Commit Graph

63 Commits

Author SHA1 Message Date
Superxpdude@gmail.com
ced0aeca99 Vault has been moved to south of the teleporter.
Added in a heads of staff meeting room.

Added myself to the admins.txt on the SVN because SVN is annoying every time I update it giving me changed files.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1929 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 18:33:49 +00:00
Superxpdude@gmail.com
74e0001426 Added in most of the code and mapping for syndicate deathsquads, unfortunately I can't get the shuttle to work properly so for now the button is commented out.
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.

Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 23:50:57 +00:00
baloh.matevz
f612eac728 Additional attempts at mapping 3.0.0
- Medbay with genetics, cmo, surgery, cryo and patient rooms (missing chemistry and robotics)
- Library
- North solars

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1836 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-11 22:00:02 +00:00
baloh.matevz
52c900520c - Dismantled KeelingsStuff.dm into separate files, where the stuff in it fits.
- Dismantled mining.dm into 15 or so dm files and placed it out of WIP into modules.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1827 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 16:49:29 +00:00
uporotiy
6d2331729d Detective's office
No longer noir anymore. The monochrome effect was lagging people who saw it for the first time in the round up due to the icon operations and it was just too high of a cost for this.
 Kitchen
Removed the chance of xenomeat being spawned.
 Hydro
I accidentally a default icon_state.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1754 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 05:06:59 +00:00
uporotiy
1a501a37e7 Teaser update: detective's office and items in it are now monochrome to suit the noir feel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1738 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-28 20:23:49 +00:00
rastaf.zero@gmail.com
d985841a76 Minor fixes:
- after losing and restoring power air alarms had wrong icon.
- same for air vents.
- Latejoiners now get filled DNA entry in medical computer.
- Fixed rare bug with APC.
- Electrocuting while laying wires was made more consistent. Do not forget your gloves.
Borgs now can restock wires, glass and metal in recharging station.
Added logging of bagbombing.
Internal buffer in ChemMaster have volume 100 units.
Metalcrafting window improved.
Added Soviet soda vending machine to the derelict.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1705 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 15:46:53 +00:00
noisomehollow@lycos.com
3c0a76df30 Reduced deathsquad marauder number to 3 (previously 4). Added some fluff to their launch sequence.
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 06:28:28 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
3ddae57d63 Wizard will now report if they mind swapped with a person after round completion. Or in other words, if they're in a different body than round start.
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now. 
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 03:01:43 +00:00
Superxpdude@gmail.com
8e2b4d946d Added the new Prison Station, Security and Detective's Office from this thread: http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=9&t=3791
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1522 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-03 22:17:56 +00:00
baloh.matevz
e3da73878f slight correction to the previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1297 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 23:38:11 +00:00
baloh.matevz
f0bfd0463f AI Sat turret protected areas (on the outside) are now illuminated like the rest of space, meaning it's a bit harder to tell when you've entered one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1296 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 23:28:05 +00:00
baloh.matevz
4416f41093 'Minte' is now properly named 'Mint'
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1283 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-26 18:51:16 +00:00
cagerrin@gmail.com
109448c306 -Added missing icon_states for vault door.
-Added sprites for second- and third-tier portable generators.
-Changed vault area name.
-Added frame sprites for vending machines(suggested build sequence: frame, wrench, wires, circuit board, screwdriver, 2x glass sheets, screwdriver)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1255 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 22:19:29 +00:00
baloh.matevz
ac74a20207 Mapping:
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.

New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.

Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 22:12:02 +00:00
baloh.matevz
905d89f8d8 MAPPING:
- Redesigned assembly line area
- Corrected CE's office name
- Corrected Mining shuttle area name
- More maintenance hallways

I hope i've fixed all the mapping bugs as i've spent quite a few hours debugging it but you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1184 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-14 05:39:09 +00:00
morikou@gmail.com
2ddf24bfdf Swap Meet Update:
- Both wizard and ghost teleport lists are now in alphabetical order.
- pico-manipulator now has an icon
- Ghosts can, once again, teleport to the mining station.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1141 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-27 19:41:34 +00:00
baloh.matevz
2c788fb2e4 MAPPING:
- slight change to arrival hallway

ADMIN COMMANDS:
- Added 3 commands to 'secrets': Move mining shuttle, move administration shuttle and move ferry. Each of these moves their respective shuttle. This is only intended for admin events. The mining shuttle still takes the 15-ish seconds to arrive, the other two are instantanious. All generate admin logs and admin-log-spam to prevent abuse.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1124 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 23:57:14 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
Atso.Sariola@gmail.com
a832aad09c Added a new construction zone for an upcoming update.
(just reserving the area so no-one else puts something there)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1028 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 18:59:25 +00:00
mport2004@gmail.com
706ad091cd The AI/bots now leave hidden fingerprints on things they touch.
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 23:16:47 +00:00
mport2004@gmail.com
54b1d50b25 The crew monitoring computer should work better now
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 11:20:52 +00:00
cagerrin@gmail.com
132bb93112 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@980 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-07 08:41:08 +00:00
baloh.matevz
a05867438f NEW AI SATELITE PROTOTYPE
- On the clown planet z-level
- Take a look at it and comment. 
- As many will likely get at me for placing the teleporter where it is, i don't think the AI can do much about it, seeing as it's wired to the AI's own APC.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@959 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 10:18:30 +00:00
baloh.matevz
cad7f87a16 MINING UPDATES:
- Fixed the mint
- Please report any additional bugs
- Added money bag item which can hold coins. Can't remove them at the moment tho.. whoops... forgot that

MAP UPDATES:
- added mint between crew quarters and detective's
- moved mining shuttle dock a step forward
- Removed the mint from mining outpost
- Added cammeras to mining outpost, CE's office and mining shuttle dock

ICONS:
- Added new smelter icon (it's a WIP but still better than the old one... SPRITERS!!!)
- Added mining console icons. I like these ones to be honest...
- Changed a tile to a floor in maintenance between mechbay and toxins
- REMOVED DOUBLE LOCKING DOORS TO ENGINEERING
- Made the flashlight in right main solars spawn above the air scrubber... (i only found the flashlight was there a few days ago)
- Moved the location of the ships for the shipbuilder to the clown z-level

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@958 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 07:50:24 +00:00
mport2004@gmail.com
cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00
baloh.matevz
f6d380fc76 AIRLOCK update:
- fixed shock code (code by barhander)
- made them spark even if you're wearing insulated gloves. does no damage to you tho.
- fixed them sparking if no power is available

MAP updates:
- Slightly expanded mining dock's construction site. added an area for it and an APC. named it 
- Completed the turfwork for the engineering construction site, gave it an area, an APC and connected it to the scrubber and vent pipeworks.

I've been moslty doing 15 minute projects the past week due to schoolwork. this one wasn't such a project, but i felt i owed to put more teme into it, as it was my map update which exposed the coding error for airlocks. (altho the error was not really my fault, it was still my update which exposed it.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@916 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-26 20:45:39 +00:00
daelith.rhedynfre
0a8aef9c59 Added an operating room to medbay. Operations must take place on an operating table.
MDs and CMO are the only medbay staff with access to this new area.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@907 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-23 23:07:01 +00:00
baloh.matevz
236b47eea7 Map changes:
- slightly expanded building site below the mining dock to signal something is being built there.
- slightly expanded building site in engineering.
- err... crashed something into the derelict.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@898 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-22 01:14:53 +00:00
crazyclonetheninja
d716d8a6c3 REALLY let ghost teleport go to Derelict, Thunderdome, and AI sat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@837 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 19:52:25 +00:00
crazyclonetheninja
4a9f8c42ba Ghost teleport now allows you to go to the Derelict, AI sat, and Thunderdome. You can now teleport to all locations you could before the renovation.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@832 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 07:05:34 +00:00
morikou@gmail.com
e7783df73b Yayificaiton Update:
- Added some comments to circuit imprinter.
- Sleepypen nerfed from 50 units to 30 units. Still FAR more then you really need but still keeps them down for quite a while. However, how a pen holds more reagents then a syringe is beyond me.
- Changelog updated.
- Ghost Teleport now works.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@820 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-09 06:45:27 +00:00
hunterluthi
2258bd12cd Just some minor changes. I re-added the fire closets, and also changed them up quite a bit. They now output the exact same equipment that was previously on a rack in atmospherics. Said racks have been replaced with fire closets, maybe it'll give a hint to atmos that they're yanno... supposed to put out fires.
Also changed Head of Staff's office to Head of Personnel, and Head of Research's office to Research Director's. Figured it would be useful to update them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@798 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 10:24:22 +00:00
noisomehollow@lycos.com
33cc484782 Removed the new shuttle-dock hallway. Repositioned the shuttle dock, various other fixes/adjustments related to this.
Placed Mech Bay and chargers on the map.
Re-added PALADIN AI module to AI Upload.
Moved a chair on the Bridge so it's positioned properly.
Added mech chargers to CentCom.
Removed deployable barriers from engineering (or rather, overwrote them).
Moved DJ station location.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@797 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-07 07:28:06 +00:00
noisomehollow@lycos.com
ae98d736d0 Areas.dm for previous rev.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@744 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-31 17:16:22 +00:00
uporotiy
1ad450eb19 You need an agressive grip to table now, as well as being within one tile of the table (to nerf teletabling).
Teleport only runs once at the beginning of the round, hopefully reducing the lag in wizard rounds.
Wizards can't telepot back to their shuttle to afk now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@707 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-27 11:02:10 +00:00
noisomehollow@lycos.com
41cd0a67b7 Alium changes:
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time. 
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid. 
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.

General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 03:13:33 +00:00
noisomehollow@lycos.com
1a5a2ba826 More updates to death commandos. Their shuttle should now work, along with other fixes. They are complete at this time.
Updated icons for plastic explosives.
Replaced one of the Construction sites with a Xenobiology lab on request. It is a temporary location and is mostly for roleplay. There will NOT be a job associated with it.
Added Barhandar's updated shieldgen stuff.
Copied icons to stationobjs.dmi for future shieldgen update.
Misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@666 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 02:39:56 +00:00
hunterluthi
050cbfdd55 Improvements to air alarms and atmospheric alerts. Minor bug fixes with fire alarms.
Air alarms will now display atmospheric information to anyone. 
Air alarms will not automatically trigger atmos alarms similar to that of a fire alarm. Can also be manually activated by silicon mobs and those with atmos tech access. 
Atmos alert must be deactivated manually by silicon mobs or those with atmos tech access. 
Improved effects for the atmos alert and when an atmos and fire alert occur simultaneously. 
Silicon mobs should now receive an alert when an atmos alarm is triggered. 

Two bug fixes with fire alarms: One was preventing borgs from using them at a distance, the other was giving borgs a starred alarm interface, which was silly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@655 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 07:28:19 +00:00
noisomehollow@lycos.com
36aa7e8e10 More work on CentCom.
CentCom Special Ops shuttle updates.
Removed gib implants from SS13 until we figure out what to do with them.
They are now located on CentCom for a future revision.
Added air alarms to Fore Primary Hallway.
Disintegrate now leaves different remains for robots and aliens.
Misc fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@628 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-15 21:33:41 +00:00
crazyclonetheninja
75192ff6de Syndicate shuttle nows starts of z-level 5 and must head to the station, where it will go to one of four locations. Syndicate agents must then send the shuttle (hopefully with them on it) back to space in order for total win. The syndicate shuttle can only return to space ONCE, so don't use it before you're ready.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@621 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-15 03:16:35 +00:00
noisomehollow@lycos.com
fc3c8eecc0 Camera and Comm placement by XSI.
Added some Maintenance lights to reworked areas.
Removed entertainment monitor in Bar Maintenance.
Correctly placed a door near Bar Maintenance.
Added a Maintenance door near Med Bay entrance.
Changed the second Law Office into a vacant one until futher notice.
Added back Medical Doctor spawn locations.

Map ready for testing.

Report problems via adminhelp.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@563 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-07 18:31:55 +00:00
noisomehollow@lycos.com
86760c3841 RD now has a personal locker.
CMO now has a personal locker.
CE gets a pair of mag boots in his locker. Previously commented out.
Added department head sets to head lockers.
Fixed MULE dropoff at Security and Kitchen.
Syndicate space suits now slow you down by a small amount.
New prize at the arcade.
Added back Robocop selection for Security borgs.
More CentCom area adjustments.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@556 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-07 01:08:36 +00:00
noisomehollow@lycos.com
153b5013ac Updates to Centcom.
Kitchen delivery tables are now reinforced and the glass doors have kitchen access set.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@548 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-06 05:53:51 +00:00
noisomehollow@lycos.com
9c715e71d8 Minor area changes for 1.9.
Clown Planet is now located on its own z-level (7).
Updates to the areas page. When creating new or modifying existing areas, place them in an organized fashion for easier reference.
Chemistry and CMO are properly recognized as part of Med Bay now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@547 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-05 23:46:50 +00:00
noisomehollow@lycos.com
dd97a0e45d Male toilets now use the correct icon in the editor.
Captain's armor, hat, jumpsuit are now blue. HoP's jumpsuit is also blue.
Old colors are now centcom Commander and Centcom Officer jumpsuits/armor.

Green=Central Command.
Blue=Command.
Red=Security.
White=Research.
Yellow=Engineering.
Light Blue=Medical.

Stamp colors changed to reflect this. Command radio also changed.
Minor tile color changes to the Bridge and other places.
Warden now has a dark red undersuit instead of blue.
Rig suit is fixed and is now in Engineering once again.
More redundancy fixes in clothing code.
Removed techpriest.dmi from mob. Not sure if it was committed with the last update. Sprites are stored in mob/robots.dmi.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@515 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-02 05:25:37 +00:00
noisomehollow@lycos.com
94d8cb8637 Name changes to Incinerator and Toxin Mixing Room.
Added a fire alarm to Fore Hallway North.
Name change for a monkey.
Introduced a new location to find in space.
Removed a closet from the AI Satellite Teleporter, moved to the new location.
Removed a useless pipe from the Prison Station, slight area adjustment.
Fixed Quartermaster mulebots.
Minor changes to Derelict.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@488 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-24 03:52:22 +00:00
noisomehollow@lycos.com
5d40a902de Added back aliums. They are still neutered and perfectly harmless.
Redid Sec again. Court back in previous position, HoS and Warden offices switched. Blast gate modifications. Switched the wiring/disposal pipes a bit as well.
HOW TO PROPERLY GET STUFF FROM THE ARMORY: write down what you want and why on a piece of paper. Ask the HoS to stamp it. Give it to the Warden. He is required to fulfill that request as per his job.
Removed a whole bunch of emergency closets from the Prison Station and moved a disposal unit into a corner.
Added a light switch for Warden and Lawyer.
Fixed West and East Aux Solars, along with other Solars. There are now port and starboard (+prison and aux) solars.
Removed the wiring from south AI Core grills for the time being since underneath them are walls, not floor.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@486 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-22 19:58:09 +00:00
crazyclonetheninja
adc8848f24 New auxilliary solars added by Library.
Ghosts should now be able to see AI Malf timers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@485 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-22 16:40:35 +00:00