Fixes a host of runtimes caused by lag delaying "transmissions" between
telecomms machines. Various objects were being deconstructed during this lagtime
resulting in a bunch of weird null errors. Tested for 24hours on another server.
Seems to be all ok.
Added some rudimentary checks to advanced proccall. Calling procs owned by
objects is now a little less prone to runtimes. still a bunch of stuff to do to
get it safe enough though.
Revision: r3542
Author: elly1...@rocketmail.com
Ported over BS12's piano code. I say ported, it's not like it's anything but a
copy/paste though.
Also changed the icon to the minimoog, to reflect on how FUTURISTIC it is.
Revision: r3543
Author: petethegoat
http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=8481&start=20#p106280
Committing for Sieve: (and WJohnston, I suppose~)
Added WJ's alien hunt sprites.
Fix for the misplaced update ID line in the PDA.dm
Slightly updated mining turfs
Also adding a define for Cheri's balaclava sprites, and a new type of cigarette
packet (not available in game, currently)
Revision: r3540
Author: petethegoat
Without this patch, the first user had to wait for the server to
actually initialize the game. During this time the main window
of the client is not responsive to input. Now, when the first
player connects, they will see a fully initialized and responsive
lobby.
Now instead of tiny image on huge icon with description of what was on tile, photo on examine pop ups window with 3x3 screenshot (sort of), and lists in description who's there and what are they holding (good luck guessing from picture)
Also you can toggle camera on/off by clicking on it in your hand. Indicator at camera will change to green/red.
Also bumped max photos fro mcamera to 30, since no way to reload.
Adds BS12 dismemberment. Not all features of it are implemented yet, but it
should be equal to our previous system.
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed
like a good idea to do last night. For some reason.
Adds an afterattack to mobs that can be used. (In fairness, lots of shit in
attack_hand should be in there instead, like stungloves and stuff, to minimize
duplicated code)
Revision: r3537
Author: VivianFoxfoot
If your active hand is empty it puts it there, otherwise it puts it on the floor
under you
- Added this to the changelog.
Revision: r3531
Author: baloh.matevz
them.
-Added sprites/defines for a hydroponics supply closet. Fix for
medical/CMO/RD/scientist lockers not having the proper graphic when emagged.
Revision: r3523
Author: d_h2...@yahoo.com
Fixed deaths at the end of nuke rounds, optimised the code a little
gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns
generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.
Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have
.giverutimelog . This allows them to grant a specific client access to the
server's runtime logs. (they can grant themself access this way too). NOTE:
runtime logs can be used to meta, only grant access to coders or people you
trust. It may also be wise to ensure they do not play in the current round.
Introducing .getserverlog . It allows any admin above moderator to access ANY
archived server/attack logs. Should mkae processing forum ban requests a lot
easier since all admins with ban capabilities now have access.
getruntimelog renamed to .getruntimelog . File-request spam prevention increased
to 60seconds to discourage access serverlogs too much! They can reach sizes of
4Mb sometimes so please be responsible with them admins.
runtime logs should now be saved to /data/logs/runtime/ (you may have to create
this folder yourself)
ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff
text from the logs.
Revision: r3509
Author: elly1...@rocketmail.com
If a cultist builds a construct, that construct will be a cultist. This means
they can see cultists finally (and will probably count for the escape objective,
so that might need changing numbers wise)
Fixed some typos in the cult runes (godamnit Urist) and the blind rune can no
longer be made into a talisman, cause a handheld, instant, AoE blind that lasts
20 seconds with no counter is retarded.
Revision: r3507
Author: kortgstation
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
Set the urls within config.txt. Both buttons do nothing by default, you have to
set the urls yourself.
Removed two unused txt files that I forgot to remove.
Revision: r3502
Author: elly1...@rocketmail.com
Removed restrictions for cultists, anyone can be converted now.
Bibles no longer deconvert cultists to stop the random bible smashing from
ruining rounds
Soulstones can no longer capture the manifested ghosts. No more infinite
constructs.
Removed the telecomm traffic control from the map until its fixed.
Revision: r3500
Author: kortgstation
-New carrot in-tray sprites.
-Added define for bottle of adminordrazine and supporting code for injecting
adminordrazine into plants. Basically for debugging, so I don't have to spend 10
minutes injecting plants with mutagen each time.
-Raised the passive species-mutation chance slightly. For real this time.
-Added sprites for red and yellow floorbots into aibots.dmi.
-New PDAs for the botanists and librarian. Sprites for cartridges for both too.
(There's some work into a botany cartridge but it's commented out for now)
Revision: r3498
Author: d_h2...@yahoo.com
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.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.
Revision: r3495
Author: d_h2...@yahoo.com
it off.
Added Khodoque's new shotgun sprites.
Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is
non-existent.
Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical
Removed the define for HALFMASK, as it was completely unused.
Revision: r3493
Author: petethegoat
rather than handled per mob with like, 3 loops and a seperate process for each
mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can
locally, but because it relates to events that require a large number of players
it's very hard to test.
TODO: I was intending to use dust to kill players off on a nuclear-loss. However
dust() is very very broken. So I've hardcoded everything to die until I can fix
dust().
Added an adminverb for 'Game Master's. It was a debug verb so I could test
cinematics but I've left it in as it might be handy for events, especially if we
get more cinematics. To access it type "cinematic" in full into the input bar as
a Game Master, then follow the prompts. At the moment, it only handles nuclear
stuff (that's all there is anyway). You can choose where the nuke detonated 0=
on station; 1= near station but in space; 2= off the z-level. You can also force
a cinematic from another game-mode to play with the prompt after that one.
Note: All mobs are buckled to a bed located inside the gameticker (odd I know)
whilst a cinematic is playing. The bed is deleted afterwards releasing all
players. If off_station=0 then all mobs will be killed too. This is to stop
people running around and doing stuff during the cinematic. I really didn't want
to add more variables/checks to mobs.
Revision: r3481
Author: elly1...@rocketmail.com
check_gas_mixture, the explosion cinematic, sleeper get_reagents_amount, and a
possible (albeit unlikely) fix for throw_at
Revision: r3478
Author: quartz235
This 'fixes' a runtime that occurs when intercomms are tuned to frequencies they
probably shouldn't be able to. I'm guessing there's no connection datum defined
for those frequencies. Although, I'm clueless at telecomms stuff and I don't
want to break anything.
runtime error: Cannot read null.frequency
proc name: Broadcast Message (/proc/Broadcast_Message)
usr: null
src: null
call stack:
Broadcast Message(null, S.I.G.M.A. (/mob/living/silicon/ai), 0, null, General
Listening Channel (/obj/item/device/radio/intercom), "J.R. Bob Dobbs has signed
up a...", "S.I.G.M.A.", "AI", "S.I.G.M.A.", "synthesized voice", 1, 0)
General Listening Channel (/obj/item/device/radio/intercom): talk
into(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...",
null)
General Listening Channel (/obj/item/device/radio/intercom): hear
talk(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...")
General Listening Channel (/obj/item/device/radio/intercom): hear
talk(S.I.G.M.A. (/mob/living/silicon/ai), "J.R. Bob Dobbs has signed up a...")
S.I.G.M.A. (/mob/living/silicon/ai): say("J.R. Bob Dobbs has signed up a...")
I reproduced the problem on the centre private-intercomm in the AI upload by
tuning it down to about 121.7 or something.
Revision: r3474
Author: elly1...@rocketmail.com
P.S. Sorry for the nag but Agouri would down-vote all the things if I hadn't
tagged your name up there. :3
Also, removed some misplaced areas from the centcomm z-level (Quartermaster's
storage and a teleport one)
Cult walls can now be reduced to said girders.
Artificers can now create cult floors with a new
Added the damaged cult floor sprites by Ausops.
Revision: r3466
Author: kortgstation
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
Revision: r3465
Author: baloh.matevz