Commit Graph

9456 Commits

Author SHA1 Message Date
petethegoat@gmail.com
c14f242b4e Some assembly fixes and tidying up. Plus, improved infrared emitters, with new sprites by Pewtershmitz!
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.

Fixes issue 366.
Fixes issue 317.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 22:44:04 +00:00
Mloc
f53b079bb9 Merge pull request #1688 from comma/master
More wedding thingies
2012-08-26 11:05:38 -07:00
Chinsky
a2114056f7 More dresses for the dress god!
Also cake closet sprite.
2012-08-26 22:02:40 +04:00
elly1989@rocketmail.com
474294466a Fixes a really stupid mistake where a sleep() was causing the explosion() proc to end after the sleep due to src being null. This meant that the lighting process was turned off but never turned back on. It also meant powernets were deferred permanently :( sorry.
Reduced the Login delay for new_players. It stays because it protects against rapid connect/disconnects sending resources repeatedly, it's just a lot less annoying now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4554 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 17:50:29 +00:00
johnsonmt88@gmail.com
5eb6bd3b68 Runtime fixes:
runtime error: list index out of bounds
proc name: attack (/obj/item/weapon/gun/projectile/russian/attack)

runtime error: Cannot read null.loc
proc name: Topic (/mob/living/silicon/pai/Topic)

I've also added Pewter to the list of spriters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 16:16:07 +00:00
cib
6fbe2d1dd1 Red, green, blue and yellow paint now work on pipes. 2012-08-26 17:06:31 +02:00
giacomand@gmail.com
fe3532cf26 -Requested by Intigracy. Changed Centcom Official energy guns from the classic to the modern one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4552 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 08:45:48 +00:00
johnsonmt88@gmail.com
2e7b008d27 File structure again.
This cleans up all of the files in code/game/objects/items/weapons. Meaning that the re-organizing part of this endeavour is complete. All that is left is to start dragging down all of the object definitions from code/defines/ into their proper places.

While I'm certain this is all good, I'll apologize now if files or paths end up broken.

Again: Make sure your .dme is up to date! Delete it if necessary to SVN Upload it to the current revision.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4550 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 05:20:27 +00:00
giacomand@gmail.com
08a969b6a2 -AI Eye won't show up in pull, examine or point to popout menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4549 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 04:53:29 +00:00
johnsonmt88@gmail.com
bfbd177732 Changed the AI's intercoms around a bit.
West = Custom Channel (mic off, speaker off)
North = Common Channel (mic on, speaker on)
East = Private Channel (mic off, speaker on) //No change

The old system had two intercoms on the common channel, one with the mic on/speaker off and one with the mic off/speaker on. Apparently it was too confusing for players to figure out that when they changed the freq for one, they'd have to change the speaker/mic of the other. Fixes issue 837.

I've also fixed a derp with fire extinguishers I made in my last commit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4548 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 04:16:37 +00:00
johnsonmt88@gmail.com
28aabc9810 More file structure stuff!
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 03:32:58 +00:00
johnsonmt88@gmail.com
d36387607f More file structure stuff.
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.

**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 01:20:02 +00:00
johnsonmt88@gmail.com
44cf1c4106 Runtime fix.
runtime error: Cannot execute null.apply effect().
proc name: on hit (/obj/item/projectile/energy/floramut/on_hit)
source file: special.dm,85

Moved ninja gloves into the gloves sub-folder in clothing instead of space suits.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4545 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 00:37:47 +00:00
giacomand@gmail.com
95f05fbaea -Changed choking.
You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4542 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 21:01:39 +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
trubblebass@gmail.com
604bdcfbc9 - Nerfs the Neurotoxin drink, in it's former state it was better than a stunbaton.
It's now very slightly better than a Beepsky Smash.
- Amasec nerfed slightly because of how easy it is to make.
- Modified various descriptions, some were duplicates, others were inaccurate/just plain terrible.
- Updated the Changelog with my changes and added finally added myself to the coder list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4540 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 18:36:13 +00:00
giacomand@gmail.com
348685d97c -AI camera light now properly works with AI freelook.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4539 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 18:10:19 +00:00
johnsonmt88@gmail.com
240d910679 Meteor guns!
It's a gun that fires meteors! Admin spawn only.

They do not shoot 'real' meteors, they shoot a projectile that acts like meteors.

Note: The meteor projectile calls 'meteorhit()' which some objects and turfs do not have, so some things won't really be affected by them.

The gun itself has a potato battery, meaning it starts with a charge of 100 and has a maximum charge of 300. It costs 100 to fire and recharges 100 every 5 ticks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4538 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:39:18 +00:00
elly1989@rocketmail.com
6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
Comments for lighting:
	Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
	by using the var/tag variable and moving turfs into the contents list of the correct sub-area.

	Unlike sd_DAL however it uses a queueing system. Everytime we  call a change to opacity or luminosity
	(through SetOpacity() or SetLuminosity()) we are  simply updating variables and scheduling certain lights/turfs for an
	update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
	means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
	over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
	setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
	turning it back on with lighting_controller.processing = 1.

	Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
	for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
	at runtime)

	Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
	have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
	gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
	costs.

	Known Issues/TODO:
		admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
		mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
		Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
		No directional lighting support. Fairly easy to add this and the code is ready.
		When opening airlocks etc, lighting does not always update to account for the change in opacity.

Explosions now cause lighting to cease processing temporarily.

Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:06:57 +00:00
giacomand@gmail.com
676079cdba -Added more cameras to Telecomms.
-Made telecomms look symmetrical again.
-Added the telecommunication blackout event to the RNG. Admins can trigger it and they have an option to alert the crew.
-AI can now properly use their multitool. (forgot to uncomment)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4536 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 06:34:09 +00:00
giacomand@gmail.com
ad05bda38f -Removed the description of cameras stating that they can see through walls.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4535 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 06:02:32 +00:00
giacomand@gmail.com
1aa0883686 -Missed some files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4534 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:46:49 +00:00
d_h2005@yahoo.com
3705bc9350 Adds double-bladed energy swords, a two-handed variant of the normal swords.
Committing this before someone else goes and conflicts all my sprite files again...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4533 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:41:39 +00:00
giacomand@gmail.com
336dcd3dc1 -Removed files I've accidentally added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4532 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:37:04 +00:00
giacomand@gmail.com
683662f3b6 -Ported/continued AI Freelook. AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore. I've added documentation to freelook.dm which explains how the system works, if anyone is interested in adding anything. More information here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9675
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.

-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.

-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.

-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:34:33 +00:00
d_h2005@yahoo.com
34b1d3de38 Potato batteries now scale with potency. Thanks to QualityVan!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4530 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 02:06:41 +00:00
petethegoat@gmail.com
93a5db2cf9 Readded the chain of command, by popular demand. Now with a nice sprite and shit!
Added EngTaylor's riot shield bash suggestion! Intimidate those peaceful protesters!

FEATURES!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4529 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 01:55:53 +00:00
sieve32@gmail.com
b64d5c71e9 -Including the .dm that I forgot from r4525
-Changed the air assimilation for ReplaceWithFloor() and ReplaceWithPlating() so that it doesn't count non-floors/non-space turfs against the average.
-Commented them as well
Fixes Issue 851
-Standardized AIbots a bit, primarily with vars, attackby(), emag() and such (Mostly excludes M.U.L.E.'s though)
-AIbots now have a maintenece panel on them, which can be opened after unlocking the access panel by using a screwdriver
-The bots are now repaired by opening the maint panel and using a welder
-Emagging the access panel will unlock it permanatly, and emagging it with the maint panel open will trigger the emag behavior
-Floorbots will actually pull up tiles when emagged, 90% to just pull up the plating (And add it to the tile stock), and 10% to replace the floor with lattice
-When destroyed, floorbots will actually drop all the tiles they have stored, not just 1

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4528 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-24 23:16:34 +00:00
Cael_Aislinn
f1ddffcfb4 a bunch of alt_role_title stuff, this should lay the groundwork for making them job selectable
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 07:11:49 +10:00
Cael_Aislinn
40b556165b tajaran and soghuns trying to put on fullbody suits have a 50% chance to do 10 brute damage to themselves by twisting their tails.
skrell have the same chance and damage, but with their eartails instead

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 07:11:09 +10:00
Cael_Aislinn
da2ea3032f fixed some oustanding issues with mutantrace taj (including ears and tail, character creation preview), reset hair colour when player switches race in character creation
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 07:09:30 +10:00
Cael_Aislinn
8dccc809d4 made staff of change have a chance to properly turn into skrell/taj/sog
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 03:34:59 +10:00
Cael_Aislinn
1edad54fc2 renamed the old scanner, reorganised and cleared up some WIP stuff of mine
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 03:34:12 +10:00
Cael_Aislinn
c8dd6d3b4f moved some re-used ul procs to another file
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:59:05 +10:00
Cael_Aislinn
3e650e6d52 Merge branch 'bs12_with_tgport' of github.com:caelaislinn/Baystation12 into bs12_with_tgport
Conflicts:
	baystation12.dme

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:41:27 +10:00
Cael_Aislinn
7ebe6d16a2 minor tweaks to character creation
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:37:50 +10:00
Erthilo
5a75e606a6 Merge branch 'bs12_with_tgport' of git://github.com/caelaislinn/Baystation12 into TGUpdates
Conflicts:
	baystation12.dme
2012-08-24 16:35:18 +01:00
Erthilo
aff3907c04 Cleaning up files and UltraLight, added some BS12 files, and fixes sprite issues. 2012-08-24 16:20:50 +01:00
Cael_Aislinn
c188280bf3 removed some obsolete tajaran stuff
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:17:41 +10:00
Cael_Aislinn
ebe0698164 Allow server to initialise world without connected players (see f24af4140a)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:17:06 +10:00
Cael_Aislinn
bd3cbd1ef9 compile fix
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-24 22:19:57 +10:00
Cael_Aislinn
4c500f8b1c Merge remote-tracking branch 'remotes/git-svn' (r4527) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/devices/uplinks.dm
	code/game/objects/weapons.dm
	code/modules/mining/mine_items.dm
	html/changelog.html
	icons/obj/chemical.dmi
	maps/tgstation.2.0.9.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-24 21:55:58 +10:00
Erthilo
855334b572 Missed some errors. 2012-08-24 00:06:35 +01:00
Erthilo
1c9e05c121 Removed detective revolver check. 2012-08-24 00:01:08 +01:00
Erthilo
1ae7c3e798 Merged collapsible roller beds. 2012-08-24 00:00:19 +01:00
Erthilo
e39c2c4f48 Reorganized and updated Simple Animals. 2012-08-24 00:00:02 +01:00
giacomand@gmail.com
c2f2416171 -Fixed an issue where the PDAs couldn't send messages.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4527 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 22:20:09 +00:00
giacomand@gmail.com
5f320a1b62 Added some debugging code to help find out how the gender is being changed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4526 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 21:51:38 +00:00
Erthilo
9387dd2366 * Merged diagonal reaching.
* Merged speech bubbles and pain flashing
* Merged Signaler Dead man switch.
* Merged give verb.
* Merged alien languages
* Merged stuttering, slurring.
* Merged Git Revision Info.
* Fixed mutantraces not having hair/eyes
* Fixed Soghun's not being able to change hair colour.
* Fixed savefiles not saving species.
* Shut up vending machines.
* Added colour to species talk.
2012-08-23 22:43:38 +01:00
sieve32@gmail.com
672aa26d68 -Brought the miner borg drill force back up to 15 based on feedback
-Gave back the miner borg stun arm to account for the smaller improvement for drills
-Fixed an issue where I accidentally made borg emag modules invisible

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4525 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 20:53:13 +00:00