Commit Graph
701 Commits
Author SHA1 Message Date
tigercat2000andGitHub b36703f6c5 Merge pull request #8478 from Vivalas/fuck_air_alarms
Fixes air alarms
2018-04-01 19:21:35 -07:00
Kyep 1b6b1deecc fixes merge conflict in custom_grenades.dm 2018-04-01 18:59:25 -07:00
Tad Hardesty 1ca410b91e Fix various syntactic problems 2018-03-06 23:19:39 -08:00
Kyep 5f2ef09a13 fixes merge conflict with bureaucracy.dmi 2018-03-01 19:12:10 -08:00
tigercat2000andGitHub 04172bddf4 Merge pull request #8416 from Fox-McCloud/xenobio-console-change
Slime Blueprint Change
2018-01-29 18:38:16 -08:00
Kyep 66814ecd27 fixes merge conflict with misc_floor 2018-01-20 17:08:07 -08:00
Kyep 67afbab26e Post-playtest improvements
- Fixed sentry bot ignoring hostile pilots in pods. (It still ignores
empty pods, and pods with friendly pilots)
- Fixed code red backup team floating off into space due to recoil from
their guns. They're now melee.
2018-01-16 02:12:48 -08:00
Kyep 38ba2827b6 Turret fixes, loot table adjustments
- Destroying a turret in the syndie depot on peaceful mode now causes
peaceful mode to end. You can no longer cheese peaceful mode by
destroying every turret before you attempt to loot anything.
- Syndicate a40mm (/grenade) turrets now actually shoot a40mm grenades.
Previously, they were broken and just used normal bullets. A similar fix
has been applied to all other types of syndie turrets.
- With a permanent GL turret in the syndie armory, this now makes
looting the syndie armory MUCH more dangerous.
2018-01-10 15:33:09 -08:00
Kyep 90bb294eea armory hardening, atmos trap, syndi sheets
- Changed west lvl2 door airlock to always be an airlock, so bot is more
likely to path through depot on red.
- Repositioned some syndie mobs so they won't spawn next to breakables.
- Added toxin tank and 2 possible falsewalls next to bathroom, to make
the plasma door trap significantly more dangerous.
- Moved one of the lockers in the comms console room so it cannot block
the other if both spawn.
- Moved turret in dorm room so it cannot end up shooting the lockers.
- Adds south-facing door to armory.
- Adds grenade launcher turret in armory.
- Adds passive vents connecting officer rooms in a cross pattern, such
that using explosives in officer rooms can result in the death of
multiple officers due to air loss.
- Made vault (armory) harder to break into. It now uses high security
airlocks. In addition, on peaceful mode, these are bolted.
- Reduced the self destruct countdown when robbing the depot on peaceful
mode. Still possible, but very risky.
- Fixed issue where admin deactivation of peaceful mode was reported in
logs as a robbery.
- Fixed syndi mobs yelling 'Intruder!' during delta.
- Tweaked bedrooms, beds now have syndi bedsheets and there's a separate
mini-bedroom for an officer.
- Tweaked comms room, now has better layout.
2018-01-08 18:19:00 -08:00
Kyep 4e8e569754 Refactor computers, outgoing portal, aicore unpushable 2018-01-08 01:16:15 -08:00
Kyep 4bafb660c4 limit level increase from mecha 2018-01-07 21:34:11 -08:00
Sam 1ec9c296b8 Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master' into motherfucking-delta-station 2018-01-07 10:14:28 +00:00
Kyep 83192c3678 peaceful mode, loot rework, hand tele respect areas, AI 2018-01-07 01:12:12 -08:00
Kyep da710c363e fixes sentry bot issues, also mechs, mirrors, medibot and pod
- add: Forcing the sentry bot off the zlevel (via teleport gun, or
otherwise) will cause both it and the depot to self-destruct. TESTED
- add: Syndie redsuit is now a possible loot spawn. TESTED
- add: Deliberate self-destructs (e.g: releasing engine) now cause a
nuclear siren TESTED
- add: Door control console now gives feedback on use TESTED
- add: Bringing a mech to the depot now causes the alert level to
increase faster TESTED
- fix: misplaced bot laws poster TESTED
- fix: mirrors being draggable TESTED
- fix: bot leaving two corpses on death TESTED
- fix: syndie medbot not having syndicate faction, causing syndie mobs
to attack it TESTED
- fix: syndicate pod incorrectly showing up as civilian pod TESTED
- fix: sentry bot's shots missing their target TESTED
2018-01-06 05:36:32 -08:00
Kyep e6911e7c55 better alert levels, more computer functionality, less cheese, powergrids, etc
- Adds 'toggle falsewall' functionality to door control computer TESTED
- Adds teleport control computer with 'toggle beacon' functionality
TESTED
- Converts structure/fusionreactor to use obj_integrity by request of
uraniummeltdown TESTED
- Makes bluespace_beacon a permanent map feature (can be turned on/off
with agent ID) rather than a random spawn TESTED
- Deletes all other invulnerable structures (e.g comms structures) from
the map TESTED
- Makes depot use BLUE/RED/DELTA alert level system with appropriate
lighting TESTED
- Refactors raise_alert so it always says WHY the alert was raised
TESTED
- Gives syndicate officers unique names TESTED
- Adds area powergrids - main grid can be turned off to allow easy
crowbarring of doors, external lights/etc are on different network from
internal grid TESTED
- Adds powergrid alarm - syndie commms computer losing power increases
alert level TESTED
- Sentry bot now raises alert level if destroyed, or cheesed TESTED
- Overloaded fusion reactor now emits massive AoE fire effect to scare
the pants off players TESTED
- Syndie computer consoles now use varied icons, instead of all the same
icons TESTED
- Depot now contains many contraband posters TESTED
- Added more turrets and mobs to the SE area TESTED
2018-01-05 22:38:40 -08:00
Kyep 8affa05a35 progress
fixed: syndibot not exploding when killed
fixed: comms computer unusable by borgs
fixed: self destruct was taking too long
fixed: impossible to destroy fusion reactor
fixed: borgs could not use comms console
fixed: overload was not anchored
fixed: overload not dangerous to be near
fixed: syndibot was getting stuck on space tiles
fixed: syndibot was getting pushed by atmos
fixed: bathroom mirrors were not anchored
fixed: bug in code/game/turfs/simulated/floor/mineral.dm which was
applying abductor random tile appearance to all floor/mineral subtypes
instead of just the abductor subtype
fixed: syndibot navbeacons could be seen and interacted with
add: fusion core now supports wrenches/screwdrivers
add: fusion core is now destructible - destroying the reactor makes it
overload
add: random pillbox of drugs can now drop in medbay
add: random bar of a mineral can now drop in eastern office
add: random borg upgrade/cell can now drop in room south of armory
add: syndie shoes are now a possible loot item
add: minerals (one bar, random mineral) are now a possible loot item
remove: level 2 alert no longer locks doors
remove: removed syndi jammer - zlevel 6 doesn't even have telecomms -
its pointless
2018-01-05 03:20:48 -08:00
Kyep 6783158849 merge, closests, wipe old depot 2018-01-04 14:39:42 -08:00
Kyep c9dbedb1dd cleanup pass 1 2018-01-04 04:39:03 -08:00
Kyep 7b792705dd yet more 2018-01-04 04:26:53 -08:00
Kyep 3c8d8c0c00 more 2018-01-02 19:53:57 -08:00
Kyep ad4e753cc4 more 2018-01-02 12:47:48 -08:00
Kyep d348de9be3 revamp engine 2017-12-31 18:17:11 -08:00
VivalasandGitHub ac78431f9b One fix 2017-12-31 17:08:39 -06:00
Kyep 1cb0a263b2 Area tweaks, eng outpost airlock 2017-12-30 11:12:05 -08:00
Kyep f4e65fa707 Revamped Construction Site 2017-12-29 23:30:47 -08:00
Vivalas 3bdf36c127 Fixes air alarms 2017-12-26 23:23:52 -06:00
Fox-McCloud 58baf8a487 Slime Blueprint Change 2017-12-02 20:08:30 -05:00
FreeStylaLT efa5b4b5bb adds more 2017-10-21 14:11:24 +09:00
FreeStylaLT 3bd4c6a33f fixes these abominations reee 2017-10-21 13:39:00 +09:00
Sam c8b3423946 Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master' into motherfucking-delta-station 2017-10-16 10:39:21 +01:00
Sam b3883ac53c Adds the hanger 2017-10-16 10:33:54 +01:00
uraniummeltdown 8ef8978d80 added map_name var to areas
added valid_territory var to areas for cult summoning
cult must now summon narsie/demons in 1 of 3 random rooms on the station
cult summoning announces the rune scriber and location of rune
2017-09-29 17:18:22 +04:00
Fox-McCloud f78c507122 Sound Update/Refactor 2017-07-25 20:35:38 -04:00
Sam a4d86ecbec Initial commit.... 2017-07-12 22:53:07 +01:00
Sam 7cf499dcc1 Adds movement intents 2017-06-10 10:12:14 +01:00
Crazylemon64 4936a18e70 Merge branch 'master' into remap_centcom 2017-05-20 14:40:03 -07:00
Warior4356 6807b8ba95 Merge remote-tracking branch 'ParadiseSS13/master' into Virtual-Avatars 2017-04-02 02:47:42 -07:00
Warior4356 dbf989be51 Phase one done. 2017-04-02 01:50:51 -07:00
Fox McCloudandGitHub 3e8244c244 Merge pull request #6932 from uraniummeltdown/metastation
Metastation Fixes
2017-03-26 19:34:38 -04:00
Fox McCloudandGitHub 656b4285a0 Merge pull request #6698 from Kyep/gateway_listeningpost
Converts "Listening Post" away mission into a space ruin
2017-03-26 19:07:36 -04:00
uraniummeltdown d592cf2dc2 Adds Armsky object; meeting room area icon; fixed layering of firelocks, windoors and shutters, shutter directions on meta; icon edited airlocks replaced with proper types on meta; drone console now checks area instead of oview(3); meta pod keys now work on sec pod; fixed meta command hallway vendors areas; added tiny fans to mass drivers on meta; fixed gateway doors access; fixed meta virology fridge 2017-03-25 17:10:13 +04:00
Kyep 39e241bd3a Disconnects Prison, Adds Pulse Turrets 2017-03-12 00:25:18 -08:00
Kyep fe3524be60 CC Map Updates
1) Gamma armory is now part of CC. It is no longer a silly room floating
by itself in space. This also means that, admins permitting, ERTs can be
issued items from it more easily.
2) Prison is now part of CC. It is no longer floating by itself in
space. It now uses fakeglass and fakedoors to remain inescapable.
3) Thunderdome is now connected to CC, via the Special Ops area. Ever
wondered what CC does with the prisoners its ERTs bring back? Now you
know.
4) Cryodorms have been added to CC. This provides an IC explanation of
where ERTs, DS, etc come from (they're stored in cryo until needed). It
also allows ERTs who are recalled to central and complete their mission
to cryo themselves at CC.
5) Turrets have been added to certain places around CC. Most of them
will shoot all non-admins by default, with lethals, and require a CC ID
to disable.
6) Adds bushes/flowers to CC. Mainly because plain green grass looks
ugly. This looks better.
7) Added medical outpost to CC docking area. Mostly for RP, so people
who want to be sane (and not just murder each other) can patch
themselves up quickly.
8) Added new map icons for CC areas. Only shows up in DM.
2017-03-11 23:13:01 -08:00
Luthix 01b1668470 Add toxins launch area 2017-03-08 14:40:41 -07:00
Kyep 38b9b2ebe3 Nukes Listening Post 2017-03-06 00:29:26 -08:00
Markolie 9cb39cf07d Add initial version of door alarms 2017-02-19 03:37:05 +01:00
Markolie df15e35012 Make firelocks more lethal (autoclose, takes time to open with hand). Also fixes atmospherics remote control. 2017-02-18 17:00:50 +01:00
Crazy LemonandGitHub cef7f35ce3 Merge pull request #6161 from tigercat2000/goonlights
Goonlights
2017-02-10 19:21:20 -08:00
Markolie 83cd030134 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into construction
# Conflicts:
#	_maps/map_files/cyberiad/cyberiad.dmm
2017-02-05 19:46:41 +01:00
Tigercat2000 129a57bd9b Goonlights
Ports Goon Lighting from /vg/station.

Summary -
 This adds smooth edges to all lighting in order to increase the
 aesthetic appeal of the lighting system.
 It works by using a matrix to change the appearance of the lighting
 overlay sprite, which has been changed to be a base for the matrix to
 modify.
 Ported from /vg/station with the help of @PJB3005. This lighting
 system is a hybrid between Mloc's lighting rewrite and Tobba's
 Goonlights.

Notable changes:
 - Darksight now matters on mobs. The lighting overlays are not
 alpha=255 when they are completely dark, meaning you can still see the
 floor- assuming you can view the turf at all, because it retains the
 luminousity setting.
   - This means Tajaran have 100% night vision again as they are
   intended to. Humans can see in a 3x3 square centered around
   themselves.

   - No, I'm not changing this, if it's even possible. This is how
   BYOND's lighting is meant to work. If you have any complaints about
   game balance, please feel free to make a pull request to change
   see_in_dark values, which will be seperately evaluated.

 - The lighting controller now runs at world.tick_lag, to emulate the
 realtime function of StonedMC. So far with my testing, this hasn't
 caused any noticable performance decreases- the lighting system is
 obviously more expensive than our previous iteration, however, it's not
 the next ZAS ;)

Technical Details:
 - /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
 succeeded by /turf/proc/get_lumcount. They behave identically.
 - Turf lighting is actually controlled by four "corner" datums, which
 feed information into the overlay.
 - The way opacity is factored into the system has changed. Anything
 that doesn't use set_opacity is not going to work to block light.
 - /area/lighting_use_dynamic has been renamed to
 /area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
 - Lighting is no longer seperately initialized for away missions. It is
 handled in ChangeTurf() as it should be.

Known & Unfixable issues:
 - There is a 5-10 second delay from starting the round to the lights
 turning on. Attribute it to "the powernet being spun up" if you would
 like to- but it's actually just how long it takes the lighting system
 to update every single turf on the map.

 - When you walk with a light on you, the light will actually jump ahead
 of you before you visually get to the tile. This is because of the
 movement gliding on mobs, realtime lighting actually goes faster than
 the glide takes to complete, so it appears that your lights are moving
 faster than you.

Thank you krausy~

Animated Goonlights

This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.

Also fixes a few issues pointed out on Github.

Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)

Kill LIGHTING_INSTANT_UPDATES

isturf
2017-02-05 07:08:17 -08:00