes are added all the time! -

- - -

Objectives

-

- The primary objective in most modes of Space Station 13 is survival. You must - try to stay alive long enough to escape on the evacuation shuttle. This - doesn't mean you should immediately rush to the escape dock and wall yourself - in; half the fun is in trying to keep the station running for as long as - possible. Exactly how you do this is up to you and your assigned job. -

- - -

Modes

- - -

Blob

-

- A deadly mutagenous virus has been released and the crew must fight a green - mass for control of the station. The blob spreads quickly, and only the - sacred welder can fight it back! (Unless it spawns in the engine and dies - instantly.) -

-

- PROTIP: USE A WELDER -

- - -

Traitor

-

- In traitor mode there is a traitor aboard the space station!!! The traitor is - assigned a random objective, from escaping alone to stealing the captain's - jumpsuit. The objective of everyone else is to stop the traitor and survive! -

- - -

Meteor

-

- In Meteor, the station is threatened by a meteor shower. The objective is to - do your best to repair and maintain the station, and eventually escape. -

- - -

Monkey

-

- In Monkey mode a deadly mutagenous virus has been released and the crew must - fight small underdeveloped primates for control of the station. The monkey's - bite is deadly, and anyone bitten will soon join the primate horde. -

-

- PROTIP: ELECTRIC GRILLES ARE PRETTY DANGEROUS. -

- - -

Nuclear Emergency

-

- A crack team of Syndicate operatives have assaulted the station in order to - gather a nuclear activation key. If found, the team will detonate a NUCLEAR - BOMB and the station will be destroyed! The team must escape with the nuclear - activation key while fighting off the syndicate. -

-

- PROTIP: IF YOU KILL A MEMBER OF THE SYNDICATE STEAL HIS STUFF. -

- - -

Getting Around

-

- The interface for Space Station 13 is largely click driven. To use something, - you will almost always click or double click. -

- - -

Getting Started

-

- (A Quick jump-start guide to get into the game) -

-

- Select your preferences using the character setup command and then use ready - to enter the game. -

-

- If you do this after the game has started you will spawn as an assistant; - otherwise, a vague guide to the jobs you may choose follows. -

- - -

Jobs

- - -

Assistant

-

- You'll spawn as this if you enter after a game has started. Assistants have a - very low-access ID card, and really nothing else. They don't however have any - duties, so this can be a pretty good way to learn the layout of the station - if you join midway through a round. It's really not worth choosing this, - though. -

- - -

Atmospheric Technician

-

- This involves looking after the atmospheric systems on the station, as you - can probably guess. In theory, you'll be checking the air composition of the - station with an analyzer and making sure that it's not going to kill people. - In reality, you'll be cleaning up the constant gas spills caused by griefers - and the traitor via use of the pipe filters in the maintenance tunnel (which - are pretty self-explanatory) and the portable filters that are around the - station and in Atmospheric Storage. This is probably the easiest job for a - new player, so jump in as this and getting a feel for the station layout and - the basic workings of the game before you try anything else. -

- - -

Medical Doctor

-

- Pretty much self explanatory. Grab a Medkit, and either patrol the station - treating the gassed/beaten crewmembers who will be lying around within 20 - minutes of any game starting or stay in Medical and heal the people who get - dragged in. More advanced medical is explained in weasello's guide below. -

- - -

Station Engineer

-

- This can be one of the more technical jobs, but it doesn't take a huge amount - of time to learn. Basically, the Engineers handle the engine itself (which - involves keeping it fed with plasma, igniting it, and so on.) and the repair - of the station. Weasello's stuff has a reasonably good guide to the basics of - this, and you should be able to work the rest out by jumping on one of the - empty servers and tinkering about for twenty minutes or so. This isn't a bad - place to start, but messing up with the engines can kill every single person - on the station so be fucking careful. -

- - -

Security Officer

-

- Open your locker, grab a stun baton and then patrol the station and hit - people. That's it. -

-

- PROTIP: KILLING PEOPLE OR BEING A DICK WILL GET YOU BANNED. -

- - -

Scientist

-

- Scientists are essentially the bombmakers. Weasello's guide has a reasonably - complex explanation of what you're supposed to do here, but basically you'll - be heating plasma and assembling bomb circuitry. Security and the AI will - almost certainly be keeping a close eye on you if you choose to do this, so - I'd you play around a bit with Atmos and get some experience before trying - this. -

- - -

Forensic Technician

-

- Seriously, don't bother with this. It's arguably the most boring job of all, - and can be one of the most annoying to get to grips with. Forensic Techs take - fingerprints from people and objects and check them against their records. - That's pretty much it. With the relatively short length of games on the goon - server, this isn't really worth doing in itself, as any security man can be a - Forensic Tech if needed. -

- - -

Geneticist

-

- This is pretty much the most complex job on the station. Don't touch this - until you've played for a while. Geneticists can directly edit the DNA of - other players and monkeys, and as such can bring people back to life, change - their skin colour, or turn a human into a monkey or vice versa. It's all far - too complex and annoying to be worth typing out here. There's probably a more - complex guide for this around, go find it if you REALLY want to do this. -

- - -

Chaplain

-

- AARHGFHGHGH I FUCKING LOVE TO PRAY -

- - -

Head of Research

-

- The Head of Research essentially administers Medical and Toxins research and - has an ID-card with quite high access. This isn't really a good choice at all - for a new player as it implies a degree of experience with the game. - Practically, you'll be helping out Toxins and Medical and occasionally being - attacked for your ID card. -

- - -

Head of Personnel

-

- This one really is only for players with a little bit of experience. The Head - of Personnel is in charge of Security and managers the positions of the - people on the station; they have access to the personnel records and can edit - the ID cards and thus positions of crewmembers as they wish. They also start - next to a locker which contains a laser pistol, which can be useful for a - traitor or in self defense. Traitors will often target the HoP for his ID - card and special equipment, as well. -

- - -

AI

-

- Don't do this. It carries a huge amount of power as well as massive - limitations, as the AI is bound by Asimov's laws. The AI can control any of - the electrical systems on the station, including the air supply, engine blast - doors and power. Making a stupid mistake as the AI will very possibly kill - several people, so stay away from this until you have a little bit of - experience with the game. -

- - -

Captain

-

- Self explanatory. An all-access ID card, total power over the crew, guns and - a personal teleporter. ABSOLUTELY DO NOT DO THIS UNTIL YOU HAVE SOME - EXPERIENCE WITH THE GAME OR YOU WILL PISS OFF OTHER PLAYERS. -

- - -

Movement

-

- Movement on SS13 is only in the 4 cardinal directions. The diagonal - directions throw/drop items, switch hand/modes. If you move into a dense - object you first try to push it. Not all items can be pushed. You can also - right click on an object and select 'pull' and then every movement you make - will ttempt to drag that object behind you. If you wish to stop pulling you - must go onto your on-screen display and find the object with a person in a - box. Click on it and you will stop pulling. If you ever desire to make sure - of which direction you are facing use .center and then try to move what - direction you want to face. -

- - -

Equipping

-

- You 'equip' items in SS13 by picking them up. In order to pick an item up all - you must do is attack it with a free hand. Now you hae two hands. Which hand - is being used is indicated by the blue button in the lower-left area of your - HUD. You can change hands by clicking the hand button or pressing the - .northeast macro. You can then also then transfer that item to another part - of your body. In order to do this you just attack the green box (or blue - storage box) on your hud that you would like to move it to. In order to - 'unequip' a equipped item that is not in your hand. Get a free hand and - attack the item. Then in order to drop an item in your hand (and make it a - free hand again) click the drop button (or throw to throw the item wherever - you are facing). -

- - -

Talking

-

- Talking on SS13 is still via the say verb so the normal say speech bubble on - the command line will still work. Please note however that you can whisper. - More on this in the items selection under radio, intercoms, and headsets. - There are a lot of emotes that are accessed by preceding your text with a - '*'. To view a list of available emotes for your character use the type - '*help' into the say menu. To speak via your headset use a semicolon after - say. -

- - -

Taking Items / Giving Items

-

- You can take items from people by dragging their mob onto your mob. A screen - will pop up. From this screen you can select an object to remove from them. - If you select a 'Nothing' slot then you will attempt to equip that slot with - the object you are holding. -

- - -

Death

-

- If you are dead then you can use the watch verb to look through the eyes of - another mob. Depending on circumstances you can use abandon mob to restart - (leaving that box blank gives you a random name). A dead person hears - everything that is said but might not hear all attack messages. -

- - -

External Links

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a/icons/stamp_icons/large_stamp-clown.png b/icons/paper_icons/large_stamp-clown.png similarity index 100% rename from icons/stamp_icons/large_stamp-clown.png rename to icons/paper_icons/large_stamp-clown.png diff --git a/icons/stamp_icons/large_stamp-cmo.png b/icons/paper_icons/large_stamp-cmo.png similarity index 100% rename from icons/stamp_icons/large_stamp-cmo.png rename to icons/paper_icons/large_stamp-cmo.png diff --git a/icons/stamp_icons/large_stamp-deny.png b/icons/paper_icons/large_stamp-deny.png similarity index 100% rename from icons/stamp_icons/large_stamp-deny.png rename to icons/paper_icons/large_stamp-deny.png diff --git a/icons/stamp_icons/large_stamp-hop.png b/icons/paper_icons/large_stamp-hop.png similarity index 100% rename from icons/stamp_icons/large_stamp-hop.png rename to icons/paper_icons/large_stamp-hop.png diff --git a/icons/stamp_icons/large_stamp-hos.png b/icons/paper_icons/large_stamp-hos.png similarity index 100% rename from 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index 100% rename from html/images/ntlogo.png rename to icons/paper_icons/ntlogo.png diff --git a/html/talisman.png b/icons/paper_icons/talisman.png similarity index 100% rename from html/talisman.png rename to icons/paper_icons/talisman.png diff --git a/icons/pda_icons/pda_alert.png b/icons/pda_icons/pda_alert.png new file mode 100644 index 00000000000..ed35e47800f Binary files /dev/null and b/icons/pda_icons/pda_alert.png differ diff --git a/icons/pda_icons/pda_clock.PNG b/icons/pda_icons/pda_clock.PNG new file mode 100644 index 00000000000..9abad6c0f3c Binary files /dev/null and b/icons/pda_icons/pda_clock.PNG differ diff --git a/icons/pda_icons/pda_egg.png b/icons/pda_icons/pda_egg.png new file mode 100644 index 00000000000..b72bfd97375 Binary files /dev/null and b/icons/pda_icons/pda_egg.png differ diff --git a/icons/pda_icons/pda_game.png b/icons/pda_icons/pda_game.png new file mode 100644 index 00000000000..3c0ddb8eb0d Binary files /dev/null and b/icons/pda_icons/pda_game.png differ diff --git a/paradise.dme b/paradise.dme index 7b7a19caf94..9c403b2d803 100644 --- a/paradise.dme +++ b/paradise.dme @@ -995,6 +995,7 @@ #include "code\modules\awaymissions\mission_code\wildwest.dm" #include "code\modules\client\client defines.dm" #include "code\modules\client\client procs.dm" +#include "code\modules\client\global_cache.dm" #include "code\modules\client\preferences.dm" #include "code\modules\client\preferences_mysql.dm" #include "code\modules\client\preferences_spawnpoints.dm"