- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog
So yeah, some stuff is credited to bay12, tho some of it was nearly enough completely recoded.
Screenshots:
http://www.kamletos.si/wire%20colors.pnghttp://www.kamletos.si/cuff%20restraints.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
- slightly altered the pray format to include a (SC) link, which stands for 'spawn cookie'. This attempts to spawn a cookie in the hands of the person who prayed. It's intent is to be a consolation prize when the prayer cannot be answered, due to it ruining the round. Only humans will get a cookie.
Screenshot:
http://www.kamletos.si/cookie%20spawner.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3766 316c924e-a436-60f5-8080-3fe189b3f50e
Fix for xray projectiles being incorrectly defined. Thanks Mwahahahaha!
Fix for the xray sprites.
Map changes! Mostly changes in maintenance, but also a xenobio change, to make the monkeys not visible from the metroid pen, for Rockdtben.
Also readded the secure storage and lockdown buttons to the CE's office. Thanks Mwahahahaha!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3765 316c924e-a436-60f5-8080-3fe189b3f50e
- You can no longer whisper when stung by a changeling or had another thing make your 'silent' var get set.
- Added a single empty toolbelt to robotics, added a wrench and screwdriver to toxins.
- Power cells now always spawn full. The double use of the 'charge' variable was not good, as when creating the map it had a value of 0 - 100 to represent the percentage of the cell's power, while it was used as a numeric representation of the amper-hours that were still left in the cell. The problem this caused was that cells created mid-round (cells which spawned in closets or were spawned by admins) always started empty. They all start fully charged now. Additional obj/item/weapon/cell/X/empty types were added if we want empty cells.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3763 316c924e-a436-60f5-8080-3fe189b3f50e
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.
!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.
Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.
I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.
Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e
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
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
Recoded stunbatons, and put them into their own stunbaton.dm. They should function more or less the same, there's a few differences.
Recoded rechargers, they function exactly the same, but should be a bit more responsive now.
Fixed issue 475.
Filing cabinets, photocopiers, and hydroponics trays are now unwrenchable (the latter by request of Cheridan. It may need balancing, or more steps to unanchor.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3749 316c924e-a436-60f5-8080-3fe189b3f50e
- Timers
- Remote Signallers (Fixes issue 325)
- Proximity Sensors
- Infared Sensors (Man.. these really need to be fixed.. or just re-done entierly)
Cargo shuttle:
- People in the area of the cargo shuttle get gibbed when the shuttle shows up. (Fixes issue 508)
- Renamed 'Dock' to 'Away' because Station -> Dock is confusing...
Committing for Sieve:
- The toggle throw hotkey (end) now works with TK (Fixes issue 523)
- Borg diamond drills now properly dig sand (I still don't understand why they don't just have a shovel...)
Updated changelog to reflect some of these changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3747 316c924e-a436-60f5-8080-3fe189b3f50e
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435
While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them
Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!
I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
- Removed the mouseover thing for intent switching
- Added an 'equip' button to the old hud (just this one for now) which equips the item in your hand to the appropriate slot.
- Prevented the intent switching hotkey from spamming your chat when you use it.
- Mousing over the intent button now switches it's icon to the four 16x16 intent icons, arranged in a 2x2 grid. Clicking anywhere on the icon will still cycle through the intents, it won't auto-select the intent you clicked on. The icon-swap thing exists only to better illustrate how many times you need to click to get to the intent you wish to get to.
Hopefully the new intent switching method works better.
Screenshot of UI:
http://www.kamletos.si/ui%20tweak%205.PNG
Intent changing gif:
http://www.kamletos.si/intent%20switching.gif
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3737 316c924e-a436-60f5-8080-3fe189b3f50e
* You can now Drag-Drop disposal pipes and machinery into the dispenser, in order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and unwrenched
* You are now forced to eject the disposal bin before unwelding it.
Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3734 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed turret controls not working in AI upload and telecoms
-Made sunglasses less dorky-looking
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3733 316c924e-a436-60f5-8080-3fe189b3f50e
- In addition when an admin uses 'adminwho' they will see if the admin in the list is AFK or not. You are deemed as AFK if you have been inactive for 300 seconds = 5 minutes.
- A little code standardization for port gens.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3730 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed the problem where suits appeared on the UI even with the inventory closed. The call to other_update() in update_clothing() must be done after all the icon slots get updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3725 316c924e-a436-60f5-8080-3fe189b3f50e
Anti-spam delay raised to 7 ticks. A little over half a second.
Admins can no longer be banned except by deadminning them or banning through the host's pager.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3722 316c924e-a436-60f5-8080-3fe189b3f50e
-Glasses of Coffee, Ice, Iced Coffee, and Bilk now work properly, instead of making glasses of ..what?
-New stun baton sprites.
-Sprites for windoor construction.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3714 316c924e-a436-60f5-8080-3fe189b3f50e
Any PDA that can access the Security Records can, via the forensic scanner function (that was already there) store data on what was scanned, the same way that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be improper.)
Updated changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3713 316c924e-a436-60f5-8080-3fe189b3f50e
Defined some clothing-overlay layers. The defines are float-layers. So they will always appear above the mob they are overlaying. They can be found in setup.dm
This pretty much means you can change to order in which the icons are added to the overlays variable without fear of eyes appearing above glasses and such. So no more of these dumb bugs.
It also paves the way for selective clothing updates which should speed things up a fair bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3704 316c924e-a436-60f5-8080-3fe189b3f50e
- Window doors currently have 200 health, this can and will change if break ins become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors
Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible treasure.
- - There is a chance for the ripley to have a diamond drill instead of a regular drill.
Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the metal.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3696 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed r501 (underwear not showing) Cause: bad indentation
A possible fix for some very odd bugs caused by restarting the MC related to the usr variable being passed into the MC. *shrug* Very hard to test.
Removed the need for the world to be in Debug2 mode to edit ticklag as the verb is hidden behind another proc now anyway, and it's become more of an annoyance than a thing to stop people accidentally clicking it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3695 316c924e-a436-60f5-8080-3fe189b3f50e
Tidied up the Login and Logout procs for mobs. Moved the sandbox buildmode stuff to mob/living/login.dm so you shouldn't have to log-out and back in to enable build mode.
Removed the logged_in variable for mobs as it was the most pointless thing ever.
Made the multikeying checks a separate proc. People are checked the second they get a new_player mob. Its notices are also less spammy.
Changed AllowUpload from the default. It now restricts uploads of over 1Mb to prevent admins uploading massive .Oggs and lagging the server to hell whilst it sends the ogg to 40+ players. Feel free to change the limit.
Moved some of the core client procs into one folder; they should really be together and not in /modules/mob/mob.dm and various other places. I will be giving the client stuff a belated spring-clean over the next few commits, just got to iron out some of the kinks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3694 316c924e-a436-60f5-8080-3fe189b3f50e
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.
- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).
- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.
- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.
- New telecomms bus mainframe sprite, thanks to WJohnston.
- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.
- A couple of minor bugfixes here and there, along with some code tidying.
Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
-Tweaked fake moustache. It shouldn't work as internals, but it disguises your identity.
-Fixed a couple flags for the sake of logic.
-Updated changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3691 316c924e-a436-60f5-8080-3fe189b3f50e
You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely.
You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3690 316c924e-a436-60f5-8080-3fe189b3f50e
Rules verb moved to the interface to make it more visible (so new players may actually -read- it occasionally).
Minor changes to investigate singulo based on feedback. Entries are now timestamped and the "time \ref[src] (location)" bit is in a smaller font. Collectors note how much fuel they are loaded with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3687 316c924e-a436-60f5-8080-3fe189b3f50e
* Arcade
* Prison Shuttle Console
* Area Air Control
* Atmos Alert Computer
* Mining Shuttle Console
If anybody is not okay with this, feel free to comment out the attackby code of that computer. But keep the circuitboard for future reference.
This should make all computers on the station be able to be disassembled.
Fixed some error message for cellchargers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3683 316c924e-a436-60f5-8080-3fe189b3f50e
Can no longer eject the nuke disk from the nuke while stunned. Fixes issue 497.
PA can now be powered down again.
Cyborg 'skull' masks now have east and west facing sprites. Fixes issue 468.
- I encourage anyone with actual spriting skills to redo them though, I just spent 5 second in photoshop whipping these up. (icons/mob/mask.dmi the icon labeled 'Death')
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3681 316c924e-a436-60f5-8080-3fe189b3f50e
At the moment it only logs some singularity things. Please let me know if there are any important methods of singulo-grief which I may have missed.
The "Investigate" verb is available to everyone of rank "Admin observer" and upwards. Just type "Investigate" and select the subject you'd like to see logs for. Typing "Investigate singulo" will also work as a shortcut.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3679 316c924e-a436-60f5-8080-3fe189b3f50e
switching modes so your battery charge and chemicals aren't wasted.
-Added the (src)s to the robot modules that I forgot. It all seems to work fine without them, but just for the sake of consistency...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3669 316c924e-a436-60f5-8080-3fe189b3f50e