Commit Graph

30 Commits

Author SHA1 Message Date
Tigercat2000
74f304e88c Metastation: Compatibility modifications
This commit modifies metastation to actually be playable on our code
Squashed Commits:
 - [META] Fixes emergency shuttle being stuck
 - Toxins Mixing fix: chamber floor > engine
 - Adds research outpost + Chem lab to routpost
 - Add vox raider ship, fix pods and a few shuttle zones.
 - Remove step_x so TRAVIS likes it
 - Finish spawn points, add telepad.

 - Replace showroom with NT-rep/Blueshield Office
   Don't worry, the nuke keg is in the meeting room.
 - Convert art storage to barber shop, place artvend in tool storage
 - Buncha medbay tweaks, 2nd surgery table, body scanners, fixed sleepers,
   minor balance changes.
 - Add Mr. Changs to dorms
 - Update meta to latest paracode
 - Fix punpun
 - Atmos volume pumps, atmos control console
 - Add chicken statue to Mr. Chang's (*cry), Bar smartfridge
 - Fix mr. changs statue and chairs
 - Add togglable polarized windows to surgery, so surgeons can prevent seeing
   other surgery procedures if necessary
 - Actually add atmos control comp
 - Hydro trays are no longer dirt
 - Fix brig windoors
 - Fix escape shuttle sleepers
2015-06-04 19:28:45 -07:00
ZomgPonies
f2ecd1503b Completed adding Kidan Ambassador decorations 2014-07-23 13:24:51 -04:00
ZomgPonies
b9f5b511d3 New signs! 2013-12-22 06:36:11 -05:00
ZomgPonies
bd48e4c80b Added Chinese Restaurant and barber shop updates, plus some bugfixes 2013-11-02 18:23:07 -04:00
ZomgPonies
57398bfc17 New signs, updated map 2013-09-23 02:50:37 -04:00
Vetinari
3c0a424bb3 Medbay Remap post-ERT
Medbay Overhaul, mapping post-ERT changes, recommit of previous files
due to computer derp.
2013-06-12 23:27:36 +10:00
ericgfwong@hotmail.com
4d9af5c0a4 Recolored a bunch of objects to make medbay's department colours more clear and consistent. The colours are green/white.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5593 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-21 00:11:48 +00:00
petethegoat@gmail.com
8594527d2d Updated signs.
Fixes issue 1015. Layering issue, false wall, station map

Path changes!
/obj/effect/sign > /obj/structure/sign
/obj/effect/decal/poster > /obj/structure/sign/poster
/obj/effect/sign/maltesefalcon1 > /obj/structure/sign/maltesefalcon/left
/obj/effect/sign/maltesefalcon2 > /obj/structure/sign/maltesefalcon/right

Updated all maps (except oldstation.dmm) with the new paths.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5111 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-18 18:43:41 +00:00
baloh.matevz
f4e366abc5 - In answer to the ransom demands, added a plaque to the AI Upload room.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4787 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-30 20:20:23 +00:00
giacomand@gmail.com
4f343aed08 -Added Pewtershmitz' map icons.
-Added a camera in the R&D hallway to cover a blindspot.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4541 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 19:00:53 +00:00
Kortgstation@gmail.com
29a6891009 Removed a ton of old and unused icons. Full list below.
Removal list


-------------Removed entirely-------------
walls48.dmi
speechbubble.dmi
AF.dmi
airtunnel.dmi
dam_mask.dmi
flags.dmi
human_unused.dmi
mouse.dmi
old_or_unused.dmi
old_or_unused_food.dmi
organs.dmi
suit_nosides.dmi
tajaran.dmi
tajaran_face.dmi
title_unused.dmi
uniform_fat_nosides.dmi
uniform_nosides.dmi

----------cyrogenics2.dmi---------
canister connector_0old
sleeper_0old
celltopold
celltop-pold
cellbottomold
cellbottom-pold
freezerold
cellconsoleold
cellconsole-pold
sleeperconsoleold
coolant-corig
plasma-corig
oxygen-corig
canisterconnectorold
celltop_1old
freezer_0old
freezer_1old
securitycamera
sleeper_1old
scanner_1old
scanner_0old
restruct_1
restruct_0
coolant-c
oxygen-c
plasma-c
canister connector_0
canister connector

---------decals.dmi---------
secureareaold
redcross_old (also better)


----------food.dmi------------
saltshaker
peppermill


--------harvest.dmi---------
wheatOLD
blueprintsWIP


------items.dmi------------
shard-glass
old_rods
old-sheet-metal
old-sheet-plasteel
old-sheet-glass
old-sheet-rglass


------------library.dmi----------
bigscanner-old
binder-old
cooked_book old


-------mining.dmi---------------
drill_off
drill_on
sprayer
smelter
smelteron


--------projectiles.dmi--------
plasma
u_laserold
plasma_2


-----robot_parts.dmi-------
l_arm_old
r_arm_old
l_leg_old
r_leg_old
chest_old
head_old
l_arm+o_old
r_arm+o_old
l_leg+o_old
r_leg+o_old
chest+o_old
head+o_old
robo_suit_old


-------------singularity.dmi------------
emitter_old
emitter_+a_old
field_gen
field_gen+a1
field_gen+a2
field_gen+a3
collector
collector +p
energything


--------stationobjs.dmi-------------
portalb
portal1b
igniter1Old
igniter0Old


-----------toy.dmi------------
caps-0
caps-1
caps-2
caps-3
caps-4
caps-5
caps-6
caps-7
toysword0
toysword1


-----------weapons.dmi----------
legacy_stunbaton
legacy_stunbaton_active
bucklerOLD
dice-old


---------------wizard.dmi-------------
dontknow


--------------particle_accelerator.dmi-------------
end_cap_old_old
end_cap_old
emitter_center_old_old
emitter_center_old
emitter_left_old_old
emitter_left_old
emitter_right_old_old
emitter_right_old
power_box_old_old
_old
fuel_chamber_old_old
fuel_chamber_old
control_box_old_old
control_box_old


-----------floors.dmi--------
oldburning


---------shuttle.dmi-------
burning


--------walls.dmi----------
gradient
burning
rock_Macguffinite
oldwallweld
oldwalldent

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4361 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-10 20:53:42 +00:00
rockdtben@gmail.com
affab1467d Fixed almost all of the Atmos lag. Testing for this was done by the following: Sieve, flazeo25, QualityVan, and trubble_bass
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4205 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-28 20:11:02 +00:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
petethegoat@gmail.com
d6f3d8a7cc Changed blood application to make the weapon bloody, rather than the hands of the attacked mob. Improved the item blood sprite.
Fixed a spelling error causing shoe blood to not be applied onmob.

Improved a few random sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3291 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-14 18:48:28 +00:00
petethegoat@gmail.com
2a5f2dfda9 Removed the mint.
Coins can still be found and used in vending machines.
PACMANs now run off sheets instead of coins.

Added coolity's new orebox sprites.
Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3178 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-23 19:32:54 +00:00
petethegoat@gmail.com
38e844dd2e Removed deathsposals as they looked silly, and added a new warning sign instead.
Fixed a couple of small bugs with the map.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3176 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-23 16:56:31 +00:00
trubblebass@gmail.com
b527f8389a BIG BAD COPYRIGHT UPDATE
This removes lots of icons from the code that breach our copyright/intellectual property guidelines. Those left in (ie: aliens and metroids) are in the process of being given new sprites. If anybody would like some of the removed sprites for their code or for admin events. Send me pm on the forums (Azeures) and I'll get them for you.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3004 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-28 22:50:32 +00:00
petethegoat@gmail.com
264ea62e11 Added adorable pod signs!
Moved the Sec escape pod a little further out of the evidence room.
Turned on some more scrubbers and vents which were starting off.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2692 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-15 13:53:14 +00:00
baloh.matevz
2b1b121141 - You can now recolor jumpsuits, shoes, gloves and bedsheets using the washing machine.
Screenshot: http://www.kamletos.si/laundry.png
- Some religions (currently Islam, Scientology and Atheism) set your chapel's symbols to the symbols of that religion.
Screenshot: http://www.kamletos.si/view%20variables%206.JPG (The tiles)
- Detective now has his stuff in an old-styled cabinet. (Sprite by Hempuli)
- Got rid of some.. uhh... Runtime errors... and... uhh... A certain dungeon master... I... I WAS ORDERED TO DO IT, YELL AT URIST AND CREED!
- I doubt you'll get this far in reading this changelog due to the previous point, but just in case you do... Admin tools updated:
- View variables now has a "Mark Object" option. After you've marked an object or datum, you will be able to assign the value to a variable. An example would be if you try to put an item into a closet. You'd open view variables on the item you want to move, select "mark object", open 'view variables' of the closet, click E or C next to contents and select "marked datum (type)". After this, you select 'No' for the reference question.
Screenshot: http://www.kamletos.si/references.jpg
- Also in View variables, you can now access a player's 'Player panel' if you view a mob's variables.
- Updated changelog with these changes

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2225 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 22:05:00 +00:00
noisomehollow@lycos.com
e68ce8721f #Finished the respawn_character proc. Use it to quickly bring a player back into the game with their previous character if they were gibbed/deleted. If you want them to make a new character, kick them out and let them rejoin. Can also be used to quickly enter the game by admins and the like. It's fairly robust so you can read the code to find out what it does (and does not).
#Added a locked list to datacore in order to track character spawn, particularly for respawn_character(). May be useful in the future.
#Added a proc to randomize appearance for any human mob, randomize_appearance_for(mob). It will not take into account gender as you will have to provide it. Names and so on are also randomized but that can be overwritten in the code following.
#Added AI holopads around the station. To use as the AI: click on the pad to center view on it. Click again to activate the hologram. Move it with the directional keys. You can still interact with objects normally. To remove it, either move it too far out or click the pad again. Use robot talk to directly speak through the holopad (and only the holopad, unlike regular robot speak). Could be added on to (like different images for different AIs) but it's basically finished.
#Fixed a bugged message on changeling transformation sting. It will no longer give away your identity.
#Made law datum a silicon define. var/datum/ai_laws/laws.
#A few more ninja adjustments. Added a new view mode for the ninja mask, allowing to see special roles and a few other things.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1608 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-22 23:48:29 +00:00
bizarre.babel@gmail.com
1bcdb682f8 exam room sign sprite
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1163 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-06 04:17:07 +00:00
baloh.matevz
875c31fda0 RADIATION SUITS added to engineering
RADIATION SUITS protect from 100% radiation
RIG SUIT offers some protection from singularity's radiation
SPACE SUITS offer little protection, but some none the less

being UNPROTECTED near the singularity is still deadly and I'd like this to not change. Use radiation suits!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1030 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 23:29:26 +00:00
baloh.matevz
3fc7dc2a63 RADIATION SUITS icons added, need to do an update to commit the code, will be in the next revision.
SURGICAL APRON icons added

Clothes now have a radiaiton_protection variable, altho only the suits are intended to make use of it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1029 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 21:16:13 +00:00
cagerrin@gmail.com
29dd777b8f Various map fixes, mostly access-related.
-Morgue interior doors should now require medbay access.
-Cryo should now require medbay access.
-Chapel maintenance access set properly.
-Hydroponics doors given proper access(was all-access)
-Blast doors in assembly should now require robotics access.
-Lights added to several extremely dark maintenance corridors.
-Medbay entrance decal sprites are now shaded.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@989 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-08 01:06:13 +00:00
polyxenitopalidou@gmail.com
80c9e67e30 •Bar now has a Maltese Falcon sign, because I was feeling nostalgic today
•Remove it if you're uncouth bastards and you don;t like it ;_;
•Cigarette machines now hold more matches due to popular demand. Also more zippos once hacked.

(this was partially to test my abillity with a neon-like effect on sprites)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@926 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-28 19:40:56 +00:00
polyxenitopalidou@gmail.com
e742c0fecd •Added Golden Plaque in the station due to Christmas Content. It's next to the warden's entrance since the Captain's quarters was too saturated with special items to get another one.
•Fixed normal wall in the perimeter of rwalls of toxins storage. Weak point was intentional, maybe? In that case comment and i'll quickly revert.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@876 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 17:03:48 +00:00
noisomehollow@lycos.com
ca41b444f3 Map Changes:
Fixed AI Satellite. Turret controls are aligned properly now, several cameras re-added.
Switched Warden and HoS areas; they are now properly attached to their respective offices thanks to AtomicTroop.
Nuke Storage now has access to maintenance.
Air alarm map fixes thanks to Blade_.

Icon Updates:

Color adjustment on riveted walls.
Updated decal sprites acquired from a Russian SS13 build (with permission).
Alien meatspike sprite updated.
Fixed plague doctor gas mask in clothing code. Probably requires further revision.
Removed kobold.dmi from obj. Empty file.
Removed kobold.dmi from mob. Copy of sprites in mob, mob.dmi.
Removed techpriest.dmi as the actual sprite is contained in robots.dmi.
Removed sectoid.dmi from mob. Moved sprite to xcomalien.dmi.
Removed golems.dmi from mob. Moved sprites to misc, old_or_unused.dmi.
Removed junk.dmi. Moved sprite to misc, old_or_unused.dmi.
More updated female sprites.
Better female underwear sprites acquired from a Russian SS13 build (with permission). Modified to fit new female base models.

Icon Additions:

Added female AI Hologram and holopad (mob/mob.dmi and obj/stationobs.dmi).
Added elevator door (obj/doors/Doorele.dmi).
Added space ninja gear. 
Facepalm display acquired from a Russian SS13 build (with permission).
Awesomeface AI display added.
Rig mining sprites acquired from a Russian SS13 build (with permission). Added item holding sprites for the suit. Rig suit replaces space suit which spawns in Engineering.
Robocop sprites acquired from a Russian SS13 build (with permission).
ed209 sprites acquired from a Russian SS13 build (with permission). Unused at the moment.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@511 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-02 00:01:55 +00:00
noisomehollow@lycos.com
5946371241 Fixed a missing pipe near Disposal/Virology.
Added two reinforced windows to Nuke Storage.
Removed an extra wall from below the Prison Shuttle dock.
New riveted wall icon.
New red cross icon.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@495 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-25 18:58:59 +00:00
polyxenitopalidou
996c9b7e14 •Bar mapfixes
•Medbay now has a redcross, that should be enough distinction from the research ward.
•Let's hope that drinks don't make you as drunk now~ To do: remove wrong direction moving when drunk, replace with shakycam.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@460 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-19 17:07:51 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00