Commit Graph

106 Commits

Author SHA1 Message Date
Erthilo
4081115f96 TG: -Re-evaluated maintenance.
--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
--Doors have been moved around to match the new areas.
--Several windows facing into station areas have been removed.
--Overall it should be darker and more winding
-Added Sieve's EngiVend to engineering and reduced number of lockers
-Scientists no longer start with gas masks and o2 tanks (Still available from
the lockers)
-Added paperwork objects to detective's office
Revision: r3752
Author: 	 ericgfw...@hotmail.com
2012-06-23 14:35:38 +01:00
SkyMarshal
9418a1c8a6 Traitor objective system update. 2012-06-21 17:51:06 -07:00
SkyMarshal
5ea83f0abe Air alarm fixes, final part. Added in area atmos lockdown, proper overrides from the atmos control computer, cycling airlocks, and minor airflow/ZAS tweaks. 2012-06-21 02:06:05 -07:00
SkyMarshal
c07776de73 Ultralight, but Botpathing is still retardedly broke. 2012-06-19 19:36:53 -07:00
SkyMarshal
692fdc724e Second part of UltraLight. Some fixed up fire stuff. 2012-06-18 17:52:40 -07:00
SkyMarshal
aeb850fef0 Working UL 2012-06-18 15:02:34 -07:00
SkyMarshal
a1a2302199 ZAS fixes, adds Atmos Lockdown which replaces all door accesses with engineering OR atmos access. (And a shitty temporary icon) 2012-06-07 20:50:42 -07:00
SkyMarshal
bb24bd6b2b Fixed two oopies. 2012-06-01 14:33:37 -07:00
SkyMarshal
b45afa1902 Some fixes for shit I found when porting stuff to TG. 2012-06-01 13:55:15 -07:00
Erthilo
1e022584ac TG: -New PDAs for atmos, genetics, and chemistry
-New sprites for engineering and medsci PDAs
-Warden area renamed to Armory
Revision: r3676
Author: 	 ericgfw...@hotmail.com
2012-05-29 01:12:08 +01:00
Erthilo
247869324a TG: -Moved signs and status displays off of windows and onto walls
-Moved cameras out of maintenance shafts
-Clarified ambiguous defined area names
-New defined areas (and APCs) for sleeper room & engineering break room to take
a load off atmos and medbay
Revision: r3657
Author: 	 ericgfw...@hotmail.com
2012-05-26 00:18:08 +01:00
caelaislinn
2c2bc1729d - tweaked heatshield, then removed it because of derp.
- added some new engineering areas, worked on antiqua engineering (antiqua is now ready for - wiring).

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-05-20 22:16:00 +10:00
Erthilo
363dd54b7e TG: A few map fixes, plus new toilets, urinals, and showers.
All bathroom stuff is fairly WIP at the moment.
The toilet path has changed from /obj/machinery/disposal/toilet to
/obj/structure/toilet
Revision: r3586
Author: 	 petethegoat
2012-05-15 00:11:18 +01:00
Erthilo
ab552e20d1 TG: Renamed access_medlab to access_genetics.
Gave the RD his genetics access back.

Added Invisty's hyperspace tiles.
Added Icarus's map updates (Sec, gateway room, genetics/RD access) ((this is a
big overhaul to sec)).
Added Flashkirby99's SMES sprites.

Updated the changelog.
Revision: r3576
Author: 	 petethegoat
2012-05-13 00:24:34 +01:00
Hawk-v3
fc2a7f3a81 More Breakroom things, and a second Json fix. 2012-05-11 18:47:00 +01:00
Erthilo
b86f71dc71 TG: Adds the framework for randomlly loading an additional external z-level at
server start.  Loading during the game should also be possible.
Fixes assorted bugs
Revision: r3559
Author: 	 VivianFoxfoot
2012-05-10 02:12:12 +01:00
Erthilo
28f7a58905 TG: - Added a rudimentary transformation section to the options panel (show player
panel verb). This allows rudimentary mob type changes to any mob. These are
however generic and non-mob-specific, as they only copy over some of the most
needed variables, such as the three name variables, dna and mind. They do not,
for instance, create a MMI for cyborgs. A note of this is also added to the
player panel.
- Once you click one of the links a popup will appear asking you whether you'd
like to delete the old mob of the player (yes or no) or cancel this
transformation.

Screenshot:
http://www.kamletos.si/options%20panel%20rudamentary%20transformation.PNG
Revision: r3534
Author: 	 baloh.matevz
2012-05-06 21:01:19 +01:00
Erthilo
f2777aa65f TG: Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: 	 petethegoat
2012-05-06 18:26:41 +01:00
Ren Erthilo
f7e4ab6975 TG: Adds randomlly spawning rooms to the mining asteroid that contain various
goodies.  (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again.  Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: 	 VivianFoxfoot
2012-05-02 00:21:18 +01:00
Ren Erthilo
93403a15e5 TG: Adds a dummy process() to /obj/machinery/door so that doors aren't removed from
the machine list.  Best guess, all machines call process automatically, and
because doors didn't have an explicit one defined, they automatically called the
one that removed them from the list.
Adds a borg deathsquad to the map.
Few more fixes to the tensioner.
Revision: r3374

Includes door code cleanup from here http://code.google.com/p/tgstation13/source/detail?spec=svn2895&r=2895
2012-05-01 02:55:28 +01:00
CaelAislinn
3cec18affd balances, improvements and tweaks to rust and antiqua. did not to cameras because i have a lecture in six hours.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-05-01 03:33:29 +10:00
Ren Erthilo
470d767369 Reverting registered_name change. Reverting area name changes. Reverts Plasma Steel and object changes. 2012-03-26 15:47:39 +01:00
Ren Erthilo
089e844be9 A large amount of groundwork for /tg/ code. Comes with some gameplay changes.
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
2012-03-26 03:16:01 +01:00
Iberis
7cec890a91 Antiqua.dmm Added lots of areas. Overall major tweaking.
Added some minor areas.
2012-03-16 19:53:23 +01:00
SkyMarshal
7534154fa2 Cleaned up some code, fixed a bug with dead/sleeping people seeing you talk into headsets, reworked guncode some, readded point-blank shooting, removed disposal space cannon, hacktool works on windoors and secure closets, now. 2012-03-05 12:27:55 -07:00
Iberis
bcf81e8913 Fixed the area conflict with the tg station. 2012-03-02 06:26:26 +01:00
Iberis
fcd7274997 Added CrewQuarters. Some Areas.
Polish
2012-03-01 23:51:34 +01:00
baloh.matevz
a6389b5930 TG UPDATE: Attention! Space is now (finally) UNPOWERED.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2728 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-27 00:13:59 +00:00
Iberis
03e89a5115 Created Security from scratch.
Moved Atmos out of the way.
Tweaks on Medbay, the area around Engineering. Maintenance.
2012-02-26 05:02:24 +01:00
Melvin Melonstorm
b57f23bda4 Big toxins lab update! It's now way better, with two burn chambers and a
mixing and filtration room, along with a bigger observatory and an
'office' for plasma researchers, i.e. a table layout similar to the one
in chemistry. Instead of a chemical vendor, plasma researchers now got
their own custom vendor with assembly parts for bombastic bombs. The
maintenance tunnel's still kept between a double set of airlocks.

There is a problem with the vents and scrubbers of the office and burn
chamber room not being detected, though. (Miniature, Hawk, take a look
at it.)
2012-02-18 02:04:23 +01:00
CaelAislinn
49fcb53a8f added new engineering areas
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-30 04:18:08 +10:00
Albert Iordache
619afea38f Revert "water pipes base + pda support"
This reverts commit a591aef35c.
2012-01-27 10:06:12 +02:00
Tastyfish
a591aef35c water pipes base + pda support 2012-01-24 15:45:51 -05:00
SkyMarshal
0d7ce5f347 Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)
We were able to restore functionality after we blew up half the radio equipment, as well.
AI satellite is now the Comms satellite.
2012-01-17 00:12:30 -07:00
cib
ca7d32ceb8 Reworked the engineering power grid, added more power monitors. 2011-12-23 21:57:57 -08:00
cib
5b349cc549 Revert "Moved the singularity and particle accelerator a bit out of the station. Added some stuff to engineering and generally organized it a bit."
This reverts commit a6e7d09620.
2011-12-08 20:47:37 -08:00
cib
a6e7d09620 Moved the singularity and particle accelerator a bit out of the station. Added some stuff to engineering and generally organized it a bit. 2011-12-06 05:24:43 -08:00
petethegoat@gmail.com
bae68c2db1 Several map changes:
fixed the disposal in the incinerator not leading to space.
restocked the chem closet- it now contains an anaesthetic closet, which might be interesting.
removed the glass windows from the front of the QM desk.
possibly a few other changes, nothing significant though.

Added the firing range, courtesy of vey.
Don't get too excited, it's still under construction.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2498 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-08 00:15:16 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
a69a4fbc46 Fixed a rechargestation runtime.
Added a few misc areas.
Changed a number in the prefs that might help with less assistants.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2328 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-04 03:48:45 +00:00
baloh.matevz
bd73bf33d3 - Randomized light brightness for lights at round start is now no longer tied to individual lights, but to the area they start in, meaning some areas might start out darker on some rounds. Most have far too many lights tho, so they don't affect anything.
- 10 percent of lights with tubes will now start out broken and 25 percent of lights with bulbs will now start out broken.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2261 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-24 14:14:40 +00:00
baloh.matevz
9b7afeb978 Committing the most recent version of uterus.
Edits made to it from my part:
- Added an atmos maintenance room to 7 locations: cargo, bridge, brig, medbay, science, engineering and kitchen

When piping uterus, use these rooms, get a line from atmospherics to each of the 7 atmos maintenance rooms and then to local vents from the maintenance rooms.

- http://www.kamletos.si/atmos1.JPG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2191 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:15:57 +00:00
baloh.matevz
0b2069f293 Made the alien dinghy in the abandoned mining station an actual shuttle that can be moved via the secrets admin menu. Because it processes lighting, some lighting bugs will appear if you used it with light-emitting objects in it. I would care if this was more commonly used but since it's admin-only and in an obscure part of the map, I say whatever, it's not worth it as it won't affect anything anyway.
The base which it leads to only has closets and beds in it. Perhaps some fun stuff will be added later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2097 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-03 15:53:25 +00:00
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