Commit Graph

1066 Commits

Author SHA1 Message Date
Albert Iordache
38f73f2807 Removed step_x and step_y from maps/tgstation.2.0.8.dmm 2012-06-23 15:07:14 +03:00
caelaislinn
2cf1504fc5 anomaly bay tweaks
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 18:26:19 +10:00
caelaislinn
e2122199b8 Merge branch 'master' of https://github.com/Baystation12/Baystation12
Conflicts:
	maps/tgstation.2.0.8.dmm
map tweaks / conflict (resolved step_ issue, forgot to pull request)

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 14:06:48 +10:00
cib
24181a017b Reverted the map step_x derp. 2012-06-22 21:04:26 -07:00
caelaislinn
16a9b2109f anomaly tweaks and fixes
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 11:43:02 +10:00
caelaislinn
a36a6df1f7 forgot to add devices/batteries
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 04:37:13 +10:00
caelaislinn
2fbd7758bc Merge branch 'master' of https://github.com/Baystation12/Baystation12
Conflicts:
	maps/tgstation.2.0.8.dmm

removed misplaced light, fixed couple of mapping errors in viro

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 04:27:42 +10:00
caelaislinn
0e21ed125a artifacts can be harvested and reused in a portable emitter, restructured artifacts, artifact analyses should go a lot smoother and faster now, additional bugfixes in general, moves some icons around to hopefully fix some bugs, additional strange rock formations should spawn now, dbs should work now, reworked the anomaly lab, redacted
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 04:16:09 +10:00
Albert Iordache
dcb05f5335 Removed a light placed inside a wall 2012-06-22 21:12:08 +03:00
Cael_Aislinn
835b1f2567 some more fixes
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 01:17:21 +10:00
caelaislinn
d5821ddb99 artifact tweaks, added artifact catalogue database to anom lab
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 16:31:43 +10:00
caelaislinn
b79d5253b0 gloves now prevent on-touch artifacts from activating, anomaly suits are pressure resistant, fixed door in anom lab
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 16:09:09 +10:00
caelaislinn
d619ad1a16 map updates
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 07:28:34 +10:00
caelaislinn
d50d166e24 added anomaly lab in research, added some floodlights on the mining base, cleaned up a bunch of cameras
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 07:04:24 +10:00
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
ef3e93652c Fixes for Antiqua compilation and runtimes. 2012-06-19 21:37:41 -07:00
Erthilo
edd6f3ad88 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/door.dm
	code/game/objects/transfer_valve.dm
	code/game/turf.dm
	code/modules/clothing/gloves.dm
	maps/tgstation.2.0.8.dmm
2012-06-19 22:09:30 +01:00
Erthilo
ac30f5f2d3 TG: 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
Revision: r3751
Author: 	 petethegoat
2012-06-19 21:37:44 +01:00
SkyMarshal
6f1e53de1d Map fix and hypothetical holodeck fix for UL 2012-06-19 00:38:57 -07:00
caelaislinn
4d329fc2df fix for antiqua freezecrashing on game start (was something weird to do with lockdown or engineering cam computers)
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-18 00:25:06 +10:00
Erthilo
0fbe87be6b Map merge fixes. 2012-06-08 20:23:05 +01:00
SkyMarshal
dd4f191f28 Removed a bunch of tag variables from the map. I hate whoever added those.
Final parts to ZAS.  Works 100% (Or very near such) now.
2012-06-08 00:28:47 -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
2892ea733e More changes for ZAS. Firelocks work properly, and rebuilding zones occurs at the proper times. 2012-06-07 13:43:55 -07:00
SkyMarshal
1059311b5b Debugged ZAS. Removed another duplicate proc. Made sure turf changes are added to the air_master to be updated. Fixed errors on the map causing problems. Added different sized packages. Airflow readded. 2012-06-07 01:15:14 -07:00
Erthilo
b7cc7a088a All digital valves on map turned off by default, and have to be turned on manually, due to network setups or something. Thanks to Cael. 2012-06-06 04:51:12 +01:00
Erthilo
6fa32f838d Hotfix for the HoS's door. 2012-06-05 02:52:36 +01:00
Erthilo
32a1d304ad Fixes for invisible appendices, changelog, readded disposals wall catcher. 2012-06-04 16:28:08 +01:00
Erthilo
8955c23d90 Fixes cloning. I'll take a working cloner over fancy text anyday. 2012-06-04 03:34:06 +01:00
Erthilo
d6a35b76c8 Map cleanup. 2012-06-03 19:00:01 +01:00
Erthilo
225a51ce7a TG: Fixed bottom corners of the escape pod/shuttle not animating during transit
Revision: r3707
Author: 	 ericgfw...@hotmail.com

Fixed path error.
2012-06-03 17:55:26 +01:00
Erthilo
b1cc28eacb Places with windoors remodeled due to them being breakable, mostly with plastic flaps. More office chairs and department airlocks added to various area. 2012-06-03 16:26:41 +01:00
caelaislinn
6f53a37be1 antiqua wiring updates
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-02 13:37:40 +10:00
caelaislinn
e5579cac7d Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-06-02 13:27:45 +10:00
caelaislinn
724442bfee slight antiqua updates (ready for handover, i guess?). will want it back eventually, there's still a lot of testing i need to do
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-02 13:26:13 +10:00
SkyMarshal
e97e99a046 Merge pull request #1220 from Erthilo/master
ERT updates, megaphone, AI holopad fixes, cleanbot limiter
2012-06-01 14:55:41 -07:00
Erthilo
45ee78bf44 Adds Flashkirby's ERT suits. Moved ERT's equipment to lockers so it's easier to edit in future. Edited medical ERT's loadout slightly. Added a megaphone that broadcasts a larger message than normal, gave on to each Head in their office. Changelog. 2012-06-01 22:49:01 +01:00
caelaislinn
11a344ba64 resized generator and smes room, tweaked the coolant array (and added an airlock) moved maintenance above vault to below it
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-02 01:07:43 +10:00
caelaislinn
e47b5fb21a engineering updates.
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-02 00:46:56 +10:00
caelaislinn
9c218f2cd2 updating filepaths
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-01 20:22:28 +10:00
SkyMarshal
cb432489cb Merge pull request #1206 from Erthilo/TGUpdates
TG Update r3659 to r3681
2012-05-31 20:00:50 -07:00
caelaislinn
91e9f588b0 Merge branch 'master' of https://github.com/Baystation12/Baystation12
Conflicts:
	baystation12.dme

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-05-31 19:23:11 +10:00
caelaislinn
c5407e8860 antiqua updates
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-05-31 19:16:22 +10:00
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
9d1e9f8505 TG: (Renames and repaths engineering space suits, does not replace RIG suits)
Replaced engineering rig suits with sexy new environment suits, sprites courtesy
of Baystation 12.
Fixed Erro's backpack derp- backpacks are wearable once again.

Added a obj/structure ex_act(), blob_act(), and meteorhit().

Made gasmasks block visibility of glasses and ears.

Fixed being able to wear plasma tanks on your back.

Fixed the gas mixer sprite not lining up with horizontal pipes correctly.

Removed a bunch of pointless text()s from a few files. I was going to get rid of
all of them, but I gave up after a while. Most of the diffs are this.
Revision: r3662
Author: 	 petethegoat
2012-05-28 23:24:55 +01:00
Erthilo
a7dd312b3e TG: - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: 	 baloh.matevz
2012-05-28 22:58:57 +01:00
Thrain
5d7e234589 Changes outlined in the TG station edits thread 2012-05-28 11:06:38 -07:00
Erthilo
b7b33fc91a /obj/item/weapon/spacecash change to /obj/item/weapon/money
Can now split and stack money properly.

Fixes genetics/research access door and also money path changes.
2012-05-21 23:56:48 +01:00
Erthilo
3a6f6557b6 Fixes various door access. Replaces Chem/Science door with a window until access debate is over. 2012-05-21 15:01:04 +01:00
caelaislinn
98c0cfeb22 probably fixed merge conflict, also updated Antiqua.dmm
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-05-21 17:44:01 +10:00