* They have their own channel msay, which all mods and admins can use.
* They cannot see or use asay, but they can see and respond to adminhelps and admin PM's.
* Their PM's will come up in maroon and show MOD PM.
* They have a moderator panel that shows name, ckey, IP and CID.
* They can use Set-Play, Set-Observe, Show-Skills, and can read and write Player Info.
* They can Deadmin themselves for the round.
Other Changes:
* Player info now shows the rank of who typed what.
* Admins are messages when player info is modified.
* Tweaks to prevent moderators using some commands.
- Hopefully this will cut down on the server spamming/crashing escapades
happening on other servers. (This wont stop that from happening, this just makes
it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.
Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short.
26's are annoying when they have to be changed and you have to hunt through over
a hundred files and tens of thousands of lines of code to find them all.
Moved uplink_kits.dm to code/game/objects/storage
Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate
dm files but this will do for now.
*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it
gets shown to the user through html or the like.
If it does please sanatize() or strip_html() it. Also use copytext() to cutoff
spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
Revision: r3652
Author: johnsonmt88
panel verb). This allows rudimentary mob type changes to any mob. These are
however generic and non-mob-specific, as they only copy over some of the most
needed variables, such as the three name variables, dna and mind. They do not,
for instance, create a MMI for cyborgs. A note of this is also added to the
player panel.
- Once you click one of the links a popup will appear asking you whether you'd
like to delete the old mob of the player (yes or no) or cancel this
transformation.
Screenshot:
http://www.kamletos.si/options%20panel%20rudamentary%20transformation.PNG
Revision: r3534
Author: baloh.matevz
Screenshot: http://www.kamletos.si/options%20panel.PNG
- Made some changes to admin verbs:
- Rejuvenate verb removed from mobs, is now in the options panel above (heal).
- Drop everything verb moved into view variables, added a confirmation message.
- Mute verb removed from mobs, use the options panel.
- Warn verb removed from mobs, use the options panel.
- Grant full access moved to debug verbs.
- Rejuvanate as a verb also still exists in debug verbs.
These changes were made to make right clicking a mob not show a million unneeded
verbs. They were moved based on the statistics gathered via feedback logging:
http://www.kamletos.si/tgdb/latest_stats.html#adminverbs
Please post any additional feedback on the admin forum.
Renaming mobs by clicking the big name at the top of the view-variables screen
now updates real_name too.
Additionally, if the mob is human, the first ID and PDA found in the mob's
contents which is associated with the original name, will have their details
updated.
Nomore having to edit like, 6 variables everytime somebody names themself
"dicks", "sanic" or "captain" ... etc.
Revision: r3532, r3533
Author: baloh.matevz, elly1...@rocketmail.com
secrets panel. (Admin Candidate and up)
- set ticklag moved to debug verbs, enabled by calling 'debug verbs' as a game
master.
Revision: r3530
Author: baloh.matevz
TP
- Player panel new will now properly display all antagonists in red
- Added a link to 'check antagonist' to the top of Player panel new.
- Removed some copied, unused files
- Added a default variable to fake insulated gloves for the siemens coefficient.
Do not ever set it to default to null! It will break any place where
initial(var) is used!
Revision: r3528
Author: baloh.matevz
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
- 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
them a little. If you have any concerns about how I've done so just give me a
shout and I'll either rework them or revert my changes back. Wormholes
especially seem a bit faster on my laptop. Smoke has temporarily been removed
from the blackhole event until I get time to investigate why the hell
effect_systems are using so much memory ( spark effects were using 40% of my
processor a second ago D: ). To compensate this I made them a new sprite.
Commented out the authentication system. It was the remnants of the old goon
authentication stuff (or maybe even older) and wasn't actually used in our code
at all (at least not in any useful way, it was merely called and short-circuited
to 1, so all those if(authenticated) were totally pointless. This has removed 3
unused variables from every client, a bunch of unused variables from the config
and two empty text files!
Committed (as a config option) a feature requested by Apoc station. It causes a
'reply to' window to popup when an admin PMs a non-admin player. It's meant to
grab their attention so they can't say "I didn't see your PM". It defaults to
off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt
Fixed a derp in isday where it was fetching the month instead of the day.
Removed medal references from Gib()
Removed the medal_hub global variables because they aren't used in any way shape
or form.
Revision: r3444
Author: elly1...@rocketmail.com
Date: Apr 12, 2012
goodies. (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again. Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: VivianFoxfoot
Shuttle call/recall announcements are now more noticeable. Removed a few ways
they could be spammed.
Cats and Dogs can see in the dark.
Recommitted some of the poop stuff by Doohl because, hell it's only one day and
I don't hate fun.
Revision: r3382
Author: elly1...@rocketmail.com
Date: Mar 31, 2012
Ausops. Committing because putting them all into the DM properly named was a
pain in the ass and don't want to have to redo it for whatever reason.
Revision: r3358
Author: kortgstation
hope you guys don't fuck over the server with this!
Committed Nodrak's work on Jobbans. (Thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8082)
Some miscellaneous mapwork and runtime fixes.
Revision: r3283
Author: vageyenaman
- Added a link to the secrets panel that allows the changing of the bomb cap to:
14, 16, 20, 28, 56, 128
Bomb cap is calculated:
devestation range = bomb cap * 0.25
high damage = bomb cap * 0.5
low damage = bomb cap
flash = bomb cap * 1.5
so the values for the different levels are: (screenshot)
http://www.kamletos.si/bomb%20cap.png
This function is game admin + game master only.
Revision: r3169
Author: baloh.matevz
secrets panel.
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a
purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named
them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module,
borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy
stand-ins for a bit until he is finished with them.
Revision: r3128
Author: elly1...@rocketmail.com
- Added feedback gathering for radio, rc and pda message use. (Only the number
of messages sent is recorded)
- Generalized the 'round_end' time feedback logging into a proc that now also
handles the radio/pda/rc processing at round end. (
blackbox.round_end_data_gathering(), where blackbox is the blackbox recorder
object. )
Revision: r3111
Author: baloh.matevz
You can now drag PDAs onto yourself to open the screen
Disables the fire damage causing husking.
Revision: r2926
Author: VivianFoxfoot
Other misc changes to logging.
- Explosive (de)compression, breaches are much more fun!
- Improved fire
- Faster system, with less splitting
Signed-off-by: unknown <Colm@Blue.(none)>