From 4a0e02c4a8f9175ccbf696cfb3dd5fb547b18f98 Mon Sep 17 00:00:00 2001 From: Markolie Date: Thu, 20 Aug 2015 19:54:13 +0200 Subject: [PATCH 1/6] Update start of game logging --- code/__HELPERS/logging.dm | 9 ++++++- code/__HELPERS/time.dm | 13 ++++++++++ code/controllers/Processes/air.dm | 8 +++--- code/controllers/Processes/mob.dm | 2 +- code/controllers/master_controller.dm | 37 ++++++++++++++++++--------- code/modules/awaymissions/zlevel.dm | 9 ++++--- 6 files changed, 56 insertions(+), 22 deletions(-) diff --git a/code/__HELPERS/logging.dm b/code/__HELPERS/logging.dm index fd07b20e641..1635e94094a 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]" + world.log << 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..9b15b0fad42 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, iSearching 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 From 6c8efe9a9be9e2db646599f146d06de89f4f28f2 Mon Sep 17 00:00:00 2001 From: Markolie Date: Thu, 20 Aug 2015 20:08:58 +0200 Subject: [PATCH 2/6] Atmos --> Atmospherics --- code/controllers/master_controller.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index 9b15b0fad42..6a452446d13 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -88,7 +88,7 @@ datum/controller/game_controller/proc/setup_objects() T.broadcast_status() count++ - log_startup_progress(" Initialized [count] atmos devices in [stop_watch(watch)]s.") + log_startup_progress(" Initialized [count] atmospherics devices in [stop_watch(watch)]s.") log_startup_progress("Finished initializations in [stop_watch(overwatch)]s.") datum/controller/game_controller/proc/setup_starlight() From ebe275a8a1b6102848fa106b607422e3d4aaef4a Mon Sep 17 00:00:00 2001 From: Markolie Date: Thu, 20 Aug 2015 20:22:54 +0200 Subject: [PATCH 3/6] log_to_dd instead of world.log --- code/__HELPERS/logging.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/__HELPERS/logging.dm b/code/__HELPERS/logging.dm index 1635e94094a..543574c947d 100644 --- a/code/__HELPERS/logging.dm +++ b/code/__HELPERS/logging.dm @@ -91,4 +91,4 @@ */ /proc/log_startup_progress(var/message) world << "[message]" - world.log << message \ No newline at end of file + log_to_dd(message) \ No newline at end of file From fa55bc85f8697e3fad5cb262f563d0c0215da808 Mon Sep 17 00:00:00 2001 From: Markolie Date: Thu, 20 Aug 2015 22:37:41 +0200 Subject: [PATCH 4/6] Baystation --> This server --- code/modules/client/client procs.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/client/client procs.dm b/code/modules/client/client procs.dm index 80c4114059a..c64521f7745 100644 --- a/code/modules/client/client procs.dm +++ b/code/modules/client/client procs.dm @@ -221,7 +221,7 @@ 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 From aa9b5a6310e0117d167b255b7e5a149b1896a90e Mon Sep 17 00:00:00 2001 From: Markolie Date: Fri, 21 Aug 2015 18:47:00 +0200 Subject: [PATCH 5/6] Implement /vg/'s global asset cache --- code/controllers/master_controller.dm | 9 +- code/game/mecha/mecha.dm | 2 +- code/game/objects/items/devices/paicard.dm | 2 +- code/game/objects/items/weapons/cards_ids.dm | 4 + code/modules/client/client procs.dm | 72 +- code/modules/client/global_cache.dm | 83 ++ code/modules/mob/living/silicon/pai/pai.dm | 2 - code/modules/ninja/suit/SpiderOS.dm | 4 + .../modules/ninja/suit/suit_initialisation.dm | 6 +- code/modules/paperwork/clipboard.dm | 8 +- code/modules/paperwork/folders.dm | 7 +- code/modules/paperwork/paper.dm | 32 +- code/modules/paperwork/paper_bundle.dm | 5 +- html/80x15.png | Bin 697 -> 0 bytes html/88x31.png | Bin 5460 -> 0 bytes html/add-to-changelog.html | 77 -- html/admin_pm.html | 53 - html/archivedchangelog.html | 970 ------------------ html/browser/playeroptions.css | 13 +- html/browser/scannernew.css | 18 - html/bug-minus.png | Bin 657 -> 0 bytes html/burn-exclamation.png | Bin 727 -> 0 bytes html/changelog.css | 36 - html/changelog.js | 87 -- html/chevron-expand.png | Bin 495 -> 0 bytes html/chevron.png | Bin 498 -> 0 bytes html/cross-circle.png | Bin 651 -> 0 bytes html/dice.png | Bin 1838 -> 0 bytes html/dice20.png | Bin 810 -> 0 bytes html/hard-hat-exclamation.png | Bin 678 -> 0 bytes html/help.html | 392 ------- html/image-minus.png | Bin 535 -> 0 bytes html/image-plus.png | Bin 580 -> 0 bytes html/loading.gif | Bin 1633 -> 0 bytes html/map.png | Bin 5629 -> 0 bytes html/music-minus.png | Bin 403 -> 0 bytes html/music-plus.png | Bin 462 -> 0 bytes html/paigrid.png | Bin 8672 -> 0 bytes html/painew.png | Bin 3545 -> 0 bytes html/postcardsmall.jpg | Bin 17836 -> 0 bytes html/somerights20.png | Bin 958 -> 0 bytes html/spell-check.png | Bin 509 -> 0 bytes html/tg-notif.png | Bin 819 -> 0 bytes html/tick-circle.png | Bin 660 -> 0 bytes html/wrench-screwdriver.png | Bin 684 -> 0 bytes .../large_stamp-cap.png | Bin .../large_stamp-ce.png | Bin .../large_stamp-cent.png | Bin .../large_stamp-clown.png | Bin .../large_stamp-cmo.png | Bin .../large_stamp-deny.png | Bin .../large_stamp-hop.png | Bin .../large_stamp-hos.png | Bin .../large_stamp-law.png | Bin .../large_stamp-ok.png | Bin .../large_stamp-qm.png | Bin .../large_stamp-rd.png | Bin {html/images => icons/paper_icons}/ntlogo.png | Bin {html => icons/paper_icons}/talisman.png | Bin icons/pda_icons/pda_alert.png | Bin 0 -> 259 bytes icons/pda_icons/pda_clock.PNG | Bin 0 -> 222 bytes icons/pda_icons/pda_egg.png | Bin 0 -> 242 bytes icons/pda_icons/pda_game.png | Bin 0 -> 262 bytes paradise.dme | 1 + 64 files changed, 141 insertions(+), 1742 deletions(-) create mode 100644 code/modules/client/global_cache.dm delete mode 100644 html/80x15.png delete mode 100644 html/88x31.png delete mode 100644 html/add-to-changelog.html delete mode 100644 html/admin_pm.html delete mode 100644 html/archivedchangelog.html delete mode 100644 html/browser/scannernew.css delete mode 100644 html/bug-minus.png delete mode 100644 html/burn-exclamation.png delete mode 100644 html/changelog.css delete mode 100644 html/changelog.js delete mode 100644 html/chevron-expand.png delete mode 100644 html/chevron.png delete mode 100644 html/cross-circle.png delete mode 100644 html/dice.png delete mode 100644 html/dice20.png delete mode 100644 html/hard-hat-exclamation.png delete mode 100644 html/help.html delete mode 100644 html/image-minus.png delete mode 100644 html/image-plus.png delete mode 100644 html/loading.gif delete mode 100644 html/map.png delete mode 100644 html/music-minus.png delete mode 100644 html/music-plus.png delete mode 100644 html/paigrid.png delete mode 100644 html/painew.png delete mode 100644 html/postcardsmall.jpg delete mode 100644 html/somerights20.png delete mode 100644 html/spell-check.png delete mode 100644 html/tg-notif.png delete mode 100644 html/tick-circle.png delete mode 100644 html/wrench-screwdriver.png rename icons/{stamp_icons => paper_icons}/large_stamp-cap.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-ce.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-cent.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-clown.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-cmo.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-deny.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-hop.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-hos.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-law.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-ok.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-qm.png (100%) rename icons/{stamp_icons => paper_icons}/large_stamp-rd.png (100%) rename {html/images => icons/paper_icons}/ntlogo.png (100%) rename {html => icons/paper_icons}/talisman.png (100%) create mode 100644 icons/pda_icons/pda_alert.png create mode 100644 icons/pda_icons/pda_clock.PNG create mode 100644 icons/pda_icons/pda_egg.png create mode 100644 icons/pda_icons/pda_game.png diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index 6a452446d13..f87c5c06ee2 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -61,6 +61,11 @@ datum/controller/game_controller/proc/setup_objects() var/count = 0 var/overwatch = start_watch() // Overall. + log_startup_progress("Populating asset cache...") + populate_asset_cache() + log_startup_progress(" Populated [asset_cache.len] assets in [stop_watch(watch)]s.") + + watch = start_watch() log_startup_progress("Initializing objects...") for(var/atom/movable/object in world) object.initialize() @@ -89,11 +94,11 @@ datum/controller/game_controller/proc/setup_objects() count++ log_startup_progress(" Initialized [count] atmospherics devices in [stop_watch(watch)]s.") - log_startup_progress("Finished initializations in [stop_watch(overwatch)]s.") + log_startup_progress("Finished object initializations in [stop_watch(overwatch)]s.") datum/controller/game_controller/proc/setup_starlight() var/watch = start_watch() log_startup_progress("Initializing starlight...") for(var/turf/space/S in world) S.update_starlight() - log_startup_progress(" Initialized starlight in [stop_watch(watch)]s.") + log_startup_progress(" Initialized starlight in [stop_watch(watch)]s.") \ No newline at end of file diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm index 27fe49e746d..8b60ee2226a 100644 --- a/code/game/mecha/mecha.dm +++ b/code/game/mecha/mecha.dm @@ -910,7 +910,7 @@ emagged = 1 usr << "\blue You slide the card through the [src]'s ID slot." playsound(src.loc, "sparks", 100, 1) - src.desc += "
\red The mech's equiptment slots spark dangerously!" + src.desc += "
\red The mech's equipment slots spark dangerously!" else usr <<"\red The [src]'s ID slot rejects the card." return diff --git a/code/game/objects/items/devices/paicard.dm b/code/game/objects/items/devices/paicard.dm index 4393408d8f7..6950d3b0361 100644 --- a/code/game/objects/items/devices/paicard.dm +++ b/code/game/objects/items/devices/paicard.dm @@ -189,7 +189,7 @@ dat += {" pAI 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/client/client procs.dm b/code/modules/client/client procs.dm index c64521f7745..57e2ea887ef 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 @@ -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 +//Sned 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+= "
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-
- - - -
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 @@ - - -
-

December 28nd

-

Cael_Aislinn updated:

- -
- -
-

November 2012 - January 2013

-

chinsky updated:

-
    -
  • Several cargo crates from pre-merge were ported.
  • -
  • Contraband crate is no longer labeled as such.
  • -
  • In space, no one can hear you scream now.
  • -
-

CIB updated:

-
    -
  • Airflow produces subtle sound effects now.
  • -
  • Events are now adjusted based on department activity.
  • -
  • The virus event will spawn BS12 vira.
  • -
  • Two new traitor objectives: Brig and Harm
  • -
  • Space no longer makes rooms cold.
  • -
  • Gibbing creates actual limbs you can pick up, if you're lucky a complete head with brain.
  • -
  • It's now possible to miss in combat(melee and guns), instead of just hitting the torso rather than the head. This makes targetting the head much riskier than before.
  • -
  • Chemicals now last 10x as long in the blood, but their effect is also reduced equally.
  • -
  • IV drips now have a right-click option to take blood rather than give it.
  • -
  • Everyone gets a crew manifest.
  • -
-

CaelAislinn updated:

-
    -
  • There now is a client-toggle for whether to become a space-ninja.
  • -
  • Reduced startup lag by removing a vermin-related proc.
  • -
  • Several alien balance fixes.
  • -
-

Ravensdale updated:

-
    -
  • Ported station-wide explosion sounds.
  • -
-
- -
-

December 3rd

-

Cael_Aislinn updated:

-
    -
  • Aliens have been significantly nerfed: neurotoxin is affected by bio protection suits, tackle stuns for much shorter time and facehuggers have a chance to fail when leaping.
  • -
-
- -
-

23.11.12

-

CIB updated:

-
    -
  • Cryo now temporarily stops bleeding, meaning you can shove the patient in there while you prepare IV and surgery.
  • -
-
- -
-

14.11.12

-

Chinsky updated:

-
    -
  • Virologist are now alt title of Medical Doctor, like Surgeon or EMT. All medical jobs now have virology access.
  • -
  • Added scientist alt titles.
  • -
-

CIB updated:

-
    -
  • Lungs can now rupture from exposure to low oxygen environments. Use alien-surgery, and then scalpel instead of hemostat, to fix.
  • -
  • Bandage/ointment healing sped up by a factor 10.
  • -
  • Ported autopsy.
  • -
-
- -
-

November 12th

-

CIB updated:

-
    -
  • Wounds can now get infected in surgery if the surgeon doesn't wash his hands first. Infected wounds can be treated with ointment(though it'll take a while to take effect).
  • -
  • Large amounts of damage can now trigger internal bleeding. Internal bleeding can be recognized in the stationary body scanner, and can be treated through surgery with VeinOFix.
  • -
-
- -
-

November 11th

-

CIB updated:

-
    -
  • DNA injectors now have a small chance(5%) to trigger a genetic side-effect. See the paper in the genetics lobby for recognition and treatment.
  • -
-
- -
-

November 9th

-

AterIgnis updated:

-
    -
  • Chemistry explosions try to damage their holder first - potassium-water mixes and nitroglycerol tend to gib human if injected instead of creating crater around them
  • -
  • Reagents mix and react inside humans, but they don't bubble in that case (try not to give patient water and potassium at the same time)
  • -
  • Ethanol-based drinks (alcohol) is treated like ethanol now and can be used in reactions. Ethanol->water reaction now properly makes drunk people sober by removing alcohol, not just temporarily sobering them.
  • -
-
- -
-

6.11.2012

-

Chinsky updated:

-
    -
  • Crew Transfer shuttles are back.
  • -
  • Readded pre-merge photo system. Instead of one picture as icon, now photo can be examined to see 3x3 screenshot.
  • -
  • Custom items system is back. If your item is not spawning or is missing icon, report it.
  • -
  • Alt job titles system is back. For noe medical titles (MD/Surgeon/EMT) and Detective/Foreniscs Tech.
  • -
  • ROBUSTING CHANGE: Disarming someone with gun in hand has chance that said gun will go off in random direction. With veruy real posibility of you getting shot.
  • -
  • FLYING BATON OF JUSTICE: Turned on stunbaton has 50% chance of stunning if thrown at someone.
  • -
  • Character medical and security records can again be set on char setup.
  • -
  • Vote window now will go away (thanks TG for fix)
  • -
  • Maybe something else, play and you will find.
  • -
-
- -
-

November 4th

-

SkyMarshal updated:

-
    -
  • Changed Grenade behavior to how it used to be.
  • -
  • Security HUDs now properly display job info.
  • -
  • PolyAcid is now slightly buffed, as it no longer has a pitiful 15% change of melting a helmet. (Guaranteed helmet-removal.)
  • -
-
- -
-

October 24th

-

Mij updated:

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    -
  • Get ready for some xenoarch love! Re-added artifact and strange rock spawning at world gen.
  • -
  • Strange rocks react to fire only now, until I can hammer out how acid works. Technically acid does do something to them.... ;)
  • -
  • Re-added a number of mining/xenoarch related icons. Changed ore boxes to look prettier, like they used to.
  • -
-
- -
-

October 22nd

-

Cael_Aislinn updated:

- -
- -
-

October 18th

-

CIB updated:

-
    -
  • Added a new type of wound, internal wounds. These should later be treated with surgery, though for now bicardine works.
  • -
  • Appendicitis now has a fourth stage in which the appendix burst and an internal wound is inflicted.
  • -
  • The full body scanner is back.
  • -
-

Chinsky updated:

-
    -
  • Buffed up welder fuel tanks for all your nefarious needs.
  • -
  • Replaced evac hallway lights with less.. party ones.
  • -
-
- -
-

17.10.2012

-

CIB updated:

-
    -
  • Ported limb selection on startup. Note that this may still be bugged, so use at own risk.
  • -
  • You can now select opposite gender hairstyles.
  • -
-

Chinsky updated:

-
    -
  • Fixed arrivals announcment.
  • -
  • Slur will properly fade away with time now.
  • -
  • Anti-alco chem will get rid of slur now.
  • -
  • Throwing metal item at eletrified grilles and doors will cause them to spark.
  • -
  • Added forensics tech jackets.
  • -
  • Ported some hairstyles from pre-merge code.
  • -
-
- -
-

October 13th, 2012

-

Cael_Aislinn updated:

-
    -
  • Moderators are now being loaded correctly, and all broken admin and mod verbs should be functioning correctly. Misc other fixes and improvements.
  • -
-

CIB updated:

-
    -
  • Medical stack items(ointment, bandages) aren't instant anymore, but instead stop bleeding and speed up healing.
  • -
  • Cyborgs can now use :h to use their department channel.
  • -
  • Ported BS12 medbots. This means you now have to load them with a chemical, or otherwise they only have inaprovaline.
  • -
  • Ported the BS12 player info features.
  • -
  • Examine now only reveals whether someone is breathing(need to be 3 tiles away or closer). Check pulse from 1 tile distance.
  • -
  • Ported bleeding. Bleeding can be stopped by applying a bandage.
  • -
  • Small delay for chloral hydrate and sleep toxin to take effect.
  • -
-
- -
-

October 12th, 2012

-

Cael_Aislinn updated:

-
    -
  • Merge current BS12 code with /tg/station's rev4847. Thanks for everyone who's been posting issues and bugs to the PiratePad issue tracker (see also here for general discussion and criticisms).
  • -
  • See https://code.google.com/p/tgstation13/source/list for tg's changelog. This is recommended reading for anyone interested in any changes, be warned there's a lot of them.
  • -
-
- -
-

October 9th, 2012

-

Cael_Aislinn updated:

-
    -
  • The merge code is now stable and playable (diag click only has been fixed, among other things). Hopefully, more playtesting will be taking place over the next few weeks.
  • -
-
- -
-

September 26th, 2012

-

Cael_Aislinn updated:

-
    -
  • Multiple bugfixes and tweaks in response to the testing session a few days ago have been put in place. For more details, see the piratepad tracker (TG also has broken underwear, we're awaiting a fix from them for it).
  • -
-
- -
-

September 24th, 2012

-

Cael_Aislinn updated:

-
    -
  • Engineering depressurisation during the test run was due to the singularity EMPing doors open. This is not a bug.
  • -
-
- -
-

September 23nd, 2012

-

Cael_Aislinn updated:

-
    -
  • The server map has now officially branched to tgstation2.0.9.1.dmm.
  • -
-
- -
-

August 22, 2012

-

Cael_Aislinn updated:

-
    -
  • This server is in the process of running a merge of BS12 and up to date TGcode. This is a significant update, and there will likely be several bugs coming with it. - See https://github.com/Baystation12/Baystation12/pull/1671 for more information.
  • -
  • The server is now running tgstation2.0.9.dmm. The station layout is functionally the same, but with significant additions from tg. Hopefully, the Antiqua will be ready soon.
  • -
  • Please report all bugs immediately, both in OOC and by making an issue at: https://github.com/Baystation12/Baystation12/issues/new
  • -
-
- -
-

15th August 2012

-

Cael_Aislinn updated:

-
    -
  • Readded changeling and traitorchan (traitor + changeling) to secret rounds, lowered probability of cult being chosen during secret rounds.
  • -
-
- -
-

7th August 2012

-

CIB updated:

-
    -
  • Wound descriptions now again are in sync with actual damage.
  • -
  • Bandages no longer are instant, but rather only stop bleeding and speed up the healing process.
  • -
  • Bleeding and regeneration speeds have been balanced, so that now it is possible to bleed out.
  • -
-
- -
-

4 August 2012

-

Cael_Aislinn updated:

-
    -
  • Ghosts and observers can now possess mice and inhabit the station as mortals once more. Be warned, in this form you will be unable to be cloned! (you can, however, jump back into ghost form as you like)
  • -
- -

FireFishie updated:

-
    -
  • Added Flashkirby99's tajaran sprites, but the accompanying hairstyles will have to wait for a tweak to genetics before being usable in-game. Apologies for not logging this change sooner.
  • -
  • By vote, the captain's armor is again space capable and the memo on his desk updated to reflect this.
  • -
  • The Captain now starts wearing matching gloves, jackboots, and a cap. The old Napoleonic hat can still be found in the secure locker.
  • -
  • The Head of Personnel now starts with a clipboard, but without body armor and a helmet. Both items can still be found in the secure locker for emergencies.
  • -
  • Cargo tech and shaft miner wardrobes now include fingerless gloves. Janitor wardrobes now includes a portalathe. Warden wardrobes now includes a jacket.
  • -
  • Medical, security, and tool-belts may now hold any lighter. Medical belts may now hold latex gloves and sterile masks. Security belts may now hold gas masks. Tool-belts may now hold cigarette packs.
  • -
-
- -
-

2 August 2012

-

Cael_Aislinn updated:

-
    -
  • Vermin such as mice and roaches will periodically spawn in maintenance and toilet areas across the station. Cats will hunt the mice, roaches can be stepped on and mousetraps will deal with both.
  • -
-
- -
-

10 July 2012

-

Abi79 updated:

-
    -
  • Removed the stun effect from artifacts.
  • -
  • Fixed the bug where helmets would not turn off when placed into backpacks.
  • -
  • Added more "cancel" buttons to various dialogs.
  • -
- -

CIB updated:

-
    -
  • Fixed the bug where the preview image in the character creation panel was broken.
  • -
  • Fixed the bug where you could only see if a player had no pulse when that player was ghosted or logged off.
  • -
-
- -
-

9 July 2012

-

CIB updated:

-
    -
  • Maintenance shafts are now safe places in the event of a radiation belt. This feature may be temporary until a better solution is found.
  • -
-
- -
-

5 July 2012

-

Cael_Aislinn updated:

-
    -
  • The Mining North Outpost has been repurposed as a research outpost, with a shuttle going back to the research division on the main station. The pneumatic transport chute is still available to transfer ore between this outpost and the mining one.
  • -
  • Shield generators now have circuitboards, and the capacitors should actually rotate now (both still have placeholder sprites though).
  • -
-
- -
-

3 July 2012

-

CIB updated:

-
    -
  • You can now select amputated and robot limbs in the character preferences. Note, though, that amputated limbs don't work properly yet.
  • -
-
- -
-

29 June 2012

-

Erthilo updated:

-
    -
  • Raises job limits for Botanists, Atmospheric Technicians, Roboticists, Chemists, and Geneticists.
  • -
-
-
-

28 June 2012

-

Chinsky updated:

-
    -
  • 'Rename' function for clipboards
  • -
  • Can add photos to clipboards
  • -
  • Fixed troubles with formatting when reading from clipboard (linebreaks not being properly placed)
  • -
  • Fixed photocopiers not copying photos properly
  • -
-
-
-

27 June 2012

-

Erthilo updated:

-
    -
  • Simple animals (like constructs) can properly emote using the Me verb now.
  • -
  • Body scanners now show a much more detailed readout on patients.
  • -
  • Wizard 'Mind Transfer' spell now requires full wizard garb to work.
  • -
  • Chairs without wheel will no longer move with fire extinguishers. BECAUSE I HATE FUN.
  • -
  • Gauze/kits/ointment now heal wounds instantly again. Gauze and ointment don't work below 50 health, advanced kits don't work below 0. This may be tweaked as necessary in future.
  • -
  • Stepping in pools of blood no longer leaves footprints due to lag issues.
  • -
  • Fixed batons hitting on all non-help intents. It'll now only do it on harm intent.
  • -
  • Fixed tape recorders not recording holopad speech.
  • -
  • Fixed random " on his head" messages in examine.
  • -
  • Fixed surgery, all surgical procedures should work again.
  • -
  • Fixes medical items. Gauze/kits/ointment can now be applied correctly again.
  • -
-
-
-

26 June 2012

-

TG updated:

-
    -
  • Fixed silicon mobs not being able to access newscaster.
  • -
  • Fixed harmbatons on everything other than harm, now it is the opposite way round.
  • -
-
- -
-

25 June 2012

-

Erthilo updated:

-
    -
  • People in critical (less than -50 health) from external trauma (100+ damage from brute and/or burn) bleeding, and with unsplinted limbs, will send a message to anyone trying to drag them, to warn them it would be a bad idea trying to move them. They will suffer a lot more damage if dragged while lying down.
    The correct procedure is therefore, A) Bring a roller bed, or B) Splint all limbs, stop all bleeding with gauze, and then drag them.
  • -
  • Dragging someone while injured (brute) will have a small chance of injuring them further that increases depending on how damaged they are. This coincides with the blood spatters that are already generated.
  • -
  • Added splints that can be applied to broken arms and legs, and will reduce effects of broken limbs. These can be removed the same way as handcuffs. They show up on the mob and on examine.
  • -
  • Added an autoinjector that can only hold five units, but acts like a hypospray.
  • -
  • Added an advanced medical kit that Medical Doctors spawn with that has Advanced Trauma Kits, Advanced Burn Kits, autoinjectors, and splints.
  • -
  • Health Scanners now show unsplinted fractures ONLY in arms or legs.
  • -
  • Blood is now actually lost from the person being dragged.
  • -
  • Fixed CPR being performed at weird health levels.
  • -
-

Watermelon Storm updated:

-
    -
  • Added a medbay (with rolling beds) and a holding cell to the destination of the escape shuttle.
  • -
-

Drieden updated:

-
    -
  • The cargo bay now has a supply depot to store, sort, and dispense raw materials, and print shipping manifests.
  • -
-
- -
-

23 June 2012

-

SkyMarshal updated:

-
    -
  • ZAS now has different thresholds to move mobs and dense objects. A depressurising room at normal pressure will no longer turn lockers deadly.
  • -
  • ZAS now properly rebuilds zones, and connect/merge adjacent zones. This should be the final real bugfix to the system.
  • -
  • I have removed the aspects of the wound system causing the instant healing and, very likely, lag. This will result in wounds healing instantly again, but the computational overhead being significantly less.
  • -
  • The auto-targeting-mode for guns will now provide a different type of flavor text when it makes you fire, to make the situations that it occurs in to be less ambiguous.
  • -
  • UltraLight is in, but has some lighting bugs still remaining. This is the next thing I intend to tackle, bare with it please.
  • -
-

TG updated:

-
    -
  • Updated toilets. You can now crowbar open the cistern and hide stuff in there.
  • -
  • Omni-directional PA console! Never have to worry about rotating it again, because now it does it itself!
  • -
  • Players can fill their cigarettes with various chemicals and smoke them.
  • -
  • You can now click blocks to select them.
  • -
  • 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.
  • -
  • Scientists no longer start with gas masks and o2 tanks (Still available from the lockers).
  • -
  • Hydroponics trays are now unwrenchable.
  • -
  • The Experimental Welding Tool, rather than having a larger tank, will refill itself over time.
  • -
  • Borg diamond drills now properly dig sand.
  • -
-
- -
-

22 June 2012

-

Cael_Aislinn updated:

-
    -
  • A research laboratory has been constructed to store and catalogue xeno-archaelogical relics. Savvy anomalists are advised to supervise recovery efforts themselves, as unsubtle miners may damage delicate samples through not using the proper tools.
  • -
-
- -
-

18 June 2012

-

Cael_Aislinn updated:

-
    -
  • A discovery on a nearby asteroid has brought xeno-archaelogists flocking to the NSS Exodus in search of ancient treasures. Miners beware, these artifacts may be helpful or deadly! There is talk of establishing a permanent research position on the station in an attempt to study them (thanks to ISaidNo for original code).
  • -
-
- -
-

16 June 2012

-

Cael_Aislinn updated:

-
    -
  • Recent breakthroughs have brought shield generation technology to the NSS Exodus. External (hull) shield generators and capacitors may now be built, with appropriate circuitboards available from RnD.
  • -
-
- -
-

09 June 2012

-

Erthilo updated:

-
    -
  • Blobs have evolved! Their weaknesses/strengths are now randomised. Experimentation ahoy!
  • -
  • Meteors have been fixed, and will therefore appear again. Meteor mode works too.
  • -
-
- -
-

07 June 2012

-

SkyMarshal updated:

-
    -
  • ZAS now works properly. No perpetually leaking doors, no walls that hold air like a seive.
  • -
  • ZAS airflow is now enabled, and will move objects (AND PEOPLE!) when air moves with enough force. AIRLOCKS ARE NOW DEADLY DANGEROUS!
  • -
  • Packages will now reflect the size of what they contain
  • -
-
- -
-

06 June 2012

-

Erthilo updated:

-
    -
  • Tajaran's are more vulnerable to high temperatures and get hungry faster, but deal well with colder temperatures. Soghun's are more susceptible to cold temperatures, but get hungry much slower.
  • -
  • Skrell update! Adds Skrell as a whitelisted race. They have their own language which can be used by typing :k
  • -
  • Soghun get their own language by typing :o
  • -
  • Skintone and eye colour of most species can now be changed, The preview picture should be a fairly accurate representation of what you'll get in-game.
  • -
  • All valves in atmosperics now start off, instead of having to turn them off, then on again.
  • -
  • Soy sauce recipe change to soymilk + water pending better ideas.
  • -
  • Fixes pAI's universal translator not being universal.
  • -
-
- -
-

04 June 2012

-

TG updated:

-
    -
  • Added "Toggle Open" verb to all closets and crates
  • -
  • Added "Toggle Lock" verb to all lockable closets
  • -
  • Window doors are now breakable. They can still be emagged and hacktooled, and they have fairly high health.
  • -
  • Windoors are now constructable. See here for how to build them: http://baystation12.net/wiki/index.php/Construction#Window-door_.28Windoor.29
  • -
  • Lawyers can now access security records with their PDAs (read-only)
  • -
  • RIG suits have been renamed to hardsuits.
  • -
-

SkyMarshal updated:

-
    -
  • Added the capability for the security PDA to scan items in like the detectives scanner, and for it to be loaded into the database in the same manner.
  • -
-

Erthilo updated:

-
    -
  • You can now only build 2 cleanbots.
  • -
  • Fixed flavour text, it should now be possible to have it longer than 40 characters, and should stay properly formatted.
  • -
  • Fixes AI's not being able to talk through holopads.
  • -
-
- -
-

01 June 2012

-

Erthilo updated:

-
    -
  • Added character records. You can now add medical and security records to your character through Character Setup. These are official NanoTrasen records, and should be written as such. These will show up in-game on the medical and security records computers. Admins can 'jobban' people from records, so use them sensibly!
  • -
  • Added a megaphone to each Head's office. These broadcast messages in slightly larger font so you can be noticed. Please don't spam them.
  • -
  • Added Flashkirby's ERT suit sprites. Also tweaked ERT's loadout.
  • -
-
- -
-

29 May 2012

-

Aryn updated:

-
    -
  • Airflow works on a room-by-room basis rather than on individual tiles. Rooms will depressurize much faster than they did, though not too fast for balance reasons.
  • -
  • Fire now works on a logarithmic scale based on oxygen and fuel content. This is a far more complex tweak under the hood than it is in game.
  • -
  • Plasma now has increased toxicity and can burn exposed skin and eyes. In addition, because of the new air, it fills the room instantaneously. Try not to spill any.
  • -
-
- -
-

28 May 2012

-

Erthilo updated:

-
    -
  • Surgeons spawn with scrubs, Emergency Physicians spawn with first responder jackets.
  • -
  • Added water bottles to cola vending machines.
  • -
  • More HUD changes: https://dl.dropbox.com/u/4911517/ShareX/2012-05/2012-05-28_20-40-50.png
  • -
-
- -
-

27 May 2012

-

Abi79 updated:

-
    -
  • Money withdrawn from the ATM will now be worth the proper value.
  • -
-

Erthilo updated:

-
    -
  • Fixed PDA light not turning off when exploded by a detomax.
  • -
  • Fixes food not disappearing from hands when finished.
  • -
  • Fixed the bug where traitors would get an empty objectives list. Credit: thvortex.
  • -
  • New portalathe sprite, thanks to dezzmont and Furlucis.
  • -
-
- -
-

26 May 2012

-

Erthilo updated:

-
    -
  • Added Flashkirby's RIG and cow sprites!
  • -
  • Removed and added some new AI Ion laws, credit: Ispil.
  • -
- -

Abi79 updated:

-
    -
  • Everyone should now be able to see the properly formatted changelog.
  • -
-
- -
-

25 May 2012

-

Erthilo updated:

-
    -
  • Virologists get their fancy green jumpsuit/labcoat back, yay!
  • -
  • Emergency Medical Technician renamed to Emergency Physician to reinforce their doctorness.
  • -
  • Pill bottles now pick up pills correctly.
  • -
-
- -
-

24 May 2012

-

cib updated:

-
    -
  • Your nutrition now decreases at the same rate as before it was nerfed.
  • -
  • Low nutrition will now have a much smaller effect on your speed.
  • -
  • The hunger messages will start displaying a bit earlier.
  • -
  • A restart vote now calls the Crew Transfer Shuttle by default. A regular restart is still possible for the purpose of rebooting a glitched server.
  • -
-
- -
-

23 May 2012

-

CIB updated:

-
    -
  • Added Apple_Master's entertaining messages, which will pop up from time to time on low nutrition.
  • -
-

TG & Erthilo updated:

-
    -
  • New HUD Updates, see here: http://baystation12.net/forums/index.php/topic,4495.msg85026.html#msg85026 You can also pick from different styles of HUD again. Including new 'Midnight' blue.
  • -
  • RIG helmets can now be used as flashlights, just like hardhats
  • -
  • Medical borg overhaul. Instead of a dozen random one-use pills and syringes, they get an advanced hypospray that can switch between auto-replenishing tricordrazine, inprovaline, and spaceacillin.
  • -
  • Janitorborgs get a mop again, because without it they had no way of hitting anything.
  • -
  • Fixes robolimbs surgery.
  • -
-
- -
-

22 May 2012

-

cib updated:

-
    -
  • Worked out a few problems with meme. They now can see, even if their mob is sleeping. Their actions are properly tracked in admin logs. Their points recharge slightly faster, and can now be seen in the Status tab.
  • -
-

Erthilo updated:

-
    -
  • Some sleeping and resting fixes. Please report any more bugs with it!
  • -
  • Blood regeneration removed until errors can be fixed.
  • -
  • New in-hand sprites for shotgun! Credit to Flashkirby.
  • -
  • Money can now be split and stacked properly. Carry some with you! Still not used for anything!
  • -
  • Fixed an ATM exploit, thanks to BlackTea!
  • -
-
- -
-

21 May 2012

-

TG updated:

-
    -
  • The new 'sleek' user interface is going live. This is currently undergoing changes at TG, so this is mostly a test run. Resist, Sleep, and Rest have all been moved to the IC tab.
  • -
  • When you receive a PDA message, the content is displayed to you if the PDA is located somewhere on your person (so not in your backpack). You will also get a reply button there. This will hopefully make PDA communication easier.
  • -
  • New hotkeys: Delete is the 'stop dragging' button and insert cycles through intents.
  • -
-

SkyMarshal updated:

-
    -
  • Blood now regenerates if you're not bleeding.
  • -
  • Transformed changelings should no longer die from massive blood conflicts.
  • -
-

Uristqwerty updated:

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    -
  • Added a minimap for AI's. Click on a location to jump to that area. Minimap image updates every 2 minutes.
  • -
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Erthilo updated:

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    -
  • Added implant removal. Steps are: Scalpel, Hemostat, Retractor, Hemostat (Might take a few goes!). Implants can then be loaded back into an implanter.
  • -
  • Made the damp rag stop causing attack messages. Also allows you to load it up with 5 units of something and smother people with it. Don't be sily now!
  • -
  • Added a Tajaran/Soghun whitelist. PM an admin on the forum for more details!
  • -
  • Fixed door accesses.
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-
- -
-

20 May 2012

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Erthilo updated:

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    -
  • You can now right-click pick up items and open/close closets items. This means cyborgs can now open/close closets with a bit of fiddling!
  • -
  • Added confirmation pop-up for character slot deletion.
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-
- -
-

19 May 2012

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cib updated:

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    -
  • Implemented Memetic Anomaly game mode. A meme is a kind of parasite that can live in a human host and jump from player to player. They have traitor-like objectives, but must achieve them by controlling hosts, rather than doing it themselves.
  • -
  • Credits for the idea goes to: SCP-1312-1 . Playtesters: Erthilo, Cael_Aislin, AfterShave and critica.
  • -
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TG updated:

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    -
  • You can now swap hands by clicking with your middle mouse button (you have to click on a visible object though, that's the catch).
  • -
  • Tweaked the DNA modifier consoles a little bit so that it's much easier to see individual blocks instead of one jumbled mess of hexadecimal.
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  • You can now properly emag AI turret controls and commsat turret controls.
  • -
  • Brand new ending animations!
  • -
  • Buckling into an office chair and using a fire extinguisher will lead to interesting results.
  • -
  • Recipe updates for some booze in an attempt to resolve recipe conflicts.
  • -
  • Wallets now fit in pockets.
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  • If you are clicking on a storage item in your pocket with an empty hand it will return that item to your hand.
  • -
  • Extinguishers now say when they are empty.
  • -
  • New sprites for Cargo, HoP, and Captain's lockers.
  • -
  • Removed hat storage as it was never used and it cluttered the UI.
  • -
-
- -
-

17 May 2012

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TG updated:

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    -
  • Added WJohnston's scrubs to Medical Doctor lockers.
  • -
  • Added two new syndicate bundles
  • -
  • Added WJohnston's CMO bio hood
  • -
  • Reduced cost of thermals to 3 telecrystals (formerly 4)
  • -
  • Singularity Beacons are now spawned from a smaller, portable device.
  • -
  • Large beaker cost reduced to 5000 glass
  • -
  • CMO and QM jumpsuits made more unique.
  • -
  • Updated Cargo Tech jumpsuit and sprite
  • -
  • Edited Warden's jumpsuit striping to match his jacket
  • -
  • Fixed misaligned downed sprites for HoS's coat
  • -
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Erthilo updated:

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    -
  • Roller beds are now collapsible, just like body bags! They don't fit in anything though.
  • -
  • New sounds for cable cuffs and table smashing.
  • -
  • Cable cuffs now have a proper sprite!
  • -
  • Adds camera film which can be used to refill cameras. Added to detectives wardrobe and arts and crafts crate. Credit to Flashkirby99
  • -
  • ATM's now require a pin which is generated on round start and stored in notes. Space cash renamed to stack of credits, and same value credits can be stacked together. Initial round credits are generated randomly between 500 to 2000 credits. Credits or coins can be inserted into ATMs and converted to credits. Still not used for anything! Credit to EditorRUS at Animus Station.
  • -
  • Fixes police tape not appearing on doors.
  • -
-

Abi79 updated:

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    -
  • Fixed ID access requirements for the QM's office and the prison wing.
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SkyMarshal updated:

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    -
  • Metal foam now blocks air.
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- -
-

16 May 2012

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Erthilo updated:

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    -
  • Hunger rate has been halved, and drinks no longer fill you up super fast. Most drinks will now keep your hunger stable. Eat food if you want to fill up!
  • -
  • Removed mining secret rooms due to them having some very silly things.
  • -
  • You can cut cable cuffs with wirecutters for quick removal.
  • -
  • Stops pod windows leaking air everywhere.
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- -
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15 May 2012

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TG updated:

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    -
  • Beakers, small and large can now be made/recycled in autolathes.
  • -
  • New PDA's for roboticists and shaft miners.
  • -
  • Nettles now do damage based on their potency.
  • -
  • Reinforced tables are now made with table parts + four rods, rather than plasteel.
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  • New sprites for bomb suit, in-hands for pulse rifles, advances energyguns, and laser guns.
  • -
  • Fix for contraband crates being empty.
  • -
-

Erthilo updated:

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    -
  • More customs!
  • -
  • New sprites for bomb suit, in-hands for pulse rifles, advanced energy guns, and laser guns. Credit to Flashkirby!
  • -
  • Allows AI to toggle saferty on and off, unless emagged.
  • -
  • Add ADVANCED INTERROGATION TECHNIQUES (smashing peoples faces with tables). Grab someone once and then click on a table. Don't abuse this!
  • -
  • Fixes sleep button not waking you up.
  • -
  • Fixes mech weapons not firing.
  • -
  • Added cable restraints, made from 15 lengths of cable coil by right-click a cable coil in-hand and choosing 'Make Cable Restraints'. These works just like handcuffs, but only take 30 seconds to break!
  • -
  • The Head of Personnel can now change alert levels.
  • -
  • Fixes lockdown computers being blank.
  • -
-
- -
-

13 May 2012

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TG updated:

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    -
  • Harebells can now be harvested.
  • -
  • New sprites for mass-spectrometers and advanced mass-spectrometers.
  • -
  • New sprites for the SMES. Credit to Flashkirby99!
  • -
  • New sound effects for circular saws and surgical drills.
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-
- -
-

10 May 2012

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Erthilo updated:

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    -
  • Custom item updates!
  • -
  • Respawn should now work properly.
  • -
  • Even more customs!
  • -
  • Chemistry and Genetics is now strictly under the Chief Medical Officer. The Research Director no longer has access to chemistry.
  • -
  • You can now adjust breath masks to hang around your neck. Credit to Spamcat!
  • -
-

TG updated:

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    -
  • New drinks recipes!
  • -
  • Different types of cigarettes added to contraband ordering.
  • -
  • Emergency Toolboxes now contain smaller, lighter fire extinguishers that actually fit inside them!
  • -
  • AIs and Cyborgs can now understand PAIs and MMIs.
  • -
  • Adminwho now shows admin ranks.
  • -
  • You can't pull things with missing hands anymore.
  • -
  • Nuke ops now spawn with an extended oxygen tanks.
  • -
  • Botany leather gloves can now remove lights without burning yourself.
  • -
  • New xeno sprites when running.
  • -
  • Piano is now a Minimoog!
  • -
  • Switched back to oldbody bag sprites.
  • -
  • New Oddyseus destroyed sprites.
  • -
-
- -
-

07 May 2012

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TG updated:

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    -
  • Added holodeck, can be used for a few interesting things, and possibly emagged for more nefarious purposes..
  • -
  • Added a brig prison wing. Accessible through the previous permacell, use this for permanent prisoners!
  • -
  • Added escape pods. These do not count towards escape alone, but otherwise work as escape shuttles. Two in arrivals, one in engineering, and on in security.
  • -
  • Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride, ethanol, and radium.
  • -
  • You can build various upgrades for cyborgs, such as improved speed, from the fabricators.
  • -
  • AI can now ctrl-click APCs to turn them off.
  • -
  • AI can now track its cyborgs who speak on robotic talk.
  • -
  • Added a 'remove ID' verb to PDAs which attempts to remove the ID from a PDA. If your active hand is empty it puts it there, otherwise it puts it on the floor under you.
  • -
  • Tajaran can see in the dark.
  • -
  • Blind rune can no longer be made into a talisman.
  • -
  • Cyborgs now lose power much less quickly with no active modules. Active modules will drain charge more quickly though.
  • -
  • Mining cyborgs are now slightly more useful, having a much larger satchel, and an improved drill.
  • -
  • Constructs can now see who cultists are in cult mode.
  • -
  • Coffins are now sideways to better fit dead bodies.
  • -
  • People around you will no longer get a message when putting small items into storage items. Large items are unaffected.
  • -
  • New sprites for blob, PA, mech construction, field generators and power cells.
  • -
-
- -
-

06 May 2012

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TG updated:

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    -
  • Artificers can now create cult floors.
  • -
  • 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.
  • -
  • Added chawanmushi recipe and beet soup recipes.
  • -
  • Added 1% chance for a species mutation whenever a plant's stats mutate.
  • -
  • New PDAs for the botanists and librarian. Sprites for cartridges for both too.
  • -
  • You can now only have ONE decal of blood per tile. This is to fix the millions of blood effect items that spawned to lag anyone who right clicked them. The most recently created blood item will be the one that remains. This does not effect gibs.
  • -
  • Hand tools now fit on your belt slot.
  • -
  • Changelings faking death can no longer have their brains cut out.
  • -
  • Updated the barman's shotgun, it acts like a double-barrel now, and he can saw it off.
  • -
  • New sprites for lots of medical computers!
  • -
  • New carrot in-tray sprites.
  • -
  • Soulstones can no longer capture the manifested ghosts. No more infinite constructs.
  • -
  • Changes rev objectives to use the proper objective so heads being off station actually works.
  • -
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- -
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05 May 2012

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Erthilo updated:

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    -
  • Increases maximum brig timers to 60 minutes. This coincides with a new test version of Space Law. See here: http://baystation12.net/wiki/index.php/Space_Law or in-game Space Law books.
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- -
-

04 May 2012

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dopeghoti updated:

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    -
  • Fixes AI-less Cyborgs having Asimov laws.
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- -
-

03 May 2012

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TG updated:

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    -
  • CONTRABAND-CON UPDATE: Added posters.
  • -
  • POSTERS! Posters come in rolled packages that can adhere to any wall or r_wall, if it's uncluttered enough. -

    ?How they get on-board: The quartermaster can now set the receiver frequency of his supplycomp circuit board. A bit simplistic as of now, will work on it later. Building a supplycomp with a properly set up circuitboard will give access to the Contraband crate. -

    ?How they're used: Unfold the rolled poster on any wall or r_wall to create the poster. There are currently 17 designs, with the possibility of me adding more. -

    ?How to get rid of them: You can rip them using your hand... To cleanly extract them and not ruin them for future use, however, you can use a pair of wirecutters. -

    ?How they're classified: They're contraband, so it's perfectly okay for security officers to confiscate them. Punishment for contraband-providers (or end-users, if you want to go full nazi) is up to the situational commanding officers. -
  • Merged 'Game' and 'Lobby' tabs during pre-game into one tab
  • -
  • Added the little red x to the late-join job list
  • -
  • Late-joiners are warned if the shuttle is past the point of recall, and if the shuttle has already left the station
  • -
  • Late-joiners now see how long the round has been going on.
  • -
  • Droppers are now used at the eyes, and thus, access to the eyes is required to have an effect.
  • -
  • Mining shuttle computer no longer spits out both 'Shuttle has been sent' and 'The shuttle is already moving' every time.
  • -
  • Adds a borg upgrade that increases their speed. Requires gold.
  • -
  • Fixes autolathes not doing anything.
  • -
  • Changed Chief Engineers Office door name. Stop breaking in!
  • -
  • Added new airlocks to mining dock, research, and atmospherics.
  • -
  • RCDs are disabled if they are used on the escape shuttle or hyperspace around it.
  • -
  • EMPs will now cause flashes to flash their holder.
  • -
  • Heads now get a silver ID!
  • -
  • Blenders can now be filled directly from plant bags. Chefs rejoice.
  • -
  • The biogenerator is now more robust. It can dispense fertilizer in batches, and make simple leather items at a high cost. Added more wood items for tower cap wood construction: Wooden doors and sandals. Added plump helmet biscuits and mushroom soup to kitchen recipes.
  • -
  • Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial to acquire.
  • -
-
- -
-

2nd May 2012

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TG updated:

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    -
  • Added carved pumpkins/jackolanterns. Carve them with any of the usual things you use to carve things. They work similarly to hardhats.
  • -
  • Added pumpkin pie and slices. Made with 5 milk, 5 sugar, 1 pumpkin, 1 flour, 1 egg.
  • -
  • Eating corn now makes corn cobs. Carve them with a saw, a knife, or a hatchet to make a corncob pipe.
  • -
  • Added the bit of transparency to biohelmets that they were always supposed to have.
  • -
  • Adds randomlly spawning rooms to the mining asteroid that contain various goodies.
  • -
  • Adds a borg upgrade system. Can be used to reset modules or 'restart' dead cyborgs.
  • -
  • Officers can now use huds to modify humans' criminal statuses on the go. To do this, simply examine a human and at the end should be a clickable link to change the status.
  • -
  • Cell charger and Recharger are now wrenchable to make them moveable
  • -
  • Cats and Dogs can see in the dark.
  • -
  • Changed around a few access levels; only jobs who need to do maintenance have access to maintenance tunnels. Also the heads and detective.
  • -
  • Shuttle call/recall announcements are now more noticeable.
  • -
  • Changes changling unstun time to 45 from 25
  • -
  • Can now repair the first stage of deconstruction of rwalls with metal rods.
  • -
  • Library machine now has a delay when printing bibles to prevent spam.
  • -
  • Bugfix to the 'resist' button, unless I don't understand how it works. I don't see how it could have ever worked before.
  • -
  • You can no longer toggle the welding helmet when stunned or restrained.
  • -
  • Fix for not being able to use pills as pill-satchels properly.
  • -
-

Erthilo updated:

-
    -
  • Increases time between random events happening in low population round 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. Please report unusually high or low amounts of events on the bug tracker!
  • -
-
- -
-

1st May 2012

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Mloc updated:

-
    -
  • Added extra data to ID cards. Fingerprint, blood type, and DNA. Can all be changed in ID computer.
  • -
-

Erthilo updated:

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    -
  • You can now respawn after 30 minutes in any mode where the win/loss condition is not all crew dead.
  • -
  • New in-hand sprites for energy and taser guns courtesy of Flashkirby99.
  • -
  • Fixes emagging doors.
  • -
  • NT has recently upgraded their anti-telepathy double glazing. As such, you can no longer remote view people on any level except the station or the mining asteroid!
  • -
  • As a side effect of the above, remote viewing and telekinesis cannot be used at the same time.
  • -
-
- -
-

30th April 2012

-

Mloc updated:

-
    -
  • Due to new NT hiring protocols, characters can now only be between the ages of 20-65 instead of 15-45.
  • -
-

Erthilo updated:

-
    -
  • Switched to /tg/'s changelog format! Previous updates can be found here: http://baystation12.net/wiki/index.php/Changelog
  • -
  • New green alt satchel for Botanists.
  • -
  • Cyborgs can now view crew manifest and also state laws.
  • -
  • New ATM sprites.
  • -
  • Changes year to 2556 on medical/security records.
  • -
-

TG updated:

-
    -
  • The escape shuttle will now spend two minutes travelling to CentCom, woo! Objectives are only complete when the shuttle reaches CentCom, and anyone leaving the shuttle during transit time will be lost in deep space! Also, anyone standing in the way of the shuttle when it arrives will be gibbed.
  • -
  • Added Antimov module. Very dangerous.
  • -
  • Pill bottles now work like ore satchels, click a tile full of pills to pick them all up.
  • -
  • Tower caps can now grow randomly as weeds
  • -
  • Using a minihoe on a Hydroponics tray removes all the weeds in the tray at once. Using a bucket on a sink now fills it entirely with water, instead of 10 units at a time.
  • -
  • You can no longer take photos of photos.
  • -
  • Malf AI's hopping between APCs no longer become longer and longer.
  • -
  • Secborgs now have modified tasers, it holds 6 shots and recharges one shot every 10 seconds automatically.
  • -
  • Turning off PANIC SYPHON now sets scrubbers to scrubbing (default) instead of off. Vents will not appear in the list instead of a timeout message. They also have a link with sets them back to one atmosphere kPa.
  • -
  • You now click on AI modules in-hand to set them, instead of just picking them up.
  • -
  • Fixes the way the safeguard module is written.
  • -
-
- -
-

TG

-

29th April 2012 updated:

-
    -
  • Added new sprites for Killer Tomatoes.
  • -
  • Added lasertag vests, guns, projectiles. Sprites for the vests and guns from Muncher. Not actually mapped in. Lasertag guns are only usable if you're wearing the appropriate team vest. Lasertag projectiles will only stun people who are wearing vests belonging to the opposing team.
  • -
  • Adds Holodeck, also not mapped in.
  • -
  • Janitor borgs have been massively upgraded. They now clean as they move around.
  • -
  • Mining shuttle now shunts people where it wants to be. Shuttles now crush people if they fail to move out of where they want to be with the initial shunt.
  • -
  • Adds Halloss (Hallucination Damage) as a damage type weapons can do. Halloss can be healed by sleeping.
  • -
  • Windows can only be damaged by weapons that do brute or burn.
  • -
  • HUD damage indicator now updates with halloss. Inspecting yourself for organ damage now randomly shows damaged organs if you have halloss.
  • -
  • Nuke disk now respawns in all rounds.
  • -
  • Pinpointers now show the remaining time until a nuke goes off if it's been armed when examined.
  • -
  • Instead of z-level transition happening when you reach the edge of the map, it will now happen 7 tiles away from the edge. This means that you will no longer see the black edge, transition will likely happen without you even noticing.
  • -
  • Slight changes to examine messages. You cannot examine when blind/unconscious.
  • -
  • More new locker sprites!
  • -
  • Fixes glass knock sound having a pop at the end of it.
  • -
  • Telecomm traffic control now has its own circuitboard and doesn't transform into a server when the monitor is disconnected/reconnected.
  • -
  • Using an igniter on a flamethrower that already has one attached no longer uses up the igniter.
  • -
  • NTSL bugfixes.
  • -
-
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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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0000000000000000000000000000000000000000..3c0ddb8eb0d13fc36712c6d523c6d7abecc6ff9b GIT binary patch literal 262 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!61|;P_|4#%`oCO|{#S9GG!XV7ZFl&wkP>{XE z)7O>#K8vKV6x#;oA09xVrJgR1Ar`0CPQJ){Sb@hyeu|@n>S6<~#VI2Fht%G(7rl~l z(!Th+^TW@+$%RZGQkXdxT$^a&uaT;|PV|v%q?h^6wi9ZT`j=Snose|-6}f+({>??I ze`0KwKVPtZ0c(DW;-$$q|5@x#O~3f40Qi1vMr1cO>P@>Ys~i&i8$)@u;^3=wJp Date: Fri, 21 Aug 2015 18:53:04 +0200 Subject: [PATCH 6/6] Fix typo --- code/modules/client/client procs.dm | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/modules/client/client procs.dm b/code/modules/client/client procs.dm index 57e2ea887ef..241a1dc8237 100644 --- a/code/modules/client/client procs.dm +++ b/code/modules/client/client procs.dm @@ -377,7 +377,7 @@ if(inactivity > duration) return inactivity return 0 -//Sned resources to the client. +//Send resources to the client. /client/proc/send_resources() // Most assets are now handled through global_cache.dm getFiles(