with aegun and mateba (for list of possible guns).
Added Ausops gateway sprite.
Added placeholder structures so the people working on the map have something to
mark where the recieving gate will be.
And unfinished Behemoth code because the dme needed to be updated to include
Ausops stuff.
Revision: r3572
Author: kortgstation
There's like 1001 things to fix so some of this is somewhat crude for now.
new helper proc located in procs/helpers.dm
reject_bad_text(var/text)
just feed any text in and it will either return the original text or null (if it
contains odd characters such as \ / < > or characters reserved by BYOND. It also
rejects if there are no non-whitespace characters)
Revision: r3571
Author: elly1...@rocketmail.com
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8651)
Added Invisty's new field generator sprites.
Added a button to check antagonists that stops the world from automatically
restarting at round end.
It's toggleable, but once the round ends with it on, you'll need to reboot the
world manually. (It's under check antagonists because that's where the shuttle
stuff is, let me know if I should move it.)
Revision: r3565
Author: petethegoat
the removed drinks.
-Drinking the Antifreeze booze makes you warmer. Duh.
-You now need 10 sheets of metal instead of 2 to make a gas canister, people
can't FILL ENTIRE ROOMS WITH THEM.
security.
Updated operating tables to search for adjacent computers, rather than using an
ID.
Switched back to the old bodybag sprites.
Slightly updated the Oddy destroyed sprites, and updated the changelog.
Revision: r3547
Author: petethegoat
"Unknown" it uses the disfigured variable of a human's head organ to dictate the
human's name variable.
This means real_name is now somewhat back to being a reliable source of the
mob's actual name. It should eliminate a lot of the "cloning as unknown" bugs.
It also means I could simplify that god-awful name updating stuff into a nice
and simple helper proc.
Some original_name stuff was added here and there, mainly during cloning. A lot
of the "getting random ghost names" should be fixed now. Still loads to do
though, particularly with transforms and such. >_>
Fixed a runtime with Tajarans trying to use a variable that doesn't exist for
PDAs. Removed that variable from IDs as it's only used by furries.
Revision: r3546
Author: elly1...@rocketmail.com
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.
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